At the moment, I am programming a little map editor for my 2D-RPG game.
All functions are successfully implemented, but my problem is, that the textures for each cell in my QTableWidget aren't stretched to the full size of 32x32. I have already changed the sizeHint settings, but it doesn't work.
Here a little picture about my problem.
As you can see, in each cell are a white background and the textures aren't fully stretched. Actually I load the textures over the setIcon function, maybe an other way exists to load images in a cell? How can I fix it, for stretching to the full size of 32x32?
Try to style the icon or see where its padding/margin gets defined.
Related
When i add splitters, it acts as a layout, but also allows to resize the widgets in runtime. So, for example, i managed to lay out my widgets in this way:
Therefore, i can resize my widgets in runtime. As i noticed, this function is also available in designer mode, but it doesn't work properly. I tried to hover over my splitter and drag it in designer mode, but it only replaces the entire widget.
That is how does my main window look like in QtDesigner. I haven't tried to code yet. The problem is, that even though i used to set a stretch factor, my widegt's look in designer mode and in runtime completely differ. They have another sizes.
So, what are the problems:
Firstly, i can't change my widgets sizes properly, using stretch factors. I don't know, i tried to change size policies, but i did't manage to see an effect. I have somehow changed size of the vertically oriented widgets, but when speak about horizontal orientation - stretch factor and size policy doesn't change anything at all.
Secondly, i can't move my splitter in designer mode. It's position is constant, by default, it's always somewhere in the middle.
Thirdly, i have bugs (i think so) with my widget sizes in designer mode. They differ with widget's sizes in runtime.
Question:
So, how can i change widget's sizes properly? Maybe there's a way of moving a splitter in designer mode - do newer versions of Qt have it? Currently i'm using Qt 5.9.9. Also, why these bugs, and are they bugs at all. Maybe i just should update my Qt to newer versions to get access to newer functionalities?
Comment: I'm not sure if stretch factors work with layout as they do with widgets. I'm using layouts exactly the same way i use widgets. My layout's wrong(maybe) use may have caused this problem. Anyways, i'm entirely new to Qt, and may not know something to understand it completely.
I'd like to create a context menu looking similar to this one:
I read suggestions on the web that QWidget::setMask() should be used to create a shape. But how can it fit the variable number of items then? Moreover, the same menu item may take more or less screen space on different machines.
Another question is how to create a shadow around this custom shape? As far as I understand, the mask allows to crop the widget, but not to make it semi-transparent.
I don’t found an easy way to do that! But here goes a way!
Instead of using the Qt mask API, I've used a frame-less widget with transparency enabled!
To draw the shadow, I've used radial gradient!
You can change the size of the menu before opening it, however you can’t resize it after opened (for example resize with mouse).
It’s quite easy add or remove widgets, just respect the layout margin to not draw outside the bounds destined to widgets. To simplify your life I created an inherited class of QPushButton with colors you can easily customize with style sheet.
See the result:
You can browse the source
Hope that helps!
I'm trying to create a QTableView that can be zoomed in and out like in Excel.
A similar question was asked here: Zooming function on a QWidget
However, I'm subclassing the QTableView in PyQt and not C so reimplementing the entire PaintEvent method is a bit evolved. The source code for that is a bit complex: https://qt.gitorious.org/qt/tiittane-qt/source/bdd4a9149789f60974603e1f7621d51378f0a108:src/gui/itemviews/qtableview.cpp#L1282
I'm looking to see if there are any other viable options to have a zoom able TableView. My first attempt was by setting the font size then realized each column and row widths would have to scale as well which can become slow. Then realized changing the font would change the print. It didn't seems like an elegant solution. Changing the scale of the painter before painting seems like the more elegant solution but would have to re-implement and translate quite a bit of code to python to do so. I'm wondering if there are any other hooks to get this done.
Thanks
If you can use QTableWidget instead then you can create a QGraphicsScene and add it to that. Then you easily control the scale of the widget within.
