wxStyledTextCtrl - Size of AutoComp - c++

I was just wondering if it is possible to find the size (in pixels) of the autocompletion control shown by the wxStyledTextCtrl.
My goal is to show a help window associated with the entry when a selection happens. Therefore, I need the location and also the width of the autocompletion control. It seems location can be found from m_STC->AutoCompPosStart() but there seems to be no way of finding the width. I am using the following code:
auto StartPos = m_STC->ToPhys(m_STC->PointFromPosition(m_STC->AutoCompPosStart()));
int MaxChars = m_STC->AutoCompGetMaxWidth(); //returns 0 unless set to a fixed value
int w, h;
m_STC->GetTextExtent(wxString("A", MaxChars), &w, &h);
return wxPoint(StartPos.x + w, StartPos.y);
I am using Windows and wxWidgets 3.2.

There is no way to get this information from the styled text control because the autocomp window is completely managed by Scintilla. And unfortunately, Scintilla doesn't make any methods available for getting this info.
As a hack-around, the popup is currently implemented as a child window of the styled text control. So you could do something like this:
const wxWindowList& childred = m_stc->GetChildren();
for ( auto it = childred.begin() ; it != childred.end() ; ++it )
{
// We're assuming the styled text control has at most 1 child -
// namely the autocomp popup. It might be better to check that
// the window found is in fact the auto comp popup somehow.
// win->GetPosition() will return screen coordinates, so to get client
// coordinates, ScreenToClient must be called.
wxPoint psn = m_stc->ScreenToClient(win->GetPosition());
wxSize sz = win->GetSize();
// Do something with size and position here.
}
However, this isn't guaranteed to always work. If in the future, the auto comp popup implementation is changed to use a top level window instead of a child of the control, this method will fail.

Related

Determine the character on the console on witch the MouseCursor is on

As we all know, the console buffer size is composed like a 2D array. I'm trying to implement on click buttons (drawn buttons NOT child windows) but im having an accuracy problem.
Because the Console Window is movable and resizable, i have to take the Mouse Cursor position relative to the Console Window TopLeft corner (I've found a way of accurately doing that in pixels). But now the problem arrives. When i try to find out on which character square the Mouse Cursor is on, it becomes inacurate (errors of about 3 ~ 5 pixels) and this is a problem when implementing on click buttons.
These are the functions i use. Also keep in mind that we need to previously have the GetCurrentConsoleFont() declared. (find it here)
For ease of testing, I have implemented a little "Draw my thing" game in the main (see full code).
/** This returns the cursor position relative to any window (not just the console).*/
POINT GetCursPosRelWin(HWND hWindow)
{
POINT rCoord;
RECT windowCoord;
HWND hConsole = GetConsoleWindow();
GetWindowRect(hConsole,&windowCoord);
POINT ptCursor;
GetCursorPos(&ptCursor);
rCoord.x = ptCursor.x - windowCoord.left;
rCoord.y = ptCursor.y - windowCoord.top;
return rCoord;
}
WORD GetCurrentFontHeight()
{
CONSOLE_FONT_INFO cfi;
GetCurrentConsoleFont(GetStdHandle(STD_OUTPUT_HANDLE), FALSE, &cfi);
return cfi.dwFontSize.Y;
}
WORD GetCurrentFontWidth()
{
CONSOLE_FONT_INFO cfi;
GetCurrentConsoleFont(GetStdHandle(STD_OUTPUT_HANDLE), FALSE, &cfi);
return cfi.dwFontSize.X;
}
So, is there any way of making this method be more accurate?
EDIT: This is the most accurate way i managed to find though it is still not very precise.
/** See the full code for a better understanding */
/** In the main function as parameters of MoveConsoleCursor() */
MoveConsoleCursor(
(SHORT)((double)(ptCursor.x/GetCurrentFontWidth() - ((ptCursor.x/GetCurrentFontWidth())%10)/10 )),
(SHORT)((double)(ptCursor.y/GetCurrentFontHeight() - 0.5))
);
You can change your GetCursPosRelWin to:
POINT GetCursPosRelWin(HWND hWindow)
{
POINT ptCursor;
GetCursorPos(&ptCursor);
ScreenToClient(hWindow, &ptCursor);
return ptCursor;
}
And MoveConsoleCursor call to:
MoveConsoleCursor(ptCursor.x / GetCurrentFontWidth(), ptCursor.y / GetCurrentFontHeight());
This puts cursor in the center of a square, provided the scroll bars are not moved. Otherwise you have to account for the scrollbar offsets.

