use of qpropretyanimation desirably - qt

In this program I have built a QPropertyanimation and add to it my item and pos() property.
I override KeyPressEvent. And with using of keys consist of j, f, z item go forward ,go back and jump.
According gravity when item jump should fall. For this purpose I call down function. But item just once jump don't fall. I also have another problem: when the first press j and f (forward and back) item animate desirably but for next times item go forward and go back all of scene.
I mean It should animated for example 40 pixel but It animated 800 pixel.
class MainWindow : public QMainWindow
{
Q_OBJECT
public:
explicit MainWindow(QWidget *parent = 0);
QPoint start;
QPoint end;
~MainWindow();
private:
QGraphicsView* view;
QGraphicsScene* scene;
void keyPressEvent(QKeyEvent* k);
MyQgraphicsObject* m;
QPropertyAnimation* pr;
QElapsedTimer* timer;
int f;
int u;
int b;
void forward();
void up();
void back();
void down();
};
MainWindow::MainWindow(QWidget *parent) :
QMainWindow(parent)
{
view=new QGraphicsView;
scene=new QGraphicsScene;
m=new MyQgraphicsObject;
pr=new QPropertyAnimation(m,"pos");
view->setScene(scene);
view->resize(800,800);
view->setFixedSize(800,800);
setCentralWidget(view);
scene->addItem(m);
start= QPoint(0,0);
f=30;
u=-30;
b=-30;
}
void MainWindow::keyPressEvent(QKeyEvent *k)
{
switch (k->key()) {
case Qt::Key_J: {
forward();
break;
}
case Qt::Key_Z: {
up();
down();
break;
}
case Qt::Key_F: {
back();
break;
}
default:
break;
}
}
void MainWindow::forward()
{
end.setX(f);
pr->setEndValue(end);
pr->setDuration(1000);
pr->setEasingCurve(QEasingCurve::Linear);
pr->start();
f+=40;
}
void MainWindow::up()
{
end.setY(u);
pr->setEndValue(end);
pr->setDuration(1000);
pr->setEasingCurve(QEasingCurve::Linear);
pr->start();
u-=30;
pr->pause();
}
void MainWindow::back()
{
end.setX(b);
pr->setEndValue(end);
pr->setDuration(1000);
pr->setEasingCurve(QEasingCurve::Linear);
pr->start();
b-=40;
}
void MainWindow::down()
{
u+=30;
end.setY(u);
pr->setEndValue(end);
pr->setDuration(1000);
pr->setEasingCurve(QEasingCurve::Linear);
pr->start();
}

You should not use resize and setFixedSize on view because you use it in setCentralWidget and its size will be managed by the layout. You should use setFixedSize on main window instead.
Animations are asynchonous. For example, when you call up(); down(), these functions will be executed without 1-second pause. Also, starting animation when it's already started has no effect.
Usually animations are used in such way when you know exactly where you need object to move in the next second. It's complicated to receive directives from user and change object's trajectory when the animation is already performing.
Here is an example showing correct use of animations for this task. Object can receive one directive (forward, back or jump) per second, and according animation will be performed in the next second.
Header:
class MainWindow : public QMainWindow {
Q_OBJECT
public:
explicit MainWindow(QWidget *parent = 0);
~MainWindow();
private:
QGraphicsView* view;
QGraphicsScene* scene;
void keyPressEvent(QKeyEvent* k);
QGraphicsObject* object;
QPropertyAnimation* animation;
QPointF pos;
double speed;
enum Command {
command_none, command_jump, command_forward, command_back
};
Command next_command;
private slots:
void timeout();
};
Source:
MainWindow::MainWindow(QWidget *parent) :
QMainWindow(parent)
{
view = new QGraphicsView;
scene = new QGraphicsScene;
object = scene->addWidget(new QPushButton("test"));
object->setPos(0, -object->boundingRect().height());
animation = new QPropertyAnimation(object,"pos");
animation->setDuration(1000);
view->setScene(scene);
setFixedSize(800,800);
scene->addRect(-500, -200, 1000, 200);
setCentralWidget(view);
scene->addItem(object);
next_command = command_none;
speed = 100;
QTimer* timer = new QTimer(this);
connect(timer, SIGNAL(timeout()), this, SLOT(timeout()));
timer->start(1000);
}
MainWindow::~MainWindow() {}
void MainWindow::keyPressEvent(QKeyEvent *k)
{
switch (k->key()) {
case Qt::Key_J: {
next_command = command_forward;
break;
}
case Qt::Key_Z: {
next_command = command_jump;
break;
}
case Qt::Key_F: {
next_command = command_back;
break;
}
default:
break;
}
}
void MainWindow::timeout() {
//fall
if (pos.y() < 0) {
pos.setY(pos.y() + speed);
if (pos.y() >= 0) {
pos.setY(0);
}
}
//action
switch(next_command) {
case command_forward:
pos.setX(pos.x() + speed);
break;
case command_back:
pos.setX(pos.x() - speed);
break;
case command_jump:
if (pos.y() == 0) {
pos.setY(pos.y() - speed);
}
break;
default:
break;
}
next_command = command_none;
animation->stop();
animation->setEndValue(pos - QPointF(0, object->boundingRect().height()));
animation->start();
}

