I am writing a small test qml script about drag&drop on windows.
test.qml
import QtQuick 2.3
Rectangle {
id : root
signal clicked(int x, int y)
signal filedroped(var url)
width: 800
height: 450
DropArea {
anchors.fill: parent
onDropped: {
console.log(drop.getDataAsString('application/x-qt-windows-mime;value="FileName"'))
// console.log(drop.urls)
console.log(drop.text)
}
}
}
When I drag a folder and drop on the UI, I got:
qml: D:\eclipse\CONFIG~1\ORGECL~1.APP\MANAGE~1
qml: file:///D:/eclipse/configuration/org.eclipse.equinox.app/.manager
Why my filename length is limited in the function getDataAsString?
Related
I want to make a game overlay to show my custom cross-hair. I want it to be always there with no closing policy.
I used a Popup item in an ApplicationWindow and I set the opacity of it to 0 and the opacity of the pop-up to 1 but it just showed me nothing.I also tried using the pop-up item without any toplevel window but again nothing.
The question is "Is it possible to show an always-on-top popup without any visible top-level window ?"
Your suggestions would be appreciated.
Without a popup window, we can try out with the 'z' property of the QQuickItem. Stack the crosshair always on top of your other items. And if you want to move the crosshair across the screen you can use their 'x,y' properties.
I have tried a simple sample for the same. Used an Image item for crosshair on top of the scroll view. It works as expected. I tried my way. We will see if some other idea's coming in.
Sample code here:
import QtQuick 2.9
import QtQuick.Window 2.2
import QtQuick.Controls 2.2
Window {
visible: true
width: 640
height: 480
// used here only to indicate image loading is going on
BusyIndicator {
id: busyindicatorId
visible: backgroundImgId.status === Image.Loading ||
crossImgId.status === Image.Loading
anchors.centerIn: parent
}
// background item
ScrollView {
anchors.fill: parent
anchors.margins: 10
clip: true
visible: !busyindicatorId.visible
Image {
id: backgroundImgId
source: "https://i.ibb.co/ZBNLvzb/andriod.jpg"
}
}
// crosshair item
Image {
id: crossImgId
z: 1
width: 100
height: width
visible: !busyindicatorId.visible
source: "https://i.ibb.co/SJFTLwN/cross.png"
anchors.centerIn: parent
}
}
Updates
Instantiated two windows of that one can be used for crosshair and have to set some window properties(transparent, alwaysontop) to show always on top. Let's have a look at this base code. Sample video
#include <QGuiApplication>
#include <QQmlApplicationEngine>
#include <QQuickView>
#include <QScreen>
int main(int argc, char *argv[])
{
QCoreApplication::setAttribute(Qt::AA_EnableHighDpiScaling);
QGuiApplication app(argc, argv);
QQmlApplicationEngine engine;
engine.load(QUrl(QStringLiteral("qrc:/main.qml")));
if (engine.rootObjects().isEmpty())
return -1;
QScreen *screen = QGuiApplication::primaryScreen();
QQuickView view;
view.setSource(QUrl(QStringLiteral("qrc:/crosshair.qml")));
view.setX(screen->geometry().width()/2 - view.width()/2);
view.setY(screen->geometry().height()/2 - view.height()/2);
view.setColor("transparent");
view.setFlags(Qt::SubWindow | Qt::FramelessWindowHint | Qt::WindowStaysOnTopHint);
view.show();
return app.exec();
}
//////////////// main.qml ////////////////
import QtQuick 2.9
import QtQuick.Window 2.2
import QtQuick.Controls 2.2
Window {
visible: true
visibility: "FullScreen"
objectName: "mainWindow"
// used here only to indicate image loading is going on
BusyIndicator {
id: busyindicatorId
visible: backgroundImgId.status === Image.Loading
anchors.centerIn: parent
}
// background item
ScrollView {
anchors.fill: parent
anchors.margins: 10
clip: true
visible: !busyindicatorId.visible
Image {
id: backgroundImgId
source: "https://i.ibb.co/ZBNLvzb/andriod.jpg"
}
}
}
//////////////// crosshair.qml ////////////////
import QtQuick 2.9
import QtQuick.Controls 2.2
Item {
width: 100
height: 100
// crosshair item
Image {
width: parent.width
height: parent.height
source: "https://i.ibb.co/SJFTLwN/cross.png"
}
}
I have a TextField in main.qml file
main.qml
ApplicationWindow {
id: mainWindow
header: ToolBar{
id: tbMain
TextField{
id: tfsearch
}
}
}
in main.qml file I have StackView that I add searchresult.qml to this stackview.
I want to know in searchresult.qml how use textchanged signal and text property of TextField that is in main.qml
In searchresult.qml:
Connections {
target: tfsearch
onTextChanged: doStuff()
}
My cpp application has a QMainWindow derived class, with QQuickView widget in the ui. Inside the view are a number of QML items which accept keyboard input. When an item is clicked, I call forceActiveFocus() on the clicked item. It all works from the time I launch the application, until the time I switch to another window.