Gtk Move window beyond constraints

I am currently writing a gtk program that uses a custom title bar (i.e., it is not being decorated by the window manager). But since using a custom title bar also disables support of dragging the window around, I wrote my custom drag function which moves the window by calling window.move(x, y):
bool on_titlebar_drag(GdkEvent* event)
{
static int drag_x_offset = 0;
static int drag_y_offset = 0;
int x, y;
if (event->type == GDK_BUTTON_PRESS)
{
drag_x_offset = event->button.x;
drag_y_offset = event->button.y;
} else if(event->type == GDK_BUTTON_RELEASE) {
drag_x_offset = 0;
drag_y_offset = 0;
} else if(event->type == GDK_MOTION_NOTIFY) {
x = event->motion.x_root - drag_x_offset;
y = event->motion.y_root - drag_y_offset;
mainWindow.move(x, y);
}
return true;
}
This works just fine except of the fact that it cannot move the window beyond the screen limits, like the normal behaviour for other windows, so you can drag it "out of sight" to make place for others.
I am trying to resize the window smaller as soon as it touches the screen by calling window.resize(width, height) but this is not what I intend to do, because resizing also resizes the window contents to the smaller scale, while I would just like to make its physical size smaller.
I have also tried using set_allocation and size_allocate, these two didnt make any change at all.
My question is, do you know a way to either be able to move the window beyond the screen borders (not totally, but in a way that the window is not fully on-screen), or to change the size of the window without resizing its contents?
If you are using GTK 3.10 or newer you can use gtk_window_set_titlebar
gtk_window_set_titlebar (GtkWindow *window, GtkWidget *titlebar) the only arguments you need are the window that you want to customise and the GtkWidget that will serve as the titlebar. Using GtkHeaderBar is suggested but in your case you can use any custom GtkWidget and get draggable bar which will tug the whole window as would the one from the window manager.