Related

MouseMoveEvent stops being called

I'm using QCustomPlot (plot_ object) on QQuickPaintedItem (SinePlot class) so I can use it in QML. In mousePressEvent I collect initial point and in mouseMoveEvent I'm making calculations to add new points and updating cursor point:
void SinePlot::mousePressEvent(QMouseEvent* event)
{
prevPoint_ = event->globalPos();
}
void SinePlot::mouseMoveEvent(QMouseEvent* event)
{
QPointF tmp = event->globalPos();
qreal prop = (prevPoint_.x() - tmp.x()) / width();
if(prop > 0)
{
data_->shiftLeft(prop);
} else {
data_->shiftRight(prop);
}
plot_->xAxis->setRange(data_->minX, data_->maxX);
...
prevPoint_ = tmp;
update();
}
I have also trying to use pos() and localPos() but it does not make any difference, here is what I got:
As you can see mouseMoveEvent stops being called after some time(before releasing) and moving cursor does not call it.
Here is minimal reproducible example:
#ifndef SINEPLOT_H
#define SINEPLOT_H
#include "qcustomplot.h"
#include <QtQuick>
#include <QDebug>
class SinePlot : public QQuickPaintedItem
{
Q_OBJECT
public:
explicit SinePlot(QQuickItem* parent=nullptr)
{
setAcceptedMouseButtons(Qt::AllButtons);
plot_ = new QCustomPlot();
plot_->setInteractions(QCP::iRangeDrag);
plot_->addGraph();
}
virtual ~SinePlot()
{
delete plot_;
}
void paint(QPainter* painter)
{
QPicture picture;
QCPPainter qcpPainter;
qcpPainter.begin(&picture);
plot_->toPainter(&qcpPainter, width(), height());
qcpPainter.end();
picture.play(painter);
};
protected:
virtual void mousePressEvent(QMouseEvent* event) {};
virtual void mouseMoveEvent(QMouseEvent* event)
{
qDebug() << "mouse move";
};
private:
QCustomPlot* plot_;
};
#endif
In my case I got "mouse move" ~10 times.