If you want vertical and horizontal headers always visible I think you will have to turn off the table's scrollbars (which would end up zoomed, probably not what you want anyways) and have the scrollbars part of the panel that contains the graphics scene (probably panel would be a QAbstractScrollArea with 4 cells in layout: one cell for scene, one for horiz scrollbar, one for vert scrollbar, and one for the corner maybe empty), and connect them to the table's scroll behavior.
There is no built-in method to zoom on a view.
The simplest way to separate the size of the font on the screen, versus the size of the font saved or printed, is to basically have two fonts. One to be displayed on the screen you can call 'zoom', versus the other to be saved/printed and call that 'font size'.
Note this answer is cut and pasted from the same question:
Zooming a view in PyQt?
I am making an app using Qt (currently 4.8) which displays a literal map from a large number of QGraphicsScene items. I would like to annotate the view with a scale. My requirement for the scale is that it is permanently fixed w.r.t the viewport widget. It needs to be updated whenever the view scale changes (zoom in, etc). There are other possible overlay items as well (compass, etc) so I'd prefer a generic solution.
I have looked at earlier questions around this which suggest:
using the ItemIgnoresTransform
using an overlay pixmap.
I tried IgnoresTransform but that way didn't work right: I couldn't figure out how to fix it in place in (say) the bottom corner of the viewport and was having some difficulty getting the text and lines always displaying in the correct size.
I scrapped that and subclassed QGraphicsView, adding an overlay pixmap by reimplementing the paintEvent (calls original one, then paints the overlay pixmap on top), and an alignment option to indicate where it goes. Coding some pixmap paint code produces a usable scale on the view. Yay! ... but it doesn't work with scrolls - I get "shattered" renderings of the scale all over, or sometimes no scale at all. I think this is because QGraphicsView::scrollViewportBy() uses viewport()->scroll() so I wondered if switching to ViewportSmartUpdate would help, but it doesn't help enough. I'd prefer not to switch to ViewportFullUpdate as that would likely slow the app down too much (there are millions of items in the scene and that would require a full repaint just to move around).
So. Any ideas from here? Would adapting my pixmap code to write to a new mostly-transparent Widget that is overlaid on the viewport be a better way?
Thanks for any help...
Though it may not be the best way of doing this, in the past I've added custom widgets to the window that holds the QGraphicsView / QGraphicsScene, which have the same graphic style as the QGraphicObjects in the scene. When the view is then used to move objects in the scene, or the scene itself, the items on the window remain in the same place.
Hope that helps.
I have an zoomable image in the website. When the image is zoomed out to a large extend it appears very SHARP and ugly.
I tried using image-rendering : opimizequality, optimizespeed CSS but did not work.
Is there any other way out.
Thanks
According to image-rendering on MDC, image-rendering is currently only supported in Firefox 3.6. A similar property, -ms-interpolation-mode, is available for IE7 and IE8. Other browsers don't seem to have this feature (yet).
As latze mentioned, your best bet is to edit the image itself, scaling it to the level you need. I'm not sure, but you may try using <canvas> to perform the interpolation you desire.
I would simply edit the picture instead of the CSS.
Try making the picture slightly larger step by step while you make sure the picture doesn't (as we call it in danish, not sure if it correct english) "pixelate".
This can be done in various image editing programs from The Gimp-shop to Photoshop.
Images aren't meant to be resized that much. Think about an image as a graph where each pixel is a single square in the graph. If you stretch the image out, you're essentially making the pixels stretch out. Some programs try to fill in these pixels with what they think would fit there, others just make the pixel bigger, and others just fill in the surrounding areas with the same pixels to give it a sort of glowish effect. Resizing images down, while it tends to work better, also creates the same effect, because you're just chopping off pixels instead of adding them. Most programs that I've seen will squish pixels together, combining whichever colors were in those pixels. If you have a high detail image, then chopping off pixels is going to make it look horrible. There are no really safe ways to determine which pixels need to be retained to keep the overall image in tact. Most websites that have zoom features have a much larger image which has been resized down and they let you zoom to view the details of the larger image. Some even get separate images of the massive detailed one and the smaller preview one.