Wrapping text in GTK3 treeview

I have trouble getting TreeView in GTK3 to wrap text correctly.
I set it up to wrap in this way:
Gtk::TreeViewColumn* pColumn = mTreeView.get_column(2);
static_cast<Gtk::CellRendererText *>(pColumn->get_first_cell())
->property_wrap_mode().set_value(Pango::WRAP_WORD_CHAR);
static_cast<Gtk::CellRendererText *>(pColumn->get_first_cell())
->property_wrap_width().set_value(200);
This works, text is wrapped, but when I resize the window and make it bigger, there is a lot of ugly white-space above and below cell with long text. It seems, that GTK reserves height for cell based on wrap width. Which makes no sense to me.
I tried to get around with setting needed in signal_check_resize with calculating needed width like this:
Gtk::TreeViewColumn* pColumn = mTreeView.get_column(2);
auto width = this->get_allocated_width()
- mTreeView.get_column(0)->get_width()
- mTreeView.get_column(1)->get_width();
static_cast<Gtk::CellRendererText *>(pColumn->get_first_cell())
->property_wrap_width().set_value(width-100);
this->forceRecreateModel = true; //Needed to work
But this lets me only make window bigger. It cannot be shrinked, after it was resized.
The question is, how this is properly done?
I am using gtk3.20.3-1 and gtkmm3.20.1-1 on Arch linux.
EDIT: fixed typo in the title...
In the end I found how to do it.
In the setup of the window (for me constructor of the window derived class) it was necessary to set column to be AUTOSIZE in order to allow shrinking of the width.
//Last Column setup
{
mTreeView.append_column("Translation", mColumns.mEnglish);
Gtk::TreeViewColumn* pColumn = mTreeView.get_column(2);
pColumn->set_sizing(Gtk::TreeViewColumnSizing::TREE_VIEW_COLUMN_AUTOSIZE);
static_cast<Gtk::CellRendererText *>(pColumn->get_first_cell())
->property_wrap_mode().set_value(Pango::WRAP_WORD_CHAR);
}
Also there is needed to set correct wrap width on every resize. Without this, height of the row was as big as it would be necessary for currently set wrap_width with no regard on current width (resulting in big padding on the top, when stretched more and prohibiting to make window smaller).
This code was also in the constructor.
this->signal_check_resize().connect([this]()
{
//calculate remaining size
Gtk::TreeViewColumn* pColumn = mTreeView.get_column(2);
auto width = this->get_allocated_width()
- mTreeView.get_column(0)->get_width()
- mTreeView.get_column(1)->get_width()-30;
//minimum reasonable size for column
if(width < 150)
width = 150;
static_cast<Gtk::CellRendererText *>(pColumn->get_first_cell())
->property_wrap_width().set_value(width);
//debounce
static auto oldsize = 0;
{
oldsize = width;
//trigger redraw of mTreeView (by clearing and refilling Model,
//it is done in 100ms pulse)
this->mRedrawNeeded = true;
}
});
And maybe it is worth noting, that I have mTreeView encapsulated in Gtk::ScrolledWindow. So this is a chunk which comes before column setup. :)
//in class is: Gtk::ScrolledWindow mScrollForResults;
//scrolling area
mGrid.attach(mScrollForResults, 0,2,10,1);
mScrollForResults.set_hexpand();
mScrollForResults.set_policy(Gtk::PolicyType::POLICY_AUTOMATIC,
Gtk::PolicyType::POLICY_ALWAYS);
mScrollForResults.set_margin_top(10);
mScrollForResults.set_min_content_width(400);
mScrollForResults.set_min_content_height(200);
mScrollForResults.add(mTreeView);
//results treeView
mRefListStore = Gtk::ListStore::create(mColumns);
mTreeView.set_model(mRefListStore);
mTreeView.set_hexpand();
mTreeView.set_vexpand();

Make a QDialog appear in a different screen

The title says it pretty much all:
I have two screens, and each time I create a QDialog it appears in the same screen as its parent.
How can I make it appear in a different screen? Or should I use a different type of top-level widget?
The code I use to create the dialog is:
QDialog my_dialog = new QDialog(this,
Qt::WindowMaximizeButtonHint |
Qt::WindowCloseButtonHint);
...
EDIT:
I have also tried using the QDesktopWidget which gives me a QScreen object that refers to the second screen. But then I don't find how to instruct the QDialog to use that QScreen (setting it as the parent doesn't work).
It is bad, that you edit your question without reading comments :(
// Your screen geometry:
QRect buildScreenGeometry()
{
auto desktop = QApplication::desktop();
QRect virtualRect;
const auto n = desktop->screenCount();
for ( auto i = 0; i < n; i++ )
virtualRect |= desktop->screenGeometry(i);
return virtualRect;
}
// Moving
auto dlg = new QDialog( someParent );
auto newPoint = QPoint( 2000, 0 ); // point on another screen
auto realPos = someParent->mapFromGlobal( newPoint );
dlg->move( realPos );
That's all.
UPDATE:
You should understand, that there are only ONE screen area with COMMON coordinate system, that contains ALL screens.
For example, you have 2 monitors with 800x600 resolution. First (main) monitor is standing left, and second standing right. In this case, coordinate system, that is available for your application is 1600x600. So, if your widget has 100x100 top-left position, on a first monitor, and you want to move it to another, you should call move(900x100); // 900 == screen1.width() + dialog.pos().x(). Then your widget will have 100x100 position on second monitor.
You should read Qt documentation.
You can use move on your QDialog, but be aware that move will set the QDialog position relative to it's parent.
You can get the Main Window's screen position and use that to setup the QDialog position. Just know that you're not guaranteed to have 2 screens on the end user machine.
For more information on move see: http://doc.qt.io/qt-5/application-windows.html#window-geometry