Change QPropertyAnimation duration on the fly

I'm using this solution to animate ellipses along a QPainterPath.
But I need to slowly increase or decrease the speed of the animation.
I create a timer and set a new duration for the animation but the result is a choppy animation because the ellipses start from the beginning.
Is there a better way to accomplish this?
class AnimatedEllipses: public QGraphicsObject
{
Q_OBJECT
Q_PROPERTY(int progress READ progress WRITE setProgress)
private:
QGraphicsPathItem path;
QList<QGraphicsEllipseItem*> ellipses;
int propProgress;
QPropertyAnimation* animation;
public:
int progress() const { return propProgress;}
void setProgress(int value)
{
propProgress = value;
int index = 0;
for (QGraphicsEllipseItem* ellipse: ellipses)
{
// Keep value between 0 and length.
int lgt = (propProgress + index * 40) % int(path.path().length());
qreal percent = path.path().percentAtLength(lgt);
++index;
ellipse->setPos(path.path().pointAtPercent(percent));
}
}
AnimatedEllipses(QPainterPath const& path): QGraphicsObject(), path(path), propProgress(0)
{
qreal pos = 0;
qreal length = path.length();
while (pos < length)
{
qreal percent = path.percentAtLength(pos);
QPointF pointAtPercent = path.pointAtPercent(percent);
pos += 40;
QGraphicsEllipseItem * item = new QGraphicsEllipseItem(-10, -10, 20, 20, this);
item->setPos(pointAtPercent);
ellipses << item;
}
animation = new QPropertyAnimation(this, "progress");
animation->setStartValue(0);
animation->setEndValue(length);
animation->setDuration(10000);
animation->setLoopCount(-1);
animation->start();
QTimer *timer = new QTimer();
connect(timer, SIGNAL(timeout()), this, SLOT(SlotTimeOut()));
timer->start(1000);
}
void SlotTimeOut() {
int newDuration = GetRandomDuration();
animation->setDuration(newDuration);
}
// QGraphicsItem interface
public:
QRectF boundingRect() const { return path.boundingRect();}
void paint(QPainter* painter, const QStyleOptionGraphicsItem* option, QWidget* widget){}
};
You can do this with custom QEasingCurve. Here is a small example for progressbar value.
MainWindow.h
class MainWindow : public QMainWindow
{
Q_OBJECT
public:
explicit MainWindow(QWidget *parent = 0);
~MainWindow();
private slots:
void OnChangeDurationTimer();
private:
Ui::MainWindow *ui;
QPropertyAnimation m_animProgress;
};
Initialization
MainWindow::MainWindow(QWidget *parent) :
QMainWindow(parent),
ui(new Ui::MainWindow)
{
ui->setupUi(this);
m_animProgress.setTargetObject(ui->progressBar);
m_animProgress.setPropertyName("value");
m_animProgress.setStartValue(0);
m_animProgress.setEndValue(100);
m_animProgress.setDuration(10000);
m_animProgress.setLoopCount(-1);
//setting custom QEasingCurve
QEasingCurve eCurve;
eCurve.setCustomType(myEasingFunction);
m_animProgress.setEasingCurve(eCurve);
m_animProgress.start();
QTimer::singleShot(3000, this, &MainWindow::OnChangeDurationTimer); //timer to change duration
}
Most interesting is function myEasingFunction for custom EasingCurve
qreal g_offset = 0; //value last animation stopped with
qreal g_offsetLast = 0; //keep current value of animation
qreal myEasingFunction(qreal progress)
{
qreal val = g_offset + progress;
while (val > 1) {
val -= 1; //normalize
}
g_offsetLast = val;
return val;
}
And changing duration on timer
void MainWindow::OnChangeDurationTimer()
{
g_offset = g_offsetLast; //remember stopped value
m_animProgress.stop();
m_animProgress.setDuration((rand() % 10 + 1) * 1000);
m_animProgress.start();
QTimer::singleShot(3000, this, &MainWindow::OnChangeDurationTimer); //next changing
}

Is it possible to have a "wrap" behaviour in QMenu?

