I am trying to create a custom component that captures mouse events, especially MouseMove.
I derive from TWinControl, but I have also tried with TGraphicControl, TCustomControl, TTrackBar, etc.
My problem is when I hold down the mouse on the component, it is not being repainted.
The Paint() method is not called until I release the mouse button, even if I call Invalidate().
A TrackBar is the closest component I want to make. You select the tick, and move it around with the mouse. But you do not have to release the mouse to see the tick move at the same time (the component is drawn again).
If I directly call Paint(), it works, but the background is not erased.
What am I missing?
EDIT :
I tried again and i confirm if i held the mouse down, Invalidate(); call are take in account only when i release the mouse.
Try your self with my code below, paint is only call on release :
__fastcall TMyCustomComponent::TMyCustomComponent(TComponent* Owner)
: TCustomTransparentControl(Owner)
{
mValue = 0;
}
void __fastcall TMyCustomComponent::MouseDown(System::Uitypes::TMouseButton Button, System::Classes::TShiftState Shift, int X, int Y)
{
if (Button == mbLeft)
{
mValueStart = 0;
}
}
void __fastcall TMyCustomComponent::MouseMove(System::Classes::TShiftState Shift, int X, int Y)
{
Invalidate();
}
void __fastcall TMyCustomComponent::Paint(void)
{
TGraphicControl::Paint();
Canvas->Font->Name = "Arial";
Canvas->Font->Size = 8;
Canvas->Font->Style = TFontStyles() << fsBold;
Canvas->Font->Color = clInfoText;
Canvas->Brush->Color = clInfoBk;
Canvas->FillRect(TRect(0, 0, 104, 21));
mValue++;
Canvas->TextOut(0, 2, AnsiString(mValue));
Canvas->Brush->Color = clBtnShadow;
}
The following works fine for me:
__fastcall TMyCustomComponent::TMyCustomComponent(TComponent* Owner)
: TCustomTransparentControl(Owner)
{
mValue = 0;
InterceptMouse = true; // <-- needed for TCustomTransparentControl to trigger Mouse...() methods!
}
void __fastcall TMyCustomComponent::MouseDown(System::Uitypes::TMouseButton Button, System::Classes::TShiftState Shift, int X, int Y)
{
if (Button == mbLeft)
{
mValue = 0;
Invalidate();
}
TCustomTransparentControl::MouseDown(Button, Shift, X, Y);
}
void __fastcall TMyCustomComponent::MouseMove(System::Classes::TShiftState Shift, int X, int Y)
{
++mValue;
Invalidate();
TCustomTransparentControl::MouseMove(Shift, X, Y);
}
void __fastcall TMyCustomComponent::Paint()
{
TCustomTransparentControl::Paint();
Canvas->Font->Name = "Arial";
Canvas->Font->Size = 8;
Canvas->Font->Style = TFontStyles() << fsBold;
Canvas->Font->Color = clInfoText;
Canvas->Brush->Color = clInfoBk;
Canvas->FillRect(TRect(0, 0, ClientWidth, ClientHeight));
Canvas->TextOut(0, 2, String(mValue));
Canvas->Brush->Color = clBtnShadow;
}
Pressing down the left mouse button resets mValue to 0 and paints it. And moving the mouse around the control increments mValue and paints it, whether the mouse button is held down or not.
Related
I am trying to create a new component from the TPaintBox. New component size is Rect(0,0,160,248). I drew two rectangles on newly component and I would like to implement events to each of above rectangle.
Get rectangle is located at Rect(102,43,157,63) and I would like to implement events like OnGetClick , OnGetMouseDown , OnGetMouseUp for this rectangle area .
Set rectangle is located at Rect(102,69,157,89) and I would like to implement events like OnSetClick, OnSetMouseDown, OnSetMouseUp for this rectangle area.
