Boxed label with background color - plot

Howto plot a boxed label with a specific background color? (Like the legend box)

Do you mean something like:
LABEL="label in a box"
set obj 10 rect at 0,0 size char strlen(LABEL), char 1 fc rgb "cyan"
set label 10 LABEL at 0,0 front center
plot sin(x)
Here's a link to gnuplot's demo where I got the idea.
Of course, you can make the size of the box slightly bigger -- I find that it makes things look a little nicer:
set obj 10 rect at 0,0 size char strlen(LABEL)+1, char 1.5 fc rgb "cyan"
But that's up to you.

Related

how to make boundary line have also a border of black color using Qpainter

I am using Qt. I used QPainter to make boundary line. But I want boundary line have also a 1 pixel broad border so it visible more.
The following image shows the yellow border with black boundary.
this image is reference for the logic. i will applied it on random shaped
Create a smaller rect from your boundingbox.
QRect adjusted(int dx1, int dy1, int dx2, int dy2) const
QRect smallerbox = boundingRect().adjusted(boundingRect.topLeft().x() +1, boundingRect.topLeft().y() +1, boundingRect.bottomRight().x() -1, boundingRect.bottomRight().y() -1);

Set QGraphicsTextItem text contents of exact height and width

I am required to create text items with exact width and height of text contents.
The height of the text is the most important requirement.
The position of the text should be relative to the text itself.
I also have to be able to place it on canvas in an exact spot.
Assuming a (printable) canvas (on a larger QGraphicsScene), say 5 inch width and 1 inch height, my text should be able to stretch top-bottom-left-right - and be placed on canvas, not part in part out.
I am sub-classing QGraphicsTextItem for my item type. I am resizing it, using QTransform(), to required size - in inches or mm or pixels (72*in).
Also setting the document() margin to 0, and anything inside (like QTextBlockFormat margins) also to 0.
I have implemented a setItemSize(QSizeF sz) (with sz in pixels), that resizes the QGraphicsTextItem as required.
The sz is initialized using the item bounding rect.
Assuming no wrap, single line text (multi-line could be solved separately once this issue is resolved).
When adding the item to canvas, I still see a top and bottom margin - and this varies based on font choice.
I drew a rectangle around the item to see it.
The top/bottom distances depend on font choices.
I have tried to use font metrics to determine these distances (in paint() I have been drawing lines to try to determine the position and rectangle in which the text fits).
I would be happy to at least be able to determine correct size to use for upper case, no accents or special characters fonts (it would be a start, though naturally I would need to be able to use any characters).
But at least some way to determine the size and position (relative to the (0,0) of item) of the text content even in the simplest case.....
The font metrics tightBoundingRect() seems the most accurate for size, but it seems impossible to determine its position so that I can somehow create my items correctly, and maybe resize/shift them correctly to fit on canvas.
Here are some examples of my struggle to determine at least exact size and position of text, relative to the (0,0) of the item (assuming that once I do that, I am able to expose that info to outside or include the shift in the item transform on resize).
Notice that the size of the text advertised by font metrics does not always cover the text, and for different fonts I am not able to position the tight bounding rect (magenta) around the text itself. (I did multiple guesses, the code below is just one - the lines are trying to show different font metrics sizes).
The above were experiments in paint function of the text item inheriting QGraphicsTextItem:
void paint(QPainter* painter, const QStyleOptionGraphicsItem* option, QWidget* widget)
{
// draw text
QGraphicsTextItem::paint(painter, option, widget);
QPen p;
p.setWidthF(0);
QFontMetricsF fm(this->font());
qreal ascent = fm.ascent(),
descent = fm.descent(),
hheight = fm.height();
QRectF r = QGraphicsTextItem::boundingRect();
QRectF rFont= fm.tightBoundingRect(toPlainText());
qreal xmax = r.right();
painter->save();
painter->setBrush(Qt::NoBrush);
// where is "ascent + descent"
p.setColor(Qt::green);
painter->setPen(p);
painter->drawLine(QPointF(2, ascent), QPointF(2, ascent + descent));
painter->drawLine(QPointF(2, ascent + descent), QPointF(xmax/2, ascent + descent));
// where is "height"
p.setColor(Qt::red);
painter->setPen(p);
painter->drawLine(QPointF(xmax/2, 0), QPointF(xmax/2, hheight));
painter->drawLine(QPointF(xmax/2, ascent + descent), QPointF(xmax, ascent + descent));
// where is "ascent"
p.setColor(Qt::yellow);
painter->setPen(p);
painter->drawLine(QPointF(6, 0), QPointF(6, ascent));
painter->drawLine(QPointF(6, ascent), QPointF(xmax, ascent));
// something that may look like top of the text
p.setColor(Qt::blue);
painter->setPen(p);
qreal yyy = ascent + rFont.y() + 1;
painter->drawLine(QPointF(5, yyy), QPointF(xmax, yyy));
// this should be useful... should be the natural offset
qreal yoffset = (r.height() - rFont.height()) / 2;
// qDebug() << yoffset << r << rFont;
//qreal y0 = (r.height() - fm.height())/2;
p.setColor(Qt::darkGreen);
painter->drawEllipse(10, yoffset, 1, 1);
// where is the font rect
p.setColor(Qt::magenta);
painter->setPen(p);
yoffset = (r.height() + rFont.height()) / 2;
painter->translate(0, yoffset);
painter->drawRect(rFont);
