I am making a program with Qtcreator (using qt designer too).
I made some QSvgWidget buttons (What i wanted was a scalable image based button). They work but don't keep the aspect ratio of the image (aspect ratio needs to be 1:1).
I haven't been able to come up with a solution for this myself even after hours of trying.
I have tried:
QSizePolicy qsp(QSizePolicy::Preferred,QSizePolicy::Preferred);
qsp.setHeightForWidth(true);
ui->Widgetname->setSizePolicy(qsp);
But that doesn't work.
Some images of the problem:
Correct:
Incorrect:
I am new to working with Qt and coding.
What am I doing wrong?
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 have been trying to code a responsive thumbnail group that I'd like it to respect to a few rules.
I came very close but the implementation always end up not satisfying at least one of the rules. In other words when I try to do one thing it always cancels the other.
In summary, what I am trying to achieve is something like this -
http://postimg.org/image/4yx6poscz/f57d6517/ (I wasn't allowed to post a picture, sorry)
So basically, what I am after is;
When the user resizes the window the thumbnails (consist of an image and some basic HTML) will shrink up to a point.
When the breakpoint is reached, the most left one will disappear and the rest of the thumbnails will return to their original size.
Continue until the min-body size where we just display the x-axis scrollbar.
So, referring to the image, providing that no resizing is done just yet, the items will shrink, lets say until 20% and then Item 7 will disappear letting free space to the rest of the row to expand to their original size.
I am currently using the latest version of bootstrap however, as you may guess col-lg col-md and etc. classes are not really helpful in this case. I have come up with some custom breakpoints but I can't get my head around the shrinking back to the original size issue. That is where I get stuck.
Also I think it's worth mentioning that Ive been trying to come up with a solution that is pure HTML and CSS however I am definitely open to JS solutions as well.
A good example would be spotify's webplayer (play.spotify.com) thumbnail examples.
Thank you very much in advance for your suggestions.
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.
Having recently switched to autolayout in Xcode 5 (and having watched the developer video from WWDC 13), I'm finding things to work pretty well with the exception of a View-Based NSOutlineView.
Before autolayout, this worked. Everything works fine and is in the right location, but now, specifically when I scroll, some of the new entries (and not all of them) end up in the wrong place, always larger and slightly higher.
The problem goes away once they are redrawn, but I don't understand the mechanic for drawing these NSTableCellViews and when they are created by the Outline View. I mean, it looks like they are created at some point, the program is guessing about the proper constraints, and then fixing them after a redraw.
It would be really nice to post an image to explain this, but can someone explain the life cycle of a view in an NSTableView or NSOutlineView?
I had to grapple with that issue myself and I was able to fix it today. This will happen if you are using any content inside an NSTableCellView that needs to be resized to fit into its cell or any subview of it. I fixed this problem by using an NSImage with the exact same size as a placeholder NSImage I added as subview to the NSTableCellView on IB. This resizing will break the constraints you added to or expect in this view.
I am developing a flash based website using mxml. My monitor's resolution is 1280x768 and is widescreen. The problem is while it appears properly in my screen it doesn't appear properly in others. Which is the best approach to solve the problem ?
I have 2 in mind.
Let scrollbars take care of it : If the screen is 14 inch screen with
800x600 resolution it appears zoomed
in. So thats a problem
Get screen resolution and resize using scaleX and scaleY : The graphic
components will get resized but fonts
give problem.
Which is the best approach among these ? If there is a better approach please mention.
Thanks
The BEST approach for this is to create a fluent UI based on percentage and constraints.
This way, the UI will feel the same on all computers not just yours.
I would recommend to also use the flow container that comes as a part of flexLib because that way is the easiest to create a fluent design.
Not long ago I created an application for a forex company that was perfectly fit to all screens larger then 1280X800 (design definition).
It's not that hard to do once you get the hang of it.
Good luck.
You can add an event listener to the stage to this effect:
this.stage.addEventListener(Event.RESIZE, resizeHandler);
private function resizeHandler(e:Event):void {
var newWidth:Number = this.stage.stageWidth;
var newHeight:Number = this.stage.stageHeight;
// etc, roll from here to do your manual positioning logic.
}
Note that this should also work on any DisplayObject - so you can use constraints and percentages on your containers, but then intercept their auto-resizing with a setup like this which will let you fine-tune the appearance of their contents.
Personally I would develop the screen for 800x600 and then dynamically resize the screen for higher resolutions.
You can use vertical scrollbars but horizontal scrolling is a big no-no in my books. It takes away from the whole experience of your site and gets rather irritating.