QGraphicsRectItem and QGraphicsScene problems at Scene change

what I want to do is the following:
I have a little GUI with a QGraphicsView. In this graphics View I load a picture:
// m_picture is QPixmap
// image is QImage
// m_graphic is QGraphicsScene
// graphicsView is QGraphicsView
m_picture.convertFromImage(image);
m_graphic->addPixmap(m_picture);
ui->graphicsView->setScene(m_graphic);
This doesn't cause any problems and I can always load a new image without problems.
Now in addition to just display the pictures I want to give the user the ability to draw a rectangle on them ( to "focus" on a specific area ). Actually the user just types in the coordinates in four text boxes on the GUI ( x,y, width,heigth). After providing the coordinates the User presses a button and the rectangle at the following coordinates shall be displayed.
I accomplished this with this code:
void tesseract_gui::show_preview_rect()
{
int x,y,h,w;
x = ui->numBox_x->value();
y = ui->numBox_y->value();
h = ui->numBox_h->value();
w = ui->numBox_w->value();
if( rect_initialized )
{
m_graphic->removeItem(m_rect);
}
else
{
rect_initialized = true;
}
m_rect->setPen(QPen(Qt::red));
m_rect->setRect(x,y,h,w);
m_graphic->addItem(m_rect);
return;
}
The remove call is because I always want to display just one rectangle.
Now as I mentioned this works fine. But if the user now loads another picture ( with the calls at the top of my post ) the program crashes when I try to draw a new rectangle. I
get a Segmentation fault at the call of
m_rect->setPen(QPen(Qt::red));
If I call
m_graphic->removeItem(m_rect);
after loading a new picture I get
QGraphicsScene::removeItem: item 0x8c04080's scene (0x0) is different from this scene (0x8c0a8b0)
and then it crashes with the same Error at setPen.
What I don't get is, I don't change the scene. I just add another picture to it ( or overwrite it) .
Well any suggestions how I could do this right?
Best Regards
// edit:
I tried to do it just with everytime a new rectangle like this:
void tesseract_gui::show_preview_rect()
{
int x,y,h,w;
x = ui->numBox_x->value();
y = ui->numBox_y->value();
h = ui->numBox_h->value();
w = ui->numBox_w->value();
m_graphic->clear();
m_graphic->addRect(x,y,h,w);
return;
}
Problem at this is that with the clear() call it also clears the picture itself from my GraphicsView... so no solution there
// edit:
As suggested I got rid of the Warning like this:
if( m_rect->scene() != 0 )
{
m_graphic->removeItem(m_rect);
}
m_rect->setPen(QPen(Qt::red));
m_rect->setRect(x,y,h,w);
m_graphic->addItem(m_rect);
I know it's not the best way but I tried it also this way ( did not work for me ):
I added the item in the constructor:
m_graphic->addItem(m_rect);
and then
m_rect->setPen(QPen(Qt::red));
m_rect->setRect(x,y,h,w);
m_graphic->update();
and I get the "same" error as always ( Program crashes at m_rect->setPen() )
So it seems the problem always occurs when I already added the rectangle to the graphic, THEN changed the image of m_graphic and then did any operation with m_rect. ( Actually I guess m_graphic takes ownership of m_rect and so this causes the segmentation fault ... ? )
The message QGraphicsScene::removeItem: item 0x8c04080's scene (0x0) is different from this scene (0x8c0a8b0) tells you m_rect is not in any scene at the time you call it. It's probably removed somewhere else in your code or you have 2 variables with the same name in the class hierarchy.
Also, you don't need to remove it from scene to change it. Just change it while it's in the scene. It will get repainted with the new color and geometry in the next paint event.
Even if you REALLY want to remove it before changing it, just check if it's in a scene by calling QGraphicsItem::scene(). There's no need for the init check variable.