I have to store many items in a QMenu. If there is too many items QMenu wraps them ans begins a new column, but it happens only if these items can not fit into screen height.
I'd like to have QMenu which wraps items when the menu height reaches, for example, parent widget's height or any other custom value.
I wasn't able to find any properties in QMenu for achieving this. Setting maximumHeight gave no result. After digging into QMenu sources I found that the "wrapping logic" works based on popupGeometry method result. But popupGeometry uses screen size, and it is private so I don't know a way to change it.
As I didn't find the answer, I had to implement this control by myself.
It is a popup widget, using QToolButton as an owner. It can arrange items in a grid depending on item's height and required menu height.
class myLabel:public QLabel
{
Q_OBJECT
// QObject interface
public:
myLabel(QWidget* parent=0):QLabel(parent){}
bool event(QEvent *e)
{
if(e->type()==QEvent::MouseButtonPress)
emit clicked();
return QLabel::event(e);
}
void setAction(QAction *a)
{
setText(a->text());
_action=a;
}
QAction* action()
{
return _action;
}
signals:
void clicked();
private:
QAction* _action;
};
class myMenu: public QWidget
{
Q_OBJECT
public:
myMenu(QWidget* owner,QWidget* parent=0):QWidget(parent){
this->setWindowFlags(Qt::Popup);
l = new QGridLayout(this);
l->setContentsMargins(QMargins(3,3,3,3));
_owner=owner;
QString style="QLabel:hover{background-color: white;} ";
setStyleSheet(style);
}
void addAction(QAction*a){_actions.append(a);}
QVector<QAction*> actions(){return _actions;}
void setItemHeight(int val){_itemHeight=val;}
void setHeight(int val){_height=val;}
private:
QVector<QAction*> _actions;
QGridLayout *l ;
QWidget*_owner;
int _itemHeight=30;
int _height=200;
private slots:
void popup()
{
clear();
//move popup under toolbutton
QPoint p = _owner->geometry().bottomLeft();
p.setY(p.y()+1);
this->move(_owner->parentWidget()->mapToGlobal(p));
//calculate rows count
int rows = _height/_itemHeight;
//calculate cols count
int cols = _actions.size()/rows;
int d = _actions.size()%rows;
if(d>0)
cols++;
for(int i=0;i<rows;i++)
for(int j=0;j<cols;j++)
{
int index = i+j*rows;
if(index<_actions.size())
{
myLabel *lb = new myLabel(this);
connect(lb,SIGNAL(clicked()),this,SLOT(onClick()));
lb->setFixedHeight(_itemHeight);
lb->setAction(_actions[index]);
l->addWidget(lb,i,j);
}
}
this->repaint();
this->show();
}
void clear()
{
while(l->itemAt(0)!=NULL)
{
QLayoutItem* i = l->takeAt(0);
if(i->widget())
delete i->widget();
if(i->layout())
delete i->layout();
delete i;
}
}
void onClick()
{
myLabel *g = qobject_cast<myLabel*>(sender());
g->action()->trigger();
close();
}
// QWidget interface
protected:
void closeEvent(QCloseEvent *)
{
qobject_cast<QToolButton*>(_owner)->setDown(false);
}
signals:
void closed();
};
There's also an example showing how to create and fill myMenu and how to receive a selected action.
MainWindow::MainWindow(QWidget *parent) :
QMainWindow(parent),
ui(new Ui::MainWindow)
{
ui->setupUi(this);
//set-up myMenu, btMyMenu is a QToolButton
myMenu *mMenu = new myMenu(ui->btMyMenu,this);
connect(ui->btMyMenu,SIGNAL(pressed()),mMenu,SLOT(popup()));
for(int i=0;i<20;i++)
{
QAction *a = new QAction("Action "+QString::number(i),this);
connect(a,SIGNAL(triggered(bool)),this,SLOT(onActSelected()));
mMenu->addAction(a);
}
//mMenu can be customized
mMenu->setHeight(100);
mMenu->setItemHeight(50);
}
void MainWindow::onActSelected()
{
QAction *a = qobject_cast<QAction*>(sender());
ui->btMyMenu->setText(a->text());
}
Any comments about how to improve this solution are appreciated!

