How to find middle of a button on screen - c++

Ok I'm coding a button. I have done the box collision and all of the other stuff.
The problem I'm having is putting text in the middle of the button. No matter what I try it doesn't work :/ .
Please help I'm bad at math.
x = 120, y = 120, w = 120, h = 50
Screen dimensions = 480, 240
Is there an equation for this? I tried everything.
The best thing I have so far is
Brain.Screen.printAt(x + (w / 2, y + (h / 2), false, "Bruh");
// printAt args int x, int y, bool opaque, const char *text
The problem with that is the it's not at the exact center
is a little bit to the top right.
https://i.stack.imgur.com/vA2UQ.png

You can compute the center-point of the button easily enough:
const int buttonCenterX = x+(w/2);
const int buttonCenterY = y+(h/2);
... for the next step you'll need to center the text around that point. If your GUI API doesn't provide a way to center the text for you, you can calculate the appropriate x/y position by hand, assuming you know (or have a way to calculate) the pixel-width and pixel-height of the text:
const int textHeight = [text string's height, in pixels]
const int textWidth = [text string's width, in pixels]
const int textLeft = buttonCenterX-(textWidth/2);
const int textTop = buttonCenterY-(textHeight/2);
drawTextAt(textLeft, textTop, textString); // assuming drawTextAt() draws starting at the top-left of the string

Related

Projecting line from camera

I'm trying to convert a viewport click onto a world position for an object.
It would be quite simple if all I wanted was to draw a point exactly where the user clicks in the canvas:
void Canvas::getClickPosition(int x, int y, Vector3d(&out)[2]) const
{
Vector4d point4d[2];
Vector2d point2d(x, y);
int w = canvas.width();
int h = canvas.height();
Matrix4d model = m_world * m_camera;
for (int i = 0; i < 2; ++i) {
Vector4d sw(point2d.x() / (0.5 * w) - 1,
point2d.y() / (0.5* h) - 1, i * 1, 1);
point4d[i] = (m_proj * model).inverse() * sw;
out[i] = point4d.block<1, 3>(0, 0);
}
}
The expected behavior is achieved with this simple code.
The problem arises when I try to actually make a line that will look like a one pixel when the user first clicks it. Until the camera is rotated in any direction it should look like it was perfectly shot from the camera and that it has whatever length (doesn't matter).
I tried the obvious:
Vector4d sw(point2d.x() / (0.5 * w) - 1,
point2d.y() / (0.5* h) - 1, 1, 1); // Z is now 1 instead of 0.
The result is, as most of you guys should expect, a line that pursues the vanishing point, at the center of the screen. Therefore, the farther I click from the center, the more the line is twitched from it's expected direction.
What can I do to have a line show as a dot from the click point of view, no matter where at the screen?
EDIT: for better clarity, I'm trying to draw the lines like this:
glBegin(GL_LINES);
line.p1 = m_proj * (m_world * m_camera) * line.p1;
line.p2 = m_proj * (m_world * m_camera) * line.p2;
glVertex3f(line.p1.x(), line.p1.y(), line.p1.z());
glVertex3f(line.p2.x(), line.p2.y(), line.p2.z());
glEnd();
Your initial attempt is actually very close. The only thing you are missing is the perspective divide:
out[i] = point4d.block<1, 3>(0, 0) / point4d.w();
Depending on your projection matrix, you might also need to specify a z-value of -1 for the near plane instead of 0.
And yes, your order of matrices projection * model * view seems strange. But as long as you keep the same order in both procedures, you should get a consistent result.
Make sure that the y-axis of your window coordinate system is pointing upwards. Otherwise, you will get a result that is reflected at the horizontal midline.

Why does QPainter::drawPoint draw a horizontal line segment?