Rest of the new component area is going display values related to the VGauge and I am not included in below code.
class PACKAGE TVGauge : public TPaintBox
{
public:
virtual void __fastcall Paint(void) ;
};
void __fastcall TVGauge::Paint(void)
{
int ind1, ind2 ;
TRect tempR ;
String str;
Canvas->Font->Size = 8 ;
//whole rect
Canvas->Pen->Color = clSilver ;
Canvas->Brush->Color = clBtnFace ;
Canvas->Rectangle(ClientRect) ; //Rect(0,0,160,248)
//----------
Canvas->Pen->Color = clMedGray ;
Canvas->Font->Color = clWindowText ;
Canvas->Brush->Color = clWhite ;
//Get Button ; draw a rectangle and it should act like a button
Canvas->Rectangle(102 , 43 , 157 , 63 ) ;
Canvas->TextOut(112, 48 ,L"Get");
//Set Button ; draw a rectangle and it should act like a button
Canvas->Rectangle(102 , 69 , 157 , 89 ) ;
Canvas->TextOut(112, 74 ,L"Set");
//display values related to the VGauge
//..
//..
if(OnPaint != NULL) OnPaint(this) ;
}
I don't have any idea, how to implement above events for a new component. So, I am hoping to get suggestions to implement this component.
Override the virtual MouseDown() and MouseUp() methods, eg:
enum TVGaugeButton { tvgGetBtn, tvgSetBtn };
typedef void __fastcall (__closure *TVGaugeMouseEvent)(TObject *Sender, TVGaugeButton GaugeButton, TMouseButton MouseButton, TShiftState Shift, int X, int Y);
typedef void __fastcall (__closure *TVGaugeClickEvent)(TObject *Sender, TVGaugeButton GaugeButton);
class PACKAGE TVGauge : public TPaintBox
{
typedef TPaintBox inherited;
private:
bool FMouseDown[2];
TVGaugeMouseEvent FOnGaugeButtonMouseDown;
TVGaugeMouseEvent FOnGaugeButtonMouseUp;
TVGaugeClickEvent FOnGaugeButtonClick;
TRect __fastcall GetButtonRect(TVGaugeButton WhichButton);
protected:
DYNAMIC void __fastcall MouseDown(TMouseButton Button, TShiftState Shift, int X, int Y);
DYNAMIC void __fastcall MouseUp(TMouseButton Button, TShiftState Shift, int X, int Y);
virtual void __fastcall Paint();
public:
__fastcall TVGauge(TComponent *Owner);
virtual void __fastcall SetBounds(int ALeft, int ATop, int AWidth, int AHeight);
__published:
__property TVGaugeClickEvent OnGaugeButtonClick = {read=FOnGaugeButtonClick, write=FOnGaugeButtonClick};
__property TVGaugeMouseEvent OnGaugeButtonMouseDown ={read=FOnGaugeButtonMouseDown, write=FOnGaugeButtonMouseDown};
__property TVGaugeMouseEvent OnGaugeButtonMouseUp = {read=FOnGaugeButtonMouseUp, write=FOnGaugeButtonMouseUp};
};
__fastcall TVGauge::TVGauge(TComponent *Owner)
: TPaintBox(Owner)
{
}
void __fastcall TVGauge::SetBounds(int ALeft, int ATop, int AWidth, int AHeight)
{
inherited::SetBounds(ALeft, ATop, 160, 248);
}
TRect __fastcall TVGauge::GetButtonRect(TVGaugeButton WhichButton)
{
switch (WhichButton)
{
case tvgGetBtn:
return Rect(102, 43, 157, 63);
case tvgSetBtn:
return Rect(102, 69, 157, 89);
}
return Rect(0, 0, 0, 0);
}
void __fastcall TVGauge::MouseDown(TMouseButton Button, TShiftState Shift, int X, int Y)
{
inherited::MouseDown(Button, Shift, X, Y);
for (int i = tvgGetBtn; i <= tvgSetBtn; ++i)
{
TVGaugeButton myBtn = (TVGaugeButton) i;
TRect r = GetButtonRect(myBtn);
if (PtInRect(&r, Point(X, Y)))
{
if (Button == mbLeft)
FMouseDown[i] = true;
if (FOnGaugeButtonMouseDown)
FOnGaugeButtonMouseDown(this, myBtn, Button, Shift, X-r.Left, Y-r.Top);