How to pause and resume a Qtimer (Qt 5)

I need some help on the usage of Qtimer.
I work with Qt 5.0.2 and here my problem :
I am trying to develop a Timer, and the interface is simple :
There is just 2 button : the button "Start", to launch the timer, and the "Pause" Button, and a QtimeEdit to display the time.
This screenshot shows how it looks like : http://img834.imageshack.us/img834/1046/5ks6.png
The problem is that the pause function doesn't work. I have read all the documentation about Qtimer here : http://harmattan-dev.nokia.com/docs/library/html/qt4/qtimer.html and here : qt.developpez.com/doc/5.0-snapshot/qtimer/ , but no result.
This is the source code I have : (I put only what is needed)
// Creation of the Buttons and the time area
void MainWindow::createBottom()
{
bottom = new QWidget();
play = new QPushButton("Launch",this);
pause = new QPushButton("Pause",this);
play->setDisabled(false);
pause->setDisabled(true);
timeEdit = new QTimeEdit(this);
timeEdit->setDisplayFormat("mm:ss");
layout->addWidget(play);
layout->addWidget(pause);
layout->addWidget(timeEdit );
bottom->setLayout(layout);
connect(play, SIGNAL(clicked()), this, SLOT(startSimulation()));
connect(pause, SIGNAL(clicked()), this, SLOT(pauseSimulation()));
}
// to resume the timer where is was stopped
void MainWindow::resumeSimulation()
{
timer->blockSignals( false );
pause->setText("Pause");
pause->disconnect(SIGNAL(clicked()));
connect(pause, SIGNAL(clicked()), this, SLOT(pauseSimulation()));
paused = false;
timer->start();
int timeOfPause = time->restart();
int timeTotal = timeOfPause + timeElapsed;
time->addMSecs(-timeTotal);
}
// to Start the timer
void MainWindow::pauseSimulation()
{
timer->blockSignals(true);
pause->setText("Resume");
timer->stop();
play->setDisabled(false);
//pause->setDisabled(true);
pause->disconnect(SIGNAL(clicked()));
connect(pause, SIGNAL(clicked()), this, SLOT(resumeSimulation()));
paused = true;
}
// to Start the timer from zero.
void MainWindow::startSimulation()
{
timer = new QTimer(this);
connect(timer, SIGNAL(timeout()), this , SLOT(updateTime()));
timer->start(500);
play->setDisabled(true);
pause->setDisabled(false);
}
void MainWindow::updateTime()
{
if(time == NULL)
{
time = new QTime(0,0,0,0);
time->start();
}
//timeEdit->setTime(QTime::fromS(time->elapsed()));
//time = &(time->addMSecs(1000));
if(hasRestart)
{
time->restart();
time->addMSecs(-timeElapsed);
hasRestart = false;
}
else
{
timeElapsed =+ time->elapsed();
}
int seconds = 0;
int minutes = 0;
int hours = 0;
if(!paused)
{
seconds = (timeElapsed/1000)%60;
minutes = (timeElapsed/60000)%60;
hours = (timeElapsed/3600000)%24;
std::cout << "Test : " << hours << ":" << minutes << ":" << seconds << std::endl;
timeEdit->setTime(QTime(0,minutes,seconds,0));
timeEdit->update();
}
}
When I push the Start button, the timer starts well, but when I push "Pause" it only pause it on the graphic interface, but when I resume, it shows the present time as if it hadn't paused.
For instance :
I start.
I pause at 00:05. It blocks apparently the timer.
I wait for 10 seconds. I resume the timer, it shows 00:15 instead of 00:06
How could I fix that ?
Thank you !
EDIT : Thanks Kuba Ober, but could you explain me the code you posted please ?
