I am trying to develop an image gallery application using Qt Framework. The application loads all the images from the selected folder and those images are displayed using QListView control.
But now i want to reduce the memory consumption by loading only the images that are visible to user. Since there is no direct function to get all the visible items in the view, i am not able to achieve this.
You can get the visible items of a list view using the indexAt function. For more details and an example you can check the following article:
http://qt-project.org/faq/answer/how_can_i_get_hold_of_all_of_the_visible_items_in_my_qlistview
I found it! You have to connect the vertical scrollbar of the listwidget to a signal:
connect(ui->listWidget->verticalScrollBar(), SIGNAL(valueChanged(int)), this, SLOT(launch_timer()));
Every time the user scrolls, the valuechanged(int) signal is being omitted! The thing is that you shouldn't run the code provided by webclectic in this question every time the value of the vertical scrollbar of the listwidget changes, because the program will be unresponsive with so much code to run in so little time.
So, you have to have a singleshot timer and point it to the function that webclectic posted above. When launch_timer() is called, you do something like this:
if(timer->isActive()){
timer->stop();
timer->start(300);
}
else
timer->start(300);
and the timeout() signal of timer will be connected to the slot webclectic talked about. This way, if the user scrolls quickly all the way down only the last items will be updated. Generally, it will be updated anything visible for more than 300 milliseconds!
I think what you need is to implement your own model (take a look to the QAbstractListModel documentation) so that way you could decide when you have to load more images to show and maybe free some of the images that became non-visible.
although this is not so simple in Qt 4 but
it is always simple to copy below:
#include <private/qlistview_p.h>
class QListViewHelper : public QListView
{
typedef QListView super;
inline QListViewHelper() {} //not intended to be constructed
public:
inline static QVector<QModelIndex> indexFromRect(const QListView *view,
const QRect &rect)
{
const QListViewPrivate *d = static_cast<const QListViewPrivate *>(QObjectPrivate::get(view)); //to access "QListViewPrivate::intersectingSet(...)"
const QListViewHelper *helper = static_cast<const QListViewHelper *>(view); //to access "QListView::horizontalOffset()"
return d->intersectingSet(rect.translated(helper->horizontalOffset(), helper->verticalOffset()), false);
}
inline static QVector<QModelIndex> visibleItems(const QListView *view)
{ return indexFromRect(view, view->rect()); }
inline static QModelIndex firstVisible(const QListView *view)
{ return visibleItems(view).value(0); }
inline static QModelIndex lastVisible(const QListView *view) {
const QVector<QModelIndex> &items = visibleItems(view);
return items.value(items.count() - 1);
}
};
void ourTest(const QListView *view) {
QModelIndex &index = QListViewHelper::firstVisible(view);
qDebug("QListViewHelper: first visible row is %d", index.row());
index = QListViewHelper::lastVisible(view);
qDebug("QListViewHelper: last visible row is %d", index.row());
}
usage:
QModelIndex &index =
QListViewHelper::firstVisible(listViewPointerHere)
note: since it does use Qt 4.8 private-headers it may no longer work in latter versions and will need some changes.
You can keep track of all the elements that are drawn per paint event. I used a delegate and overloaded the paint event.
I also overloaded the paint event in the view. During this call, all the visible delegates will get a paint event.
If you just need to know if an item is visible, you can increment a frame count in view->paintEvent and set that number in the delegate item. The item is visible of the item matches the current frame number.
If you need a list of all visible items, clear the visible item list in view->paintEvent and add each item in the int the delegate->paintEvent to the visible items list.
Related
I would like to know the best way to achieve the following thing in QML:
I have a ListView with droppable elements and a Grid initialy filled with DropArea. The ListView uses a model derived from QAbstractItemModel. I would like to drop an element on the grid and interact with it (rename it for instance). For now, any modifications in the ListView update the model, but how modifications of the element in the grid could update the model ?
There can be multiple items dropped in the grid corresponding to a subset of ListView's model. I do not know how can I achieve this. The Package can not be used because the Grid is not a GridView and Items must be moved/set at specific positions. So I tried to:
create a ListView displayed on the dropped item, using the same model as the source ListView used to drag items,
set the same rootIndex, then the same index
I am close to a solution but I think it is not the best way to do this.
Any clue ?
Thanks
I would like to have different visual representation of the same model
item in a ListView and in a component in a Grid. So, a modification of
the item in the ListView should update the item in the Grid and
vice-versa.
If your model's data is not QObject derived with NOTIFY and properties, notifications of changes can only be made through the model.
And since you won't be using the model for the grid, that means your model has to use underlying QObject instances. A generic model object might come in handy.
When you have that you only need to reference the underlying QObject model item and use bindings to set up your list view delegate. Then when you drag and drop, you only need to pass a reference to the QObject to that other visual representation which you will be creating inside the grid.