break;
}
}
}
void __fastcall TVGauge::MouseUp(TMouseButton Button, TShiftState Shift, int X, int Y)
{
inherited::MouseDown(Button, Shift, X, Y);
for (int i = tvgGetBtn; i <= tvgSetBtn; ++i)
{
TVGaugeButton myBtn = (TVGaugeButton) i;
TRect r = GetButtonRect(myBtn);
if (PtInRect(&r, Point(X, Y)))
{
bool bClicked = false;
if (Button == mbLeft)
{
FMouseDown[i] = false;
bClicked = true;
}
if (FOnGaugeButtonMouseUp)
FOnGaugeButtonMouseUp(this, myBtn, Button, Shift, X-r.Left, Y-r.Top);
if ((bClicked) && (FOnGaugeButtonClick))
FOnGaugeButtonClick(this, myBtn);
break;
}
}
}
void __fastcall TVGauge::Paint()
{
TRect tempR;
Canvas->Font->Size = 8;
//whole rect
Canvas->Pen->Color = clSilver;
Canvas->Brush->Color = clBtnFace;
Canvas->Rectangle(ClientRect);
//----------
Canvas->Pen->Color = clMedGray;
Canvas->Font->Color = clWindowText;
Canvas->Brush->Color = clWhite;
//Get Button ; draw a rectangle and it should act like a button
tempR = GetButtonRect(tvgGetBtn);
Canvas->Rectangle(tempR);
Canvas->TextRect(tempR, tempR.Left + 10, tempR.Top + 5, _D("Get"));
//Set Button ; draw a rectangle and it should act like a button
tempR = GetButtonRect(tvgSetBtn);
Canvas->Rectangle(tempR);
Canvas->TextRect(tempR, tempR.Left + 10, tempR.Top + 5, _D("Set"));
//display values related to the VGauge
//..
//..
if (OnPaint)
OnPaint(this);
}
On a side note, you really should derive your component from TGraphicControl directly instead of from TPaintBox. The only difference between TPaintBox and TGraphicControl is that TPaintBox exposes an OnPaint event, where it overrides Paint() to trigger OnPaint. You don't really need the OnPaint event in your component at all, since you are doing all of your own painting (unless you really want users drawing over top of our painting).
I must use hover event on Qt label, but I can't found no information about that.
I try use something like ui->label->setText("<a>ads</a>") and onLinkHovered but it's not work correct.
I must change text on hover.
The most flexible solution would be to create your own widget which inherits from QLabel. This way, you could override the enterEvent and leaveEvent #Jeremy and #Moe are writing about which are protected. As a part of these methods implementation you could change the text or decoration accordingly. For example:
class CustomLabel : public QLabel
{
Q_OBJECT
public:
CustomLabel(QWidget* parent = nullptr) : QLabel(parent){ }
protected:
void enterEvent(QEvent *ev) override
{
setStyleSheet("QLabel { background-color : blue; }");
}
void leaveEvent(QEvent *ev) override
{
setStyleSheet("QLabel { background-color : green; }");
}
};
Another approach, but a lot less flexible would be to set the href attribute for the link tag you have specified in label text. This way text would be treated as actual link and you could use the linkHovered signal to connect to. For example:
ui->label->setText("<a href='www.google.com'>link</a>");
connect(ui->label, &QLabel::linkHovered, this, [this](const QString&)
{
// do smth with the widget/text
});
However, please denote that this way you could only make a modification on the hover event.
So if you need to bring the label back to its original state, the first option is the way to go.
Make use of enterEvent and leaveEvent of QLabel.