How does the pause work ?
Below is a SSCCE, tested under both Qt 4.8 and 5.1.
//main.cpp
#include <QApplication>
#include <QPushButton>
#include <QVBoxLayout>
#include <QLabel>
#include <QElapsedTimer>
#include <QTime>
class Window : public QWidget {
Q_OBJECT
int m_timerId;
qint64 m_accumulator;
QLabel *m_label;
QElapsedTimer m_timer;
Q_SLOT void on_restart_clicked() {
m_accumulator = 0;
m_timer.restart();
if (m_timerId == -1) m_timerId = startTimer(50);
}
Q_SLOT void on_pause_clicked() {
if (m_timer.isValid()) {
m_accumulator += m_timer.elapsed();
m_timer.invalidate();
} else {
m_timer.restart();
m_timerId = startTimer(50);
}
}
void timerEvent(QTimerEvent * ev) {
if (ev->timerId() != m_timerId) {
QWidget::timerEvent(ev);
return;
}
QTime t(0,0);
t = t.addMSecs(m_accumulator);
if (m_timer.isValid()) {
t = t.addMSecs(m_timer.elapsed());
} else {
killTimer(m_timerId);
m_timerId = -1;
}
m_label->setText(t.toString("h:m:ss.zzz"));
}
public:
explicit Window(QWidget *parent = 0, Qt::WindowFlags f = 0) : QWidget(parent, f), m_timerId(-1) {
QVBoxLayout * l = new QVBoxLayout(this);
QPushButton * restart = new QPushButton("Start");
QPushButton * pause = new QPushButton("Pause/Resume");
restart->setObjectName("restart");
pause->setObjectName("pause");
m_label = new QLabel("--");
l->addWidget(restart);
l->addWidget(pause);
l->addWidget(m_label);
QMetaObject::connectSlotsByName(this);
}
};
int main(int argc, char *argv[])
{
QApplication a(argc, argv);
Window w;
w.show();
return a.exec();
}
#include "main.moc"
QTime totalTime, sinceStart;
void MainWindow::createBottom()
{
bottom = new QWidget();
play = new QPushButton("Launch",this);
pause = new QPushButton("Pause",this);
play->setDisabled(false);
pause->setDisabled(true);
timeEdit = new QTimeEdit(this);
timeEdit->setDisplayFormat("mm:ss");
layout->addWidget(play);
layout->addWidget(pause);
layout->addWidget(timeEdit);
bottom->setLayout(layout);
connect(play, SIGNAL(clicked()), this, SLOT(startSimulation()));
connect(pause, SIGNAL(clicked()), this, SLOT(pauseSimulation()));
connect(this, SIGNAL(timeChanged(QTime)), timeEdit, SLOT(setTime(QTime)));
timer = new QTimer(this);
connect(timer, SIGNAL(timeout()), this , SLOT(updateTime()));
}
void MainWindow::updateTime() {
emit timeChanged(totalTime.addMSecs(sinceStart.elpased()));
}
void MainWindow::resumeSimulation() {
sinceStart.restart();
timer->start();
}
void MainWindow::pauseSimulation() {
timer->stop();
totalTime = totalTime.addMSecs(sinceStart.restart());
emit timeChanged(totalTime);
}
I made a Timer class for the start, stop, pause and resume
class MyTimer
{
public:
MyTimer();
QTime m_qtime;
int m_accumulator;
void start();
int stop();
void pause();
void resume();
};
MyTimer::MyTimer()
:m_accumulator(0), m_qtime(QTime())
{
}
void MyTimer::start()
{
m_qtime.start();
m_accumulator = 0;
}
int MyTimer::stop()
{
if(!m_qtime.isNull())
{
int l_elapsedTime = m_qtime.elapsed();
m_accumulator += l_elapsedTime;
}
m_qtime = QTime();
return m_accumulator;
}
void MyTimer::pause()
{
if(!m_qtime.isNull())
{
int l_elapsedTime = m_qtime.elapsed();
m_accumulator += l_elapsedTime;
}
}
void MyTimer::resume()
{
if(!m_qtime.isNull())
{
m_qtime.restart();
}
}