Lastly, take care not to be left with dangling references when you remove items from the model, as that will most likely hard-crash your application. Use the onDestruction attached signal to clear elements from the grid as the model item objects are destroyed.
I finally found a solution by create a C++ type which inherits from QObject an which can be embedded in a QML object. This type has read/write properties and is initialized with the same model as the ListView. The interesting methods are:
/* writing to a property **from QML** goes here */
void ModelItem::setName(const QString& name)
{
setModelData(GroupMemberModel::Nom, name);
}
/* then here */
bool ModelItem::setModelData(GroupMemberModel::Role role, const QVariant& value)
{
return m_model->setData(m_modelIndex, value, role);
}
/* any changes in the model fall here (signals/slots mecanism)*/
void ModelItem::dataChanged(const QModelIndex& topLeft, const QModelIndex& bottomRight, const QVector<int>& roles)
{
if(m_modelIndex.row() < topLeft.row() || m_modelIndex.row() > bottomRight.row())
return;
if(m_modelIndex.column() < topLeft.column() || m_modelIndex.column() > bottomRight.column())
return;
//Index is modified, emit signal
foreach(int role, roles) {
emitDataChanged(role);
}
}
/* **notify QML** by emit signal on property */
void ModelItem::emitDataChanged(int role) const
{
if(role < (Qt::UserRole+1))
role+=Qt::UserRole+1;
switch(role)
{
case GroupMemberModel::Nom:
emit nameChanged();
break;
default:
qDebug() << "ModelItem::dataChanged, unknown role";
break;
}
}
This works as needed and is simplier than what I thought.
I have created by myself model (MyListModel) that store list of my objects MyObj. MyObj stores some text information. Then I created class ItemDelegate, in order to manage view of every item and also to add QProgressBar to each item. The problem is that I need busy progressbar, but when I execute app, QProgressBar doesn't do any action.
I'm guessing, it's because QListView only show static data. Is there any way to make it work properly?
My realisation of paint method for Delegate:
void StatusItemDelegate::paint(QPainter *painter, const QStyleOptionViewItem &option, const QModelIndex &index) const
{
StatusItem my_item = index.data().value<StatusItem>();
wdg->name->setText(my_item.m_name);
switch (my_item.m_state)
{
case 0: wdg->progress->setMaximum(0); wdg->progress->setMinimum(0); break;
case 1: wdg->progress->setRange(0, 0); wdg->progress->setValue(100); break;
case 2: wdg->progress->setHidden(true); break;
}
QPalette pal;
QLinearGradient gradient(0, 0, 0, 100);
if ((option.state & QStyle::State_Selected) == QStyle::State_Selected)
{
pal.setBrush(QPalette::Window, QBrush(QColor(0, 255, 200)));
}
else
{
gradient.setColorAt(0.0, QColor(255,250,0));
gradient.setColorAt(1.0, QColor(255,255,255));
pal.setBrush(QPalette::Window, QBrush(QColor(Qt::transparent)));
pal.setBrush(QPalette::Window, QBrush(gradient));
}
wdg->setPalette(pal);
wdg->resize(option.rect.size());
painter->save();
painter->setRenderHint(QPainter::Antialiasing, true);
painter->translate(option.rect.topLeft());
wdg->render(painter);
painter->restore();
}
I think the problem exists because the view repaints items only when something is changed. While model data remains unchanged, according cells are not repainted.
In this situation you should cause additional repaints from the delegate. Unfortunately there is no convenient way to do it, but there are longer ways. You need to do the following action in the paint method:
view->update(index);
There are two issues:
You don't have view pointer in the paint method. You can either try to use painter->device() and assume that this is the view's viewport (but it's not guaranteed) or store view in the delegate's class member variable.
Calling update inside paint can cause infinite recursion (I'm not sure about this one). If that's the case, you can delay update using QTimer::singleShot(0, ...). But you will need to create a slot for that somewhere an pass view and index somehow so that they will be accessible in the slot.
I am trying to make a GUI so when you increase the "Article" count, then more of the article inputs show up. For example, if I change the Articles count to 2, I would want another group of inputs to show up for Article 2, and if the Articles count changes to three, there would be three groups of inputs, but since that would use up more space than the window has, it would begin to scroll.
I was thinking of using one of the tree, list, or table widgets, but I am not sure if that is even the right direction I am supposed to be going to. Can anyone push me in the right direction?
Here is a picture, since my description is not good.
You should put all the widgets needed for one article into one single custom widget. Whenever the spin box is changed (code in slot) you can add / remove one instance of such a custom widget to a scroll area.