painter->restore();
}
I have also tried not using QGraphicsTextItem, but paint text inside a rectangle. The same thing happens.
(Qt 4.7 - 5.x)
This is not a good solution. This is an attempt to solve my own problem - in a first iteration - of setting text with given width and height, using font metrics.
Reasons for not being good -
Even after resize, text is smaller than desired, I don't understand why
The position is incorrect, based on font style the text can be above or below the canvas, meaning it gets clipped.
I resize it using a factor calculated from the item bounding rect size and the font metrics bounding rect (I used the tight bounding rect for more accurate size).
myText->setItemFontSize(12); // If I use font metrics I need to reset text size on every change, because resizing loses font info
QFontMetricsF fm(myText->font());
QRectF fmRect = fm.tightBoundingRect(myText.toPlainText().toUpper());
// without toUpper() the size is too small - even so it is a bit small
// I read tightBoundingRect is slow - but boundingRect and height and ascent all give values that result in even smaller size
//qreal absH = fm.ascent();
qreal absH = fmRect.height();
qreal absW = fmRect.width();
qreal absHeightRatio = myText->getItemSize().height() / absH;
qreal absWidthRatio = myText->getItemSize().width() / absW;
Then setting size:
myText->setItemSize(QSizeF(absWidthRatio * textLength, absHeightRatio * fontHeight));
// This function scales the `QTransform` on item
// but since I request a final position dependent on item size
// (including blank space around it) - it has no chance of being accurate.....
// This is where my next effort will go, figuring out how to get rid of the fluff
// around the item inside the scaling
The function for setting position: trying to center text:
// leftShift = 10, rightShift = 10 in example
myText->setPos(0,0);
QRectF r = myText->mapToScene(myText->boundingRect()).boundingRect();
QSizeF sz = r.size();
qreal w = sz.width();
qreal h = sz.height();
qreal cx = (m_docLength - w + leftShift - rightShift)/2 - r.left();
qreal cy = (m_docHeight - h)/2 - r.top();
myText->setPos(cx, cy);
The images below are for fontHeight = m_docHeight -
Desirable:
- either the entire size of text (ascent + descent) equals doc height, and text is centered vertically based on content
- or the upper case size text equals doc height and the descent is below document (text centered based on only upper case) - this would seem easier based on how QGraphicsTextItem seems to position it
Actual:
- the text is smaller no matter which parameters I use to scale, and centered based on upper case text
As shown above - I have no idea how I could center vertically based on content (so for edge-to-edge text the descent would fit in) - and in lieu of that, all I really want is edge-to-edge uppercase letters, but I can't seem able to achieve that.
Oh and these are for Arial type font - one of the best-behaved. Other fonts jump all over the place, either above or below the canvas. And for some fonts, the resulting text is actually smaller - which is inexplicable to me, because how can the tight bounding rectangle be smaller than the item bounding rectangle...
Still this is as far as I got to getting my text as close to "true" size and placed on a canvas that matches its size.

Center text vertically when drawing with QPainter's drawText()

My strategy when centering text on images is to get bounding rectangle for that text and divide width or height by two. I did the same in this case. This is example I have created:
void CanvasWidget::paintEvent(QPaintEvent*)
{
//Create image:
QImage image(rect().width(), rect().height(), QImage::Format_RGB32);
QPainter paint(&image);
// White background
image.fill(QColor("#FFF"));
// set some metrics, position and the text to draw
QFontMetrics metrics = paint.fontMetrics();
int yposition = 100;
QString text = "Hello world.";
// Draw gray line to easily see if centering worked
paint.setPen(QPen(QColor("#666"), 1, Qt::SolidLine, Qt::FlatCap, Qt::RoundJoin));
paint.drawLine(0, yposition, image.width(), yposition);
// Get rectangle
QRect fontRect = metrics.boundingRect(text);
// Black text
paint.setPen(QPen(QColor("#000"), 1, Qt::SolidLine, Qt::FlatCap, Qt::RoundJoin));
// Add half the height to position (note that Qt has [0,0] coordinates at the bottom of the image
paint.drawText(4, yposition+round(((double)fontRect.height())/2.0), text);
QPainter p(this);
p.drawImage(rect(), image, image.rect());
p.end();
}
This is the result - the text is under line instead centered on the line:
Android:
Windows:
I used lines to draw frame around the text based on metrics rectangle:
Intended result was to center visible text exactly around the given point/line:
To put you in perspective, this is the actual problem I am having:
The numbers should be in the middle of the lines, not so much below.
The function I am using returns size including accents and other big characters that aren't there. How do I get the rectangle in pixels only for characters that are there?
Not quite sure what you're asking, but if it's why does the bounding rect appear wrong, it's because you're not taking into account characters that have accents in the font such as é, å etc. The bounding rect returned from font metrics includes these.
As it states in the boundingRect documentation
The height of the bounding rectangle is at least as large as the value returned by height().
This is not the case for tightBoundingRect that will, I expect, provide the right result.

