I've defined my vtkLegendScaleActor like this:
vtkSmartPointer<vtkLegendScaleActor> legendScaleActor = vtkSmartPointer<vtkLegendScaleActor>::New();
legendScaleActor->GetLegendLabelProperty()->SetColor(0,0,0);
legendScaleActor->GetLegendTitleProperty()->SetColor(0,0,0);
legendScaleActor->SetBottomAxisVisibility(0);
legendScaleActor->SetTopAxisVisibility(0);
legendScaleActor->SetRightAxisVisibility(0);
legendScaleActor->SetLeftAxisVisibility(0);
legendScaleActor->GetLegendLabelProperty()->SetFontSize(legendScaleActor->GetLegendLabelProperty()->GetFontSize() * 2);
legendScaleActor->GetLegendTitleProperty()->SetFontSize(legendScaleActor->GetLegendTitleProperty()->GetFontSize() * 2);
I wanted to increase the font size in both label and title, and hide all the axis.
The result is:
Where I can see the geometry with the scale rule, but it is cropped by the limits of the window.
I would like to move up the legend, but I could find the right attribute of the given class. Any idea about how to do it?
EDIT
I've continued working on this issue and what I've done is to add a negative offset to the label and the title of the vtkLegendScaleActor object, with:
legendScaleActor->GetLegendTitleProperty()->SetLineOffset(-25);
legendScaleActor->GetLegendLabelProperty()->SetLineOffset(-25);
Having as a result:
Nevertheless, I cannot move the ruler, neither the whole set together... that's why I imagine that there should be a better solution.
Subclass the vtkLegendScaleActor. Then reimplement the BuildRepresentation method and modify the Coordinates of the LabelActors. With this you have full control of the representation, since all Actors and Mappers are protected and therefore modifieable.
Related
how to set the center alignment of FlowLayout
i tried:
myLayout = new FlowLayout;
myLayout->setAlignment(Qt::AlignHCenter);
but it did not help
I want the child widgets to be in the center and not snuggle to the left
If you look into implementation of FlowLayout::doLayout() you will find that nothing dealing with layout's alignment, that is why your approach not works at all.
You may directly edit FlowLayout::doLayout() and adding if-else case for FlowLayout::alignment() to make it fit your requirement. Notice that you must also change geometry of previously added item when adding new item, so it will be quite more complicated than the default implementation.
I am wondering how can I add a border & background to labels generated via CCLabelBMFont class in cocos2d.
I don't want to use sprites because my labels are generated on the fly and will keep changing and the size of labels are also different.
Also, I want user to touch and move these labels across the screen. When user picks a label it wiggles a bit like in free air. In that case, I wish to keep low complexity and preserve memory and cpu calculations.
Anyone knows best ways to achieve this?
IOS app LetterPress has similar effects.
Create your own class, that will incapsulate creation of complex node.
It will have several layers, for example, the first layer can be simple CCLayerColor of given rect with zOrder -2, the next layer will be your CCLabelBMFont with zOrder -1 and then you can overload draw method to draw border over your control. All that you draw in this method will be drawn with zOrder 0.
Then you can encapsulate any effects in this class. For example, you can rotate it a bit with method pick, etc. Whatever you want.
This is related to one of my other questions.
If I am tiling a large image by creating a separate QGraphicsItem (with the raster data as its pixmap), how do I keep track of the QGraphicsItem's position within the scene? Obviously for raster data, it is important to keep all the tiles "touching" to make a continuous image and they also have to be in the right place so the image doesnt look jumbled.
Does each tile have to have positioning methods that move it in relation to it's neighbors on the top/left/bottom/right? This seems kind of clunky. Is there a better way to make them all move together?
In other words, if I pan the scene with scroll bars, or pick up the image and drag/move it around in the scene, I want all the tiles to also move and stay in the right position relative to each other.
What is the best approach for controlling the layout, which tiles need to be rendered (i.e. only the visible ones), and populating the data only once it is needed? Also, once a tile has been rendered, is the data from it ever dropped, and repopulated from the image file, say if it stays out of view for a while, then comes back later if someone pans to that section?
There are (more than) 2 ways of doing this:
Use QGraphicsItemGroup which
handles grouping of your tile items
for you. It moves, selects, updates
it's group members as if they are
one. I've never used it but from the
doc, it seems to work with typical
applications.
Paint the tiles yourself in the
paint() of one custom item. This
gives you total control on how to
place and draw the tiles while the
item truly acts as one item since it
is, well, one item. This is what I
do.
I have created my own class by extending QGraphicsItem and I want to make it so that when someone does a wheel even while over this item, it scales.
This way, i can have multiple items in a scene, and scale each of them in and out as I please.
The problem is, I want the item to scale under the mouse cursor, much like google maps does. That is, a move forward will keep panning the image and scaling it, so taht the area in the vicinity around my mouse pointer is always in view.
void ImagePixmapItem::wheelEvent ( QGraphicsSceneWheelEvent * event ){
update();
qreal factor = 1.2;
if (event->delta() < 0)
factor = 1.0 / factor;
scale(factor, factor);
scaleFactor *=factor;
this->scene()->setSceneRect(0,0,this->boundingRect().width(), this->boundingRect().height());
}
This is the code I am using to do the scale. The problem is, it always seems to be scaling from the top left corner. Well, this is undesirable, beacuse if I scale in or out too much, eventually my area of interest around the mouse pointer has moved off the screen, and I have to either scroll manually or pan to the location, zoom, pan, etc, until i get to the desired level.
I tried to use the QGraphicsItem::setTransformOriginPoint, but no matter what values I put in there, it still seems to scale and such from the top left.
What can I add to that code I posted to get the desired effect?
I have achieved similar functionality in my Image-Manipulation application (scaling the view and having the area under my mouse stay in place and visible) but I scale the whole graphics-view not a specific item, so I don't know if this code can solve your problem.
Anyway, this is what I do in the constructor of my subclassed QGraphicsView (after I set the scene):
setTransformationAnchor(AnchorUnderMouse);
setResizeAnchor(AnchorViewCenter);
I also use the above functions, after each call to:
MyGraphicsView->setTransform(transform);
I'm not sure if this can help you, but I hope so.
I subclassed QGraphicsItem and reimplemented paint.
In paint I wrote something like this for labeling the item:
painter->drawText("Test",10,40);
After some time I think It may be useful to handle labeling with seperate item. So I wrote something like this.
QGraphicsTextItem *label = new QGraphicsTextItem("TEST",this);
setPos(10,40);
But two "TEST" drawing do not appear in the same place on screen. I guess difference may be related with item coordinates - scene coordinates. I tried all mapFrom... and mapTo... combinations inside QGraphicsItem interface but no progress. I want to drawings to appear in the same place on screen.
What I miss?
I assume that you are using the same font size and type in both cases. If the difference in position is very small the reason can be the QGraphicTextItem is using some padding for the text it contains. I would try to use QGraphicsSimpleTextItem that is not going to add fancy stuff internally and see if you still have the same problem. The coordinates system is the same one if you use painter or setPost so that is not the problem. If this doesn't help I will suggest to specify the same rect for both to avoid Qt adding it owns separation spaces.