Within the constructor of this custom widget class (let's call it ArticleWidget), you should define signals in your custom widget which notify about changes made in its child widgets. Connect these within your custom widget:
ArticleWidget::ArticleWidget(QWidget *parent) :
QWidget(parent)
{
ui->setupUi(this); // when you use QtDesigner to design the widget
// propagate signals from my inner widgets to myself:
connect(ui->title, SIGNAL(textChanged(QString)),
SIGNAL(titleChanged(QString)));
}
In the outer widget, whenever creating such a custom widget, connect its signals to your processing slots:
void OuterWidget::articleCountChanged(int)
{
...
if(/*increased*/)
{
ArticleWidget *article = new ArticleWidget(this);
connect(article, SIGNAL(titleChanged(QString)),
SLOT(art_titleChanged(QString)));
ui->scrollAreaViewport->layout()->addWidget(article);
}
...
}
You can access the article widget using sender():
void OuterWidget::art_titleChanged(QString)
{
ArticleWidget *articleWidget = qobject_cast<ArticleWidget*>(sender());
Q_ASSERT(articleWidget); // make sure the signal comes from an ArticleWidget
// if you want to store articles in a vector of custom types,
// you could give this type a pointer to the widget, so you can
// find the index if you have the widget pointer:
foreach(Article *article, articles)
if(article->widget == articleWidget)
article->title = title; // make some changes
}
This code assumes that you hold all your articles in a struct similar to this:
struct ArticleData
{
ArticleWidget *widget;
QString title;
...
};
and have a vector of them in your outer widget class:
QVector<ArticleData*> articles;
I have some problems with sizing row's height in QTreeWidget. I use QStyledItemDelegate with QPlainTextEdit. During editing text in QPlainTextEdit i check for changes with a help of:
rect = self.blockBoundingRect(self.firstVisibleBlock())
and if text's height changes i resize editor size and need row in QTreeWidget also resizing. But i don't know how to inform TreeWidget or a Delegate about changes. I tried to initialize editor with index, that i could use in a future, but Delegate creates new editor every time and i failed to use signals. Also I used following function to catch resize event, but it' doesn't:
bool QAbstractItemDelegate::editorEvent ( QEvent * event, QAbstractItemModel * model, const QStyleOptionViewItem & option, const QModelIndex & index )
How can i bound editor's size changes with TreeWidget?
And one more thing, by default all items (cells) in TreeWidget have -1 or some big value as default width. I need whole text in cell to be visible, so how can i limit cells width only by visible range and make it expand in height? I want for it the same behavior as in instance a table in MSWord.
Thank you in advance,
Serge
I believe you would have to notify model about the data change without closing editor, this should force treeview to recalculate its row height according to the new content of the field it's showing. What you could do is override eventFilter method in your delegate and try to emit commitData signal on key press; smth like this:
bool YourStyledItemDelegate::eventFilter(QObject* object, QEvent* event)
{
bool result = QStyledItemDelegate::eventFilter(object, event);
QWidget* editor = qobject_cast<QWidget*>(object);
if (editor)
{
if (event->type() == QEvent::KeyPress)
{
emit commitData(editor); //<- this should force row to recalculate its size
}
}
return result;
}
hope this would give you an idea on how to proceed, regars
I am implementing QAbstractTableModel and I would like to insert a QPushButton in the last column of each row. When users click on this button, a new window is shown with more information about this row.
Do you have any idea how to insert the button? I know about delegating system but all examples are only about "how to edit color with the combo box"...
You can use
QPushButton* viewButton = new QPushButton("View");
tableView->setIndexWidget(model->index(counter,2), viewButton);
The model-view architecture isn't made to insert widgets into different cells, but you can draw the push button within the cell.
The differences are:
It will only be a drawing of a pushbutton
Without extra work (perhaps quite a bit of extra work) the button won't be highlighted on mouseover
In consequence of #1 above, you can't use signals and slots
That said, here's how to do it:
Subclass QAbstractItemDelegate (or QStyledItemDelegate) and implement the paint() method. To draw the pushbutton control (or any other control for that matter) you'll need to use a style or the QStylePainter::drawControl() method:
class PushButtonDelegate : public QAbstractItemDelegate
{
// TODO: handle public, private, etc.
QAbstractItemView *view;
public PushButtonDelegate(QAbstractItemView* view)
{
this->view = view;
}
void PushButtonDelegate::paint(
QPainter* painter,
const QStyleOptionViewItem & option,
const QModelIndex & index
) const
{
// assuming this delegate is only registered for the correct column/row
QStylePainter stylePainter(view);
// OR: stylePainter(painter->device)
stylePainter->drawControl(QStyle::CE_PushButton, option);
// OR: view->style()->drawControl(QStyle::CE_PushButton, option, painter, view);
// OR: QApplication::style()->drawControl(/* params as above */);
}
}
Since the delegate keeps you within the model-view realm, use the views signals about selection and edits to popup your information window.
You can use setCellWidget(row,column,QWidget*) to set a widget in a specific cell.