Create a subclass of QLabel like this for example:
class MyLabel : public QLabel
{
public:
MyLabel();
MyLabel(char* text, MainWindow* w) : QLabel(text, w) { }
void enterEvent(QEvent *event);
void leaveEvent(QEvent *event);
};
and override enterEvent and leaveEvent like this:
void MyLabel::enterEvent(QEvent *event) {
qDebug() << "Entered!";
// Change your text here
}
void MyLabel::leaveEvent(QEvent *event) {
qDebug() << "Left!";
}
You can create instances of this class now like this:
MainWindow w;
MyLabel myLabel("A Test Label", &w);
If you want to determine whether mouse hovers over text inside the QLabel you can use
void mouseMoveEvent(QMouseEvent* event);
and check inside it whether mouse cursor is in bounding rectangle of text.
void PressLabel::mouseMoveEvent(QMouseEvent* event) {
QRect bRect = getTextComponentRectangle();
m_mouseCoord = event->pos();
if(bRect.contains(event->pos())) {
// Mouse pointer over text.
} else {
// Mouse pointer outside text.
}
QLabel::mouseMoveEvent(event);
}
Turn on mouse tracking for your widget to make mouseMoveEvent occur also when mouse button is not pressed.
setMouseTracking(true);
And finally the function that does the calculation of text bounding rectangle. Code below take into account some unexpected cases, too. I tried it with Qt 5.9.1.
For calculation of effective indent in negative case refer to http://doc.qt.io/archives/qt-4.8/qlabel.html#indent-prop .
QRect PressLabel::getTextComponentRectangle() const {
if(frameWidth() < 0) {
throw std::runtime_error("Negative frame width.");
}
int effectiveIndent = indent();
int trueMargin = margin();
if(effectiveIndent < 0) {
if(frameWidth() == 0 || margin() > 0) { // (1)
effectiveIndent = 0;
} else if(frameWidth() > 0) {
QFontMetrics fm(font());
effectiveIndent = fm.width(QChar('x')) / 2;
}
if(frameWidth() > 0 && margin() < 0) { // (2)
trueMargin = 0;
}
}
QFontMetrics fm(font());
QRect bRect = fm.boundingRect(text());
bRect.setWidth(fm.width(text()));
int indentOffset = effectiveIndent + trueMargin + frameWidth();
int offsetX = 0;
int offsetY = 0;
if(alignment() & Qt::AlignHCenter) {
offsetX = rect().width() / 2 - bRect.width() / 2;
} else if(alignment() & Qt::AlignRight) {
offsetX = rect().width() - bRect.width() - indentOffset;
} else if(alignment() & Qt::AlignJustify) {
offsetX = trueMargin + frameWidth();
} else if(alignment() & Qt::AlignLeft) {
offsetX = indentOffset;
}
if(alignment() & Qt::AlignVCenter) {
offsetY = rect().height() / 2 - bRect.height() / 2;
} else if(alignment() & Qt::AlignBottom) {
offsetY = rect().height() - bRect.height() - indentOffset;
} else if(alignment() & Qt::AlignTop) {
offsetY = indentOffset;
}
bRect.moveTopLeft(rect().topLeft());
bRect.setX(bRect.x() + offsetX);
bRect.setWidth(bRect.width() + offsetX);
bRect.setY(bRect.y() + offsetY);
bRect.setHeight(bRect.height() + offsetY);
return bRect;
}
Unexpected cases:
(1) For indent < 0 and margin > 0 effective indent is 0, not width('x')/2 as it is intended to be for negative indent.
(2) For indent < 0 and margin < 0 true margin is 0 and isn't summed to make offset.
I have found that you can also achieve this through the style sheet.
self.label = QtWidgets.QLabel("Toast")
self.label.setStyleSheet("QLabel{color: white;} QLabel:hover {color: blue;}")
I have written a program in c++ using wxwidgets.I am placing a rectangle on the image and want to select the part of image covered by rectangle for which the rectangle should be draggable. But the problem is when I click the mouse the image vanishes and the only rectangle (which can be dragged) remains and it happens vice-versa.