QgraphicsView rubberbanddrag effects zooming behavior

I am stuck with this weird behavior where, if I enable rubberband drag, the wheel event doesn't zoom under mouse anymore. It does zooming but irrespective of mouse position. And if I disable other events, then wheelEvent works properly.
I have a custom class inheriting QGraphicsView as :
class MyGraphics : public QGraphicsView{
public :
MyGraphics(QWidget *parent = NULL);
public slots:
void zoomIn() { scale(1.2, 1.2); }
void zoomOut() { scale(1 / 1.2, 1 / 1.2); }
protected :
QRubberBand *rubberBand;
QPoint origin;
QPointF InitialCenterPoint;
QPointF CurrentCenterPoint;
QPoint rubberBandOrigin;
bool rubberBandActive;
QPoint LastPanPoint;
int _numScheduledScalings;
//if I uncomment these three event handlers, the wheelevent doesnt zoom properly!
// virtual void mousePressEvent(QMouseEvent *event);
// virtual void mouseMoveEvent(QMouseEvent *event);
// virtual void mouseReleaseEvent(QMouseEvent *event);
virtual void wheelEvent(QWheelEvent *);
virtual void resizeEvent(QResizeEvent *event);
};
The constructor :
MyGraphics::MyGraphics(QWidget *parent) : QGraphicsView(parent){
setRenderHints(QPainter::Antialiasing | QPainter::SmoothPixmapTransform);
this->installEventFilter(this);
this->setTransformationAnchor(QGraphicsView::AnchorUnderMouse);
this->setResizeAnchor( QGraphicsView::AnchorUnderMouse );
QGraphicsScene *graphScene = new QGraphicsScene(this);
this->setScene(graphScene);
QGraphicsItem* pEllipse = graphScene->addEllipse(0,100,50,50);
QGraphicsItem* pRect = graphScene->addRect(200,100,50,50);
pEllipse->setFlag(QGraphicsItem::ItemIsSelectable, true);
pRect->setFlag(QGraphicsItem::ItemIsSelectable, true);
setSceneRect(0, 0, 1000, 1000);
rubberBandOrigin = QPoint(0,0);
}
Event handlers :
void MyGraphics::wheelEvent(QWheelEvent *event){
if(event->delta() > 0){
//Zoom in
this->zoomIn();
} else {
this->zoomOut();
}
}
/*
void MyGraphics::mousePressEvent(QMouseEvent *event)
{
if (event->button() == Qt::MiddleButton) {
rubberBandOrigin = event->pos();
rubberBand = new QRubberBand(QRubberBand::Rectangle, this);
rubberBand->setGeometry(event->x(),event->y(),0, 0);
rubberBand->show();
rubberBandActive = true;
}
if(event->button() == Qt::LeftButton){
LastPanPoint = event->pos();
}
}
void MyGraphics::mouseMoveEvent(QMouseEvent *event)
{
if (event->buttons() == Qt::MiddleButton && rubberBandActive == true){
rubberBand->resize( event->x()-rubberBandOrigin.x(), event->y()-rubberBandOrigin.y() );
}
else{
if(!LastPanPoint.isNull()) {
//Get how much we panned
QGraphicsView * view = static_cast<QGraphicsView *>(this);
QPointF delta = view->mapToScene(LastPanPoint) - view->mapToScene(event->pos());
LastPanPoint = event->pos();
}
}
}
void MyGraphics::mouseReleaseEvent(QMouseEvent *event)
{
if (event->button() == Qt::MiddleButton){
QGraphicsView * view = static_cast<QGraphicsView *>(this);
QPoint rubberBandEnd = event->pos();
QRectF zoomRectInScene = QRectF(view->mapToScene(rubberBandOrigin), view->mapToScene(rubberBandEnd));
QPointF center = zoomRectInScene.center();
view->fitInView(zoomRectInScene, Qt::KeepAspectRatio);
rubberBandActive = false;
delete rubberBand;
}
else{
LastPanPoint = QPoint();
}
}
*/
Any idea where I am doing wrong or how do I fix it ?
QGraphicsView::scale function's behaviour depends on the mouse position. It's performing automatically and internally by QGraphicsView. Since you don't pass mouse position to the scale function, I think QGraphicsView tracks the mouse and remembers the last position on its own.
By reimplementing mouse event handlers you have taken this ability from it. The view can't determine the mouse position anymore because its original handlers aren't called.
Luckily this issue can be easily fixed. You need to call base class implementation before your own:
void MyGraphics::mousePressEvent(QMouseEvent *event) {
QGraphicsView::mousePressEvent(event);
// your implementation goes here
}
It's an example for mousePressEvent but you should add similar statements to all your event handlers unless you need to disable some part of default behavior.

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