I'm trying to draw a 3-pixel large point with QPainter. But the following code instead draws a horizontal line with width of 3 pixels.
#include <QPainter>
#include <QImage>
int main()
{
const int w=1000, h=1000;
QImage img(w, h, QImage::Format_RGBX8888);
{
QPainter p(&img);
p.fillRect(0,0,w,h,Qt::black);
p.scale(w,h);
p.setPen(QPen(Qt::red, 3./w, Qt::SolidLine, Qt::RoundCap));
p.drawPoint(QPointF(0.1,0.1));
}
img.save("test.png");
}
Here's the top left corner of the resulting image:
I am expecting to get a point which is red circle, or at least a square — but instead I get this line segment. If I comment out p.scale(w,h) and draw the point with width 3 (instead of 3./w) at position (100,100), then I get a small mostly symmetric 3-pixel in height and width point.
What's going on? Why do I get a line segment instead of point as expected? And how to fix it, without resorting to drawing an ellipse or to avoiding QPainter::scale?
I'm using Qt 5.10.0 on Linux x86 with g++ 5.5.0. The same happens on Qt 5.5.1.
It appears that QPaintEngineEx::drawPoints renders points as line segments of length 1/63.. See the following code from qtbase/src/gui/painting/qpaintengineex.cpp in the Qt sources:
void QPaintEngineEx::drawPoints(const QPointF *points, int pointCount)
{
QPen pen = state()->pen;
if (pen.capStyle() == Qt::FlatCap)
pen.setCapStyle(Qt::SquareCap);
if (pen.brush().isOpaque()) {
while (pointCount > 0) {
int count = qMin(pointCount, 16);
qreal pts[64];
int oset = -1;
for (int i=0; i<count; ++i) {
pts[++oset] = points[i].x();
pts[++oset] = points[i].y();
pts[++oset] = points[i].x() + 1/63.;
pts[++oset] = points[i].y();
}
QVectorPath path(pts, count * 2, qpaintengineex_line_types_16, QVectorPath::LinesHint);
stroke(path, pen);
pointCount -= 16;
points += 16;
}
} else {
for (int i=0; i<pointCount; ++i) {
qreal pts[] = { points[i].x(), points[i].y(), points[i].x() + qreal(1/63.), points[i].y() };
QVectorPath path(pts, 2, 0);
stroke(path, pen);
}
}
}
Notice the pts[++oset] = points[i].x() + 1/63.; line in the opaque brush branch. This is the second vertex of the path — shifted with respect to the desired position of the point.
This explains why the line extends to the right of the position requested and why it depends on the scale. So, it seems the code in the OP isn't wrong for an ideal QPainter implementation, but just has come across a Qt bug (be it in the implementation of the method or in its documentation).
So the conclusion: one has to work around this problem by either using different scale, or drawing ellipses, or drawing line segments with much smaller lengths than what QPainter::drawPoints does.
I've reported this as QTBUG-70409.
Though I have not been able to pin point why exactly the problem occurs, I have got relatively close to the solution. The problem lies with scaling. I did a lots of trial and error with different scaling and width of point with the below code.
const int w=500, h=500;
const int scale = 100;
float xPos = 250;
float yPos = 250;
float widthF = 5;
QImage img(w, h, QImage::Format_RGBX8888);
{
QPainter p(&img);
p.setRenderHints(QPainter::Antialiasing);
p.fillRect(0,0,w,h,Qt::black);
p.scale(scale, scale);
p.setPen(QPen(Qt::red, widthF/(scale), Qt::SolidLine, Qt::RoundCap));
p.drawPoint(QPointF(xPos/scale, yPos/scale));
}
img.save("test.png");
The above code produces the image
My observations are
1) Due to high scaling, the point (which is just 3 pixel wide) is not able to scale proportionally at lower width (width of point), if you set width as something like 30 the round shape is visible.
2) If you want to keep the width of point low then you have to decrease the scaling.
Sadly I can not explain why at high scaling it is not expanding proportionally.

How to accurately get the width of a drawn String (in pixel) with Codename One?