`
class BasicDrawPane : public wxPanel
{
public:
BasicDrawPane();
BasicDrawPane(wxFrame* parent);
void paintEvent(wxPaintEvent & evt);
void render(wxDC& dc);
void mouseMoved(wxMouseEvent& event);
void mouseDown(wxMouseEvent& event);
void mouseWheelMoved(wxMouseEvent& event);
void mouseReleased(wxMouseEvent& event);
void rightClick(wxMouseEvent& event);
void mouseLeftWindow(wxMouseEvent& event);
DECLARE_EVENT_TABLE()
};
class MyFrame: public wxFrame{
public:
MyFrame(const wxString& title, const wxPoint& pos, const wxSize& size);
wxString path;
BasicDrawPane panel;
private:
void OnHello(wxCommandEvent& event);
void OnExit(wxCommandEvent& event);
void OnAbout(wxCommandEvent& event);
void OnOpen(wxCommandEvent& event);
void OnPaint(wxCommandEvent& event);
void OnRect(wxCommandEvent& event);
void OnSave(wxCommandEvent& event);
DECLARE_EVENT_TABLE();
wxBitmap bmp;
wxMemoryDC memDC;
};
enum
{
ID_Hello = 1, ID_PAINT = 2, ID_RECT = 3, ID_SAVE = 4
};
BEGIN_EVENT_TABLE( MyFrame, wxFrame )
EVT_MENU(ID_Hello,MyFrame::OnHello)
EVT_MENU(wxID_EXIT,MyFrame::OnExit)
EVT_MENU(wxID_ABOUT,MyFrame::OnAbout)
EVT_MENU(wxID_OPEN,MyFrame::OnOpen)
EVT_MENU(ID_PAINT,MyFrame::OnPaint)
EVT_MENU(ID_RECT,MyFrame::OnRect)
EVT_MENU(ID_SAVE,MyFrame::OnSave)
END_EVENT_TABLE()
void MyFrame::OnPaint(wxCommandEvent& event)
{
//wxPaintDC dc( this );
//dc.DrawBitmap( m_bitmap, 0, 0, true /* use mask */ );
//wxStaticBitmap *b1 = new wxStaticBitmap(this, -1, wxBitmap(wxImage(path)));
bmp.LoadFile((path),wxBITMAP_TYPE_ANY);
// bmp.LoadFile((path),wxBITMAP_TYPE_PNG);
memDC.SelectObject( bmp );
//memDC.SetBackground(*wxWHITE_BRUSH);
//memDC.Clear();
/* memDC.SetPen(*wxGREEN_PEN);
memDC.SetBrush(*wxTRANSPARENT_BRUSH);
memDC.DrawRectangle( m_x, m_y, WIDTH, HEIGHT );*/
//Check();
memDC.SelectObject(wxNullBitmap);
// wxSize sz(512,384);
// wxSize sz(900,600);
wxStaticBitmap *b1 = new wxStaticBitmap(/* dynamic_cast<wxFrame*>*/this, -1, bmp, wxDefaultPosition);
Refresh();
}
class MyApp: public wxApp
{
public:
virtual bool OnInit();
//MyFrame *frame;
BasicDrawPane * drawPane;
};
IMPLEMENT_APP(MyApp)
bool MyApp::OnInit()
{
// wxBoxSizer* sizer = new wxBoxSizer(wxHORIZONTAL);
//frame = new MyFrame((wxFrame *)NULL, -1, wxT("Hello wxDC"), wxPoint(50,50), wxSize(800,600));
MyFrame *frame = new MyFrame( _T("Hello World"), wxPoint(50, 50), wxSize(600, 600) );
// drawPane = new BasicDrawPane( (wxFrame*) frame );
// sizer->Add(drawPane, 1, wxEXPAND);
//frame->SetSizer(sizer);
// /* dynamic_cast<wxFrame*>(this)*/ frame-> SetAutoLayout(true);
/* dynamic_cast<wxFrame*>(this)*/frame -> Show();
return true;
}
BEGIN_EVENT_TABLE(BasicDrawPane, wxPanel)
EVT_MOTION(BasicDrawPane::mouseMoved)
EVT_LEFT_DOWN(BasicDrawPane::mouseDown)