What is the gradient orientation and gradient magnitude?

I am currently studying a module in computer vision called edge detection.
I am trying to understand the meaning of gradient orientation and gradient magnitude.
As explained by Dima in his answer, you should be familiar with the mathematical concept of gradient in order to better understand the gradient in the field of image processing.
My answer is based on the answer of mevatron to this question.
Here you find a simple initial image of a white disk on a black background:
you can compute an approximation of the gradient of this image. As Dima explained in his answer, you have two component of the gradient, an horizontal and a vertical component.
The following images shows you the horizontal component:
it shows how much the gray levels in your image change in the horizontal direction (it is the direction of positive x, scanning the image from left to right), this change is "encoded" in the grey level of the image of the horizontal component: the mean grey level means no change, the bright levels mean change from a dark value to a bright value, the dark levels mean a change from a bright value to a dark value. So, in the above image you see the brighter value in the left part of the circle because it is in the left part of the initial image that you have the black to white transition that gives you the left edge of the disk; similarly, in the above image you see the darker value in the right part of the circle because it is in the right part of the initial image that you have the white to black transition that gives you the right edge of the disk. In the above image, the inner part of the disk and the background are at a mean grey level because there is no change inside the disk and in the background.
We can make analogous observations for the vertical component, it shows how the image change in the vertical direction, i.e. scanning the image from the top to the bottom:
You can now combine the two components in order to get the magnitude of the gradient and the orientation of the gradient.
The following image is the magnitude of the gradient:
Again, in the above image the change in initial image is encoded in the gray level: here you see that white means an high change in the initial image while black means no change at all.
So, when you look at the image of the magnitude of the gradient you can say "if the image is bright it means a big change in the initial image; if it is dark it means no change or very llittle change".
The following image is the orientation of the gradient:
In the above image the orientation is again encoded as gray levels: you can think at the orientation as the angle of an arrow pointing from the the dark part of the image to the bright part of the image; the angle is referred to an xy frame where the x runs from left to right while the y runs from top to bottom. In the above image you see all the grey level from the black (zero degree) to the white (360 degree). We can encode the information with color:
in the above image the information is encode in this way:
red: the angle is between 0 and 90 degree
cyan: the angle is between 90 and 180 degree
green: the angle is between 180 and 270 degree
yellow: the angle is between 270 and 360 degree
Here it is the C++ OpenCV code for producing the above images.
Pay attention to the fact that, for the computation of the orientation, I use the function cv::phase which, as explained in the doc, gives an angle of 0 when both the vertical component and the horizontal component of the gradient are zero; that may be convenient but from a mathematical point of view is plainly wrong because when both components are zero the orientation is not defined and the only meaningful value for an orientation kept in a floating-point C++ type is a NaN.
It is plainly wrong because a 0 degree orientation, for example, is already related to an horizontal edge and it cannot be used to represent something else like a region with no edges and so a region where orientation is meaningless.
// original code by https://stackoverflow.com/users/951860/mevatron
// see https://stackoverflow.com/a/11157426/15485
// https://stackoverflow.com/users/15485/uvts-cvs added the code for saving x and y gradient component
#include <opencv2/core/core.hpp>
#include <opencv2/highgui/highgui.hpp>
#include <opencv2/imgproc/imgproc.hpp>
#include <iostream>
#include <vector>
using namespace cv;
using namespace std;
Mat mat2gray(const cv::Mat& src)
{
Mat dst;
normalize(src, dst, 0.0, 255.0, cv::NORM_MINMAX, CV_8U);
return dst;
}
Mat orientationMap(const cv::Mat& mag, const cv::Mat& ori, double thresh = 1.0)
{
Mat oriMap = Mat::zeros(ori.size(), CV_8UC3);
Vec3b red(0, 0, 255);
Vec3b cyan(255, 255, 0);
Vec3b green(0, 255, 0);
Vec3b yellow(0, 255, 255);
for(int i = 0; i < mag.rows*mag.cols; i++)
{
float* magPixel = reinterpret_cast<float*>(mag.data + i*sizeof(float));
if(*magPixel > thresh)
{
float* oriPixel = reinterpret_cast<float*>(ori.data + i*sizeof(float));
Vec3b* mapPixel = reinterpret_cast<Vec3b*>(oriMap.data + i*3*sizeof(char));
if(*oriPixel < 90.0)
*mapPixel = red;
else if(*oriPixel >= 90.0 && *oriPixel < 180.0)
*mapPixel = cyan;
else if(*oriPixel >= 180.0 && *oriPixel < 270.0)
*mapPixel = green;
else if(*oriPixel >= 270.0 && *oriPixel < 360.0)
*mapPixel = yellow;
}
}
return oriMap;
}
int main(int argc, char* argv[])
{
Mat image = Mat::zeros(Size(320, 240), CV_8UC1);
circle(image, Point(160, 120), 80, Scalar(255, 255, 255), -1, CV_AA);
imshow("original", image);
Mat Sx;
Sobel(image, Sx, CV_32F, 1, 0, 3);
Mat Sy;
Sobel(image, Sy, CV_32F, 0, 1, 3);
Mat mag, ori;
magnitude(Sx, Sy, mag);
phase(Sx, Sy, ori, true);
Mat oriMap = orientationMap(mag, ori, 1.0);
imshow("x", mat2gray(Sx));
imshow("y", mat2gray(Sy));
imwrite("hor.png",mat2gray(Sx));
imwrite("ver.png",mat2gray(Sy));
imshow("magnitude", mat2gray(mag));
imshow("orientation", mat2gray(ori));
imshow("orientation map", oriMap);
waitKey();
return 0;
}
The gradient of a function of two variables x, y is a vector of the partial derivatives in the x and y direction. So if your function is f(x,y), the gradient is the vector (f_x, f_y). An image is a discrete function of (x,y), so you can also talk about the gradient of an image.
The gradient of the image has two components: the x-derivative and the y-derivative. So, you can think of it as vectors (f_x, f_y) defined at each pixel. These vectors have a direction atan(f_y / fx) and a magnitude sqrt(f_x^2 + f_y^2). So, you can represent the gradient of an image either an x-derivative image and a y-derivative image, or as direction image and a magnitude image.