I am trying to place precisely a short text over an image in Codename One. I compute the location where the text should start based on the its width so that it appears centered.
However the text width that I get from
myFont.stringWidth(myStringToMeasure);
is always much greater than the actual drawn text (a rectangle is drawn around the Graphics where the text is drawn). Thus the text does not look centered at all. Here is what I get from the simulator.
I tried to sum the width of each char within myString with
for (char c : myString.toCharArray()) {
stringWidth += myFont.charWidth(c);
}
but the result was even larger that the previous one (nearly twice as big).
Did I misused the stringWidth method ? Is there a way to reliably get the width of a drawn string ?
NB : I just tried it on a device and the text looked as expected. Was I just lucky or it will work on other real devices ?
EDIT 1:
That's weird, I know #Shai is right but I can't get it working! If I just drop in his code snippet in my method I get completely different result :
// width and height are the Graphics width and height that
// has been created via Image.createImage(myImage.getWidth(), myImage.getHeight())
public void paintOnBackground(Graphics g,
int width, int height) {
Font myFont = g.getFont();
g.setFont(myFont);
int w = myFont.stringWidth("Hi World");
int h = myFont.getHeight();
// Added just to see the background
g.setColor(0x0000FF);
g.fillRect(0, 0, width, height);
g.setColor(0xff0000);
// Because g.getTranslateX() is equivalent to getX() (not available here)
int x = g.getTranslateX() + width / 2 - w / 2;
int y = g.getTranslateY() + height / 2 - h / 2;
// The rectangle is centered
g.drawRect(x, y, w, h, 20); // large thickness to see it at a glance!
// The string is outside the rectangle
g.drawString("Hi World", x, y);
I don't even get #Shai's result :
Any idea what I did wrong ?
EDIT 2: OK if I test it on the device (Android 4.4) the string appears as in Shai's screen capture. So it looks like it is a problem related rather to the simulator (all skins / Linux / Eclipse 4.5)! Shai's code (and mine also indeed) is working well on the real device.
EDIT 3: Problem solved : Upgrading project libs from 114 to 115 fixed the issue => see this other SO question which was related
Any help would be greatly appreciated!
Cheers
Char width will be inaccurate by definition as chars might be drawn differently individually.
String width should be perfectly accurate everywhere when using the same Font object:
Form f = new Form("Width", new BorderLayout());
f.add(BorderLayout.CENTER, new Component() {
#Override
protected void initComponent() {
super.initComponent();
setUIID("Label");
}
#Override
public void paint(Graphics g) {
Font myFont = getStyle().getFont();
g.setFont(myFont);
int w = myFont.stringWidth("Hi World");
int h = myFont.getHeight();
g.setColor(0xff0000);
int x = getX() + getWidth() / 2 - w / 2;
int y = getY() + getHeight() / 2 - h / 2;
g.drawRect(x, y, w, h);
g.drawString("Hi World", x, y);
}
});
f.show();
And with a different font...
#Override
protected void initComponent() {
super.initComponent();
setUIID("Label");
Font handleeFont = Font.createTrueTypeFont("Handlee", "Handlee-Regular.ttf").
derive(Font.getDefaultFont().getHeight(), Font.STYLE_PLAIN);
Font handleeFontLarge = handleeFont.derive(handleeFont.getHeight() * 1.5f, Font.STYLE_PLAIN);
getUnselectedStyle().setFont(handleeFontLarge);
}

How to draw a segment of a circle in Cocos2d-x?

Context
I try to draw pie chart for statistic in my game. I'm using Cocos2d-x ver.3.8.1. Size of the game is important, so I won't to use third-party frameworks to create pie charts.
Problem
I could not find any suitable method in Cocos2d-x for drawing part of the circle.
I tried to do
I tried to find a solution to this problem in Internet, but without success.
As is known, sector of a circle = triangle + segment. So, I tried to use the method drawSegment() from DrawNode also.
Although it has parameter radius ("The segment radius" written in API reference), radius affects only the thickness of the line.
drawSegment() method draw a simple line, the thickness of which is set by a method call.
Question
Please prompt me, how can I draw a segment or a sector of a circle in Cocos2d-x?
Any advice will be appreciated, thanks.
I think the one of the ways to draw a sector of a circle in Cocos2d-X is the way to use drawPolygon on DrawNode. I wrote little sample.
void drawSector(cocos2d::DrawNode* node, cocos2d::Vec2 origin, float radius, float angle_degree,
cocos2d::Color4F fillColor, float borderWidth, cocos2d::Color4F bordercolor,
unsigned int num_of_points = 100)
{
if (!node)
{
return;
}
const cocos2d::Vec2 start = origin + cocos2d::Vec2{radius, 0};
const auto angle_step = 2 * M_PI * angle_degree / 360.f / num_of_points;
std::vector<cocos2d::Point> circle;
circle.emplace_back(origin);
for (int i = 0; i <= num_of_points; i++)
{
auto rads = angle_step * i;
auto x = origin.x + radius * cosf(rads);
auto y = origin.y + radius * sinf(rads);
circle.emplace_back(x, y);
}
node->drawPolygon(circle.data(), circle.size(), fillColor, borderWidth, bordercolor);
}
This is the function to calculate the position of edge point of circle and draw polygon. If you want to use it, you need to call like following,
auto canvas = DrawNode::create();
drawSector(canvas, cocos2d::Vec2(400, 400), 100, 60, cocos2d::Color4F::GREEN, 2, cocos2d::Color4F::BLUE, 100);
this->addChild(triangle);
The result would be like this. I think the code will help your problem.