EVT_LEFT_UP(BasicDrawPane::mouseReleased)
EVT_RIGHT_DOWN(BasicDrawPane::rightClick)
EVT_LEAVE_WINDOW(BasicDrawPane::mouseLeftWindow)
EVT_MOUSEWHEEL(BasicDrawPane::mouseWheelMoved)
EVT_PAINT(BasicDrawPane::paintEvent)
// catch paint events
END_EVENT_TABLE()
void BasicDrawPane::mouseDown(wxMouseEvent& event)
{
/* if (event.GetPosition().x >= m_x && event.GetPosition().x <= m_x + WIDTH &&
event.GetPosition().y >= m_y && event.GetPosition().y <= m_y + HEIGHT)
{
m_dragging = true;
m_previous_mouse_x = event.GetPosition().x;
m_previous_mouse_y = event.GetPosition().y;
}*/
}
void BasicDrawPane::mouseWheelMoved(wxMouseEvent& event) {}
void BasicDrawPane::mouseReleased(wxMouseEvent& event)
{
m_dragging = true;
}
void BasicDrawPane::mouseMoved(wxMouseEvent& event)
{
if (m_dragging && event.Dragging())
{
int delta_x = event.GetPosition().x - m_previous_mouse_x;
int delta_y = event.GetPosition().y - m_previous_mouse_y;
m_x += delta_x;
m_y += delta_y;
m_previous_mouse_x = event.GetPosition().x;
m_previous_mouse_y = event.GetPosition().y;
// trigger paint event
Refresh();
}
}
void BasicDrawPane::mouseLeftWindow(wxMouseEvent& event)
{
m_dragging = true;
}
void BasicDrawPane::rightClick(wxMouseEvent& event) {}
BasicDrawPane::BasicDrawPane(wxFrame* parent) :
wxPanel(parent)
{
// m_dragging = true;
// m_x = 100;
// m_y = 100;
}
/*
* Called by the system of by wxWidgets when the panel needs
* to be redrawn. You can also trigger this call by
* calling Refresh()/Update().
*/
void BasicDrawPane::paintEvent(wxPaintEvent & evt)
{
//wxCommandEvent w1(wxEVT_NULL, ID_PAINT);
//OnPaint(w1);
wxPaintDC dc(this);
render(dc);
}
void BasicDrawPane::render(wxDC& dc)
{
dc.SetPen(*wxGREEN_PEN);
dc.SetBrush(*wxTRANSPARENT_BRUSH);
dc.DrawRectangle( m_x, m_y, WIDTH, HEIGHT );
}
`
There are several things to explain in order to answer this question, so I will take them one at a time. I think your basic idea is okay, so I won't go into a lot of detail on how the actual selection should take place etc.
Firstly, I would recommend to use either Connect() or Bind() instead of an event table. This allows you to connect child window events back to the parent window and handle them all in one place.
For example, if your main frame class is called MainFrame and you have a wxPanel member called m_DrawPanel, in the MainFrame ctor you could have:
MainFrame::MainFrame(wxWindow* parent)
{
// Connect mouse event handlers.
m_DrawPanel->Connect(wxEVT_LEFT_DOWN,
wxMouseEventHandler(MainFrame::OnPanelLDown), NULL, this);
m_DrawPanel->Connect(wxEVT_LEFT_UP,
wxMouseEventHandler(MainFrame::OnPanelLUp), NULL, this);
m_DrawPanel->Connect(wxEVT_MOTION,
wxMouseEventHandler(MainFrame::OnPanelMotion), NULL, this);
// Connect paint and erase handlers.