If I switch to another application and back, or switch to another window within my application and back, calling forceActiveFocus() has no effect. The items are of a few different types, but here is a sample item:
TextInput {
id: textInput
anchors.fill: parent
inputMethodHints: Qt.ImhFormattedNumbersOnly
onActiveFocusChanged: console.log(activeFocus)
onEditingFinished:
{
}
MouseArea {
anchors.fill: textInput
onClicked: {
textInput.forceActiveFocus()
console.log("clicked")
}
}
}
When switching away I see activeFocus logged to the console as false. When I switch back again and click on the item, "clicked" is logged to the console, so the mouse event is being handled. However, onActiveFocusChanged is never called again.
I also tried an implementation with a FocusScope as the parent of the item, got the same behavior, with focus following my click until the point I switch away to some other window and back again.
UPDATE
After reading the comment from #user2436719, I've tried two minimal examples. It is only when using the QQuickView that this problem arises. Here is the QML app using a QML Window with the following main.qrc, which works just fine:
import QtQuick 2.7
import QtQuick.Window 2.2
Window {
color: "lightblue"
Rectangle {
id: textInputRect
color: "white"
height: 50
width: 150
anchors.centerIn: parent
TextInput {
id: textInput
anchors.fill: parent
inputMethodHints: Qt.ImhFormattedNumbersOnly
onActiveFocusChanged: console.log(activeFocus)
onEditingFinished:
{
}
}
}
}
The second is a CPP application with a QMainWindow derived class that has a QQuickView widget in the ui. This version exhibits the problem behavior. Here is the main.qrc:
import QtQuick 2.7
import QtQuick.Window 2.2
Rectangle {
anchors.fill: parent
color: "lightblue"
Rectangle {
id: textInputRect
color: "white"
height: 50
width: 150
anchors.centerIn: parent
TextInput {
id: textInput
anchors.fill: parent
inputMethodHints: Qt.ImhFormattedNumbersOnly
onActiveFocusChanged: console.log(activeFocus)
onEditingFinished:
{
}
}
}
}
From the QQuickView version, here is main:
int main(int argc, char *argv[])
{
QCoreApplication::setAttribute(Qt::AA_EnableHighDpiScaling);
QApplication app(argc, argv);
QQmlApplicationEngine engine;
engine.load(QUrl(QLatin1String("qrc:/main.qml")));
MainWindow window;
QQuickView* view = new QQuickView;
window.setView(view);
window.show();
return app.exec();
}
And here is how I set the QQuickView in the MainWindow:
void MainWindow::setView(QQuickView *value)
{
view = value;
QWidget *container = QWidget::createWindowContainer(view, this);
view->setSource(QUrl("qrc:/main.qml"));
ui->verticalLayout->addWidget(container);
}
Okay, this is QTBUG-34414. At the bottom of the comments for that bug a workaround is posted. The posted workaround fixed the problem for me, in the case of switching to other windows of my application, or to other applications. There was still no focus after closing dialogs. Putting this override in my window class fixed the problem for both cases:
bool MyWindow::event(QEvent *event)
{
if (event->type() == QEvent::ActivationChange ||
event->type() == QEvent::WindowUnblocked) {
if(view->isActive()) { //view is pointer to my QQuickView
window()->activateWindow();
return true;
}
}
// handle events that don't match
return QWidget::event(event);
}
This override worked for me with Qt 5.7 on OSX Sierra.
I have 2 qml files. Toolbarbutton.qml creates a button and DockWidget.qml creates a ListView. I am trying to have the button in Toolbarbutton broadcast to DockWidget that the button has been clicked. I then want to add items to my listView.
I have been trying to use a signal to establish the communication. In the Toolbarbutton.qml, I have a Rectangle item with an ID of saveButton. Under this Rectangle Item I added a signal called addSaveHistory(). I have shortened the code so its easier to see what I am doing.
Rectangle {
id: saveButton
width: 50
height: 30
border.color: "white"
color: buttonMouseArea.containsMouse ? "grey" : "black"
//Button text
Text{
id: buttonLabel
anchors.centerIn: parent
text: "Save +"
color: "white"
}
signal addSaveHistory(string url)
MouseArea{
id: buttonMouseArea
anchors.fill: parent //anchor the mousearea to the rect area
//onClicked handles valid mouse button clicks
onClicked: {
addSaveHistory("Hello?") //dispatch the event
}
}
}
In the DockWidget.qml file I have an Item that is using the Connections component. I have shorten the code so its easier to see what I am doing.
Item{
width: 100
height: 100
objectName: "Save + History"
Rectangle {
id: rect
anchors.fill: parent
color: "#323232"
Connections {
target: saveButton //id of rectangle in ToolbarButton.qml
onAddSaveHistory: {
// this is never called
}
}
}
I can't seem to figure out why the onAddSaveHistory is never called. I have also tried using a Loader component to load the Dockwidget.qml file into Toolbarbutton.qml and then specifically call a function in Dockwidget, but that doesn't work as well.