QPainter::drawText, get bounding boxes for each character

I'm using QPainter to draw multiline text on QImage. However, I also need to display a colored rectangle around each character's bounding box.
So I need to know the bounding box that each character had when being drawn.
For example, for
painter.drawText(QRect(100, 100, 200, 200), Qt::TextWordWrap, "line\nline2", &r);
I would need to get 10 rectangles, taking into account newlines, word-wrap, tabs, etc.
For example, the rectangle of the second 'l' would be below the rectangle of the first 'l', instead of being to the right of 'e', because of the newline.
Something like the coordinates of the red rectangles in this picture (I've put them by hand so they're not really the correct positions):
This may not be the best solution, but it's the best one I can think of.
I believe you will have to "do it yourself". That is, instead of drawing a block of text, draw each character one at a time. Then you can use QFontMetrics to get the bounding box of each character.
It's a little work, but not too bad. Something like (pseudo code, not code):
QFontMetrics fm(myFont, paintDevice);
int x = startX;
int y = startY;
for (unsigned int i = 0; i < numChars; i++)
{
char myChar = mystr[i]; // get character to print/bound
QRect rect = fm.boundingRect( myChar ); // get that char's bounding box
painter.drawText(x, y, Qt::TextWordWrap, mystr[i], &r); // output char
painter.drawRect(...); // draw char's bounding box using 'rect'
x += rect.width(); // advance current position horizontally
// TODO:
// if y > lineLen // handle cr
// x = startX;
// y += line height
}
Check out QFontMetrics, it has a number of different methods for getting bounding boxes, minimum bounding boxes, etc.
QFontMetrics 4.7
Ahhh... I see now that the overload you're using returns the actual bounding rect. You can just use that and skip the QFontMetrics if you like - otherwise the overall algorithm is the same.
You can retrieve the bounding boxes of individual characters with QFontMetrics::boundingRect(QChar), but they have to be rendered at an offset (QFontMetrics::ascent from the top as well as QFontMetrics::width of the preceding characters from the left) because they are relative to the font’s base line and not to the bottom of the bounding box of the complete string.
Several lines also have to be handled separately.
QFontMetrics::lineSpacing give you their offset.
QPainter painter(this);
painter.setFont(QFont("Arial", 72));
auto pen = painter.pen();
QString text{"line\nline2\ngg\n`"};
QRect boundingRect;
painter.drawText(rect(), Qt::AlignLeft | Qt::AlignTop, text, &boundingRect);
painter.drawRect(boundingRect.adjusted(0, 0, -pen.width(), -pen.width()));
pen.setColor(Qt::red);
painter.setPen(pen);
const auto lines = text.split('\n');
const auto fm = painter.fontMetrics();
for (int linei = 0; linei < lines.size(); ++linei) {
const auto & line = lines[linei];
for (int chi = 0; chi < line.size(); ++chi) {
const auto bounds = fm.boundingRect(line[chi]);
const auto xoffset = bounds.x() + fm.width(line, chi);
const auto lineOffset = linei * fm.lineSpacing() + fm.ascent();
const auto yoffset = lineOffset + bounds.y();
painter.drawRect(QRect{xoffset, yoffset, bounds.width(), bounds.height()});
}
}
results in
which, sadly – isn’t perfect though.