m_DrawPanel->Connect(wxEVT_PAINT,
wxPaintEventHandler(MainFrame::OnPanelPaint), NULL, this);
m_DrawPanel->Connect(wxEVT_ERASE_BACKGROUND,
wxEraseEventHandler(MainFrame::OnPanelErase), NULL, this);
// Load the bitmap and set the mode to 'not currently selecting'.
m_Picture.LoadFile ("wxwidgets.png", wxBITMAP_TYPE_PNG);
m_SelectionMode = false;
}
Note: I included a wxEVT_ERASE_BACKGROUND event override because otherwise panels tend to be cleared which leads to flicker (this is one simple approach).
The 3 mouse event handlers can implement your selection logic (I think this is basically what you are intending already):
void MainFrame::OnPanelLDown(wxMouseEvent& event)
{
m_SelectionMode = true;
m_SelectionRect = wxRect(event.GetPosition(), wxSize(0, 0));
}
void MainFrame::OnPanelLUp(wxMouseEvent& event)
{
m_SelectionMode = false;
// ... handle what to do with the selection here
// (selected area is defined by m_SelectionRect).
// ...
// Zero the selection rectangle for neatness (not really required).
m_SelectionRect = wxRect ();
}
void MainFrame::OnPanelMotion(wxMouseEvent& event)
{
m_SelectionRect = wxRect(m_SelectionRect.GetTopLeft(), event.GetPosition());
// Call Refresh() to trigger a paint event.
m_mainPanel->Refresh();
}
As mentioned earlier, override the panel's wxEVT_ERASE_BACKGROUND event to do nothing:
void MainFrame::OnPanelErase(wxEraseEvent& event)
{
}
Finally, I think this is the bit that you really are asking in your question (I included the others to help you build a working program):
void MainFrame::OnPanelPaint(wxPaintEvent& event)
{
// Obtain a wxPaintDC.
wxPaintDC pdc (m_mainPanel);
// Draw our image.
pdc.DrawBitmap(m_Picture, wxPoint(0, 0));
// If the user is currently selecting (left mouse button is down)
// then draw the selection rectangle.
if (m_SelectionMode)
{
pdc.SetPen(*wxRED_PEN);
pdc.SetBrush(*wxTRANSPARENT_BRUSH);
pdc.DrawRectangle(m_SelectionRect);
}
}
This is a paint event handler, so first we need to create a wxPaintDC context. Next, we paint the bitmap, this ensures it is refreshed every time and not damaged by mouse movements, resizing or other windows being dragged etc. Finally, if the user is currently moving the mouse with the left button pressed, then draw the selection rectangle.
There are many other ways of achieving the same thing. Some of them are possibly better, or more efficient, however this is a simple working way until you become more familiar with wxWidgets.
So i'm trying to capture mouse dragging in my OpenGL application. I've done the following so far:
glfwSetMouseButtonCallback(window, mouse_callback);
static void mouse_callback(GLFWwindow* window, int button, int action, int mods)
{
if (button == GLFW_MOUSE_BUTTON_LEFT) {
double x;
double y;
glfwGetCursorPos(window, &x, &y);
if (previous_y_position - y > 0)
{
camera_translation.y -= 1.0f;
previous_y_position = y;
}
else
{
camera_translation.y += 1.0f;
previous_y_position = y;
}
}
}
The problem with this though is if I would like to zoom in I need to move my mouse upwards and then click repeatedly. For some reason if I press down on the left mouse button and drag upwards it does nothing.
In cursor_pos_callback, just confirm if the button is pressed, and that works.
void mouse_cursor_callback( GLFWwindow * window, double xpos, double ypos)
{
if (glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_LEFT) == GLFW_RELEASE)
{
return;
}
// `write your drag code here`
}
mouse_callback is stateless. It receives events, momentary "actions".
You need to make your program to "remember" that mouse button is pressed. So that when button is pressed in a frame 1, you can refer to this information in all the frames after that and before mouse button is released.