Terminal emulation in Flex

I need to do some emulation of some old DOS or mainframe terminals in Flex. Something like the image below for example.
The different coloured text is easy enough, but the ability to do different background colours, such as the yellow background is beyond the capabilities of the standard Flash text.
I may also need to be able to enter text at certain places and scroll text up the "terminal". Any idea how I'd attack this? Or better still, any existing code/components for this sort of thing?
Use TextField.getCharBoundaries to get a rectangle of the first and last characters in the areas where you want a background. From these rectangles you can construct a rectangle that spans the whole area. Use this to draw the background in a Shape placed behind the text field, or in the parent of the text field.
Update you asked for an example, here is how to get a rectangle from a range of characters:
var firstCharBounds : Rectangle = textField.getCharBoundaries(firstCharIndex);
var lastCharBounds : Rectangle = textField.getCharBoundaries(lastCharIndex);
var rangeBounds : Rectangle = new Rectangle();
rangeBounds.topLeft = firstCharBounds.topLeft;
rangeBounds.bottomRight = lastCharBounds.bottomRight;
If you want to find a rectangle for a whole line you can do this instead:
var charBounds : Rectangle = textField.getCharBoundaries(textField.getLineOffset(lineNumber));
var lineBounds : Rectangle = new Rectangle(0, charBounds.y, textField.width, firstCharBounds.height);
When you have the bounds of the text range you want to paint a background for, you can do this in the updateDisplayList method of the parent of the text field (assuming the text field is positioned at [0, 0] and has white text, and that textRangesWithYellowBackground is an array of rectangles that represent the text ranges that should have yellow backgrounds):
graphics.clear();
// this draws the black background
graphics.beginFill(0x000000);
graphics.drawRect(0, 0, textField.width, textField.height);
graphics.endFill();
// this draws yellow text backgrounds
for each ( var r : Rectangle in textRangesWithYellowBackground )
graphics.beginFill(0xFFFF00);
graphics.drawRect(r.x, r.y, r.width, r.height);
graphics.endFill();
}
The font is fixed width and height, so making a background bitmap dynamically isn't difficult, and is probably the quickest and easiest solution. In fact, if you size it correctly there will only be one stretched pixel per character.
Color the pixel (or pixels) according to the background of the character.
-Adam

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