Do I just have the wrong idea of how the signals should work? I would greatly appreciation any guidance.
Here is my main.qml file.
import QtQuick 2.2
import Painter 1.0
import "save.js" as Save
Plugin {
//executed at startup
Component.onCompleted:{
//add toolbar
alg.ui.addToolBarWidget("ToolbarButton.qml")//add a button to toolbar
alg.ui.addDockWidget("DockWidget.qml")//add dock widget
Save.log("Incremental Save Plugin has been created")
}
}
First of all, realise that the signal is declared on the QML element at the root of the ToolbarButton.qml file, i.e. the Rectangle. Only the root item forms the interface for the QML element. All child elements are hidden to the outside world. So it's customary to declare the signal near the top of the file. A common ordering is:
Item {
id: root
property real foo: 0.0
property alias bar: innerItem.bar
signal baz(url location)
Rectangle {
id: innerItem
property color bar: "red"
}
}
So in this case a simple ToolbarButton.qml that declares a signal and emits it when you click in a contained MouseArea would look like this:
import QtQuick 2.3
Rectangle {
id: root
width: buttonLabel.width + 20
height: buttonLabel.height + 20
color: "steelBlue"
// Declare signal on the button object
signal addSaveHistory(string url)
Text {
id: buttonLabel
anchors.centerIn: parent
text: "Save +"
}
MouseArea {
id: buttonMouseArea
anchors.fill: parent
onClicked: {
// emit the signal
root.addSaveHistory("Hello?")
}
}
}
Then a simple consumer of this signal, here just a Text element but can be anything might look like this:
import QtQuick 2.3
Text {
id: dockWidget
text: "Waiting for a click..."
}
But wait, you say, how does that help. Well so far there is no connection. We make that when we instantiate our reciever item. So here, the main.qml file looks like this:
import QtQuick 2.3
import QtQuick.Window 2.2
Window {
visible: true
// Instantiate the ToolbarButton that emits the signal when clicked
ToolbarButton {
id: toolbarButton
anchors.top: parent.top
anchors.left: parent.left
anchors.topMargin: 10
anchors.leftMargin: 10
}
// Instantiate the DockWidget (just a Text element in this example)
DockWidget {
id: dockWidget
anchors.bottom: parent.bottom
anchors.bottomMargin: 10
anchors.left: parent.left
anchors.leftMargin: 10
// Complete the plumbing that connects the signal from item above
// with id: toolbarButton.
Connections {
target: toolbarButton
// When signal addSaveHistory is emitted,
// replace binding above with a new one
onAddSaveHistory: dockWidget.text = "Button was clicked"
}
}
}
In actual fact there is no need for the Connections element to be a child of the DockWidget. Think of the ToolbarButton and Dock widget as lego bricks that we are plumbing together at a location that has a higher level of knowledge about these items and how they should interact. If you want to though, you could wrap this up into its own more complicated custom QML component.
Furthermore, if you only have one thing caring about the signal, you don't even need the Connections element at all:
import QtQuick 2.3
import QtQuick.Window 2.2
Window {
visible: true
ToolbarButton {
id: toolbarButton
anchors.top: parent.top
anchors.left: parent.left
anchors.topMargin: 10
anchors.leftMargin: 10
// Add signal handler directly to emitter
onAddSaveHistory: dockWidget.text = "Button was clicked"
}
DockWidget {
id: dockWidget
anchors.bottom: parent.bottom
anchors.bottomMargin: 10
anchors.left: parent.left
anchors.leftMargin: 10
}
}
Hope this helps.
I want to write simple Qt Quick app with draggable QQuickItems. The items are well draggeble because of embedded MouseArea in the items. But a problem is that mouse events are not fired into C++ code in virtual overloaded functions. How to solve this problem or maybe there are some examples that I didn't find?
The QML file:
import QtQuick 2.0
import SimpleMaterial 1.0
Rectangle {
width: 320
height: 480
color: "black"
SimpleMaterialItem {
width: parent.width;
height: parent.height / 3;
color: "steelblue"
MouseArea {
anchors.fill: parent
width: 64
height: 64
drag.target: parent
drag.axis: Drag.XandYAxis
}
}
}
The C++ class:
class Item : public QQuickItem
{
Q_OBJECT
Q_PROPERTY(QColor color READ color WRITE setColor NOTIFY colorChanged)
public:
Item()
{
setFlag(ItemHasContents, true);
setFlag(ItemAcceptsDrops, true);
setFlag(ItemAcceptsInputMethod, true);
setAcceptedMouseButtons(Qt::AllButtons);
}
void mousePressEvent(QMouseEvent * event)
{
qDebug("Press"); // NOT CALLED!
}
public:
QSGNode *updatePaintNode(QSGNode *node, UpdatePaintNodeData *)
{
...
}
};
If MouseArea handles mouse event it doesn't pass event to its parent.
You need:
onPressed: {
mouse.accepted = false;
}
in mouse area to let the SimpleMaterialItem handle onPressed event.