The simple way is to flip a boolean flag on press/release:
static void mouse_callback(GLFWwindow* window, int button, int action, int mods)
{
if (button == GLFW_MOUSE_BUTTON_LEFT) {
if(GLFW_PRESS == action)
lbutton_down = true;
else if(GLFW_RELEASE == action)
lbutton_down = false;
}
if(lbutton_down) {
// do your drag here
}
}
Schematically:
state released pressed released
timeline -------------|------------------------------|---------------
^ ^
mouse_callback calls GLFW_PRESS GLFW_RELEASE
The hard way is to use a state machine (especially if you need more complicated combinations of states of input controllers).
I'm using a CListCtrl/CListView report view (LVS_REPORT) in virtual mode (LVS_OWNERDATA) with LVS_EX_DOUBLEBUFFER enabled and I encounter ugly flickering. Double buffer have a real effect but it doesn't stop all flickering (without it very slow).
I'm not looking for switching to other controls that would require a high amount of rework (like ObjectListView)
How does the flickering behaves:
on column resize - the background is first clean using lightgray and after this is displayed the text (background is white)
on mouse scroll (animated) - for a very short time there is lightgray-bar displayed in the area where new lines are to be displayed.
It looks like it does clean the background using the default window background color (lightgray) for the area where it has to redraw.
How do I solve the flickering problem?
Try to do the following:
- Set Clip Children and Clip Sibling for paremt dialog of List Control.
- Make dirived from CListCtrl class. In this class overwrite OnEraseBkgnd. In the OnEraseBkgnd fill with background color area around of visible items of the list.
The OnEraseBkgnd can look like:
BOOL CListCtrlEx::OnEraseBkgnd(CDC* pDC)
{
CBrush br;
CRect rcCli;
CRect rcItemsRect(0, 0, 0, 0);
int nHeadHeight = 0;
int nItems = GetItemCount();
GetClientRect(&rcCli);
CHeaderCtrl* pHeadCtrl = GetHeaderCtrl();
if (pHeadCtrl)
{
CRect rcHead;
pHeadCtrl->GetWindowRect(&rcHead);
nHeadHeight = rcHead.Height();
}
rcCli.top += nHeadHeight;
if (nItems > 0)
{
CPoint ptItem;
CRect rcItem;
GetItemRect(nItems - 1, &rcItem, LVIR_BOUNDS);
GetItemPosition(nItems - 1, &ptItem);
rcItemsRect.top = rcCli.top;
rcItemsRect.left = ptItem.x;
rcItemsRect.right = rcItem.right;
rcItemsRect.bottom = rcItem.bottom;
if (GetExtendedStyle() & LVS_EX_CHECKBOXES)
rcItemsRect.left -= GetSystemMetrics(SM_CXEDGE) + 16;
}
br.CreateSolidBrush(GetBkColor());
if (rcItemsRect.IsRectEmpty())
pDC->FillRect(rcCli, &br);
else
{
if (rcItemsRect.left > rcCli.left) // fill left rectangle
pDC->FillRect(
CRect(0, rcCli.top, rcItemsRect.left, rcCli.bottom), &br);
if (rcItemsRect.bottom < rcCli.bottom) // fill bottom rectangle
pDC->FillRect(
CRect(0, rcItemsRect.bottom, rcCli.right, rcCli.bottom), &br);
if (rcItemsRect.right < rcCli.right) // fill right rectangle
pDC->FillRect(
CRect(rcItemsRect.right, rcCli.top, rcCli.right, rcCli.bottom), &br);
}
return TRUE;
}
I know only way to have flicker free is using double buffering or MemDC.
have found this article: Flicker-free-drawing-of-any-control
This article explains it well how to quickly perform Non Flickering drawing on your CListCtrl.
And it works excellent.
PS: VS 2005 doesn't have CMemDC class you will need to implement it your self, or use the following code:
//
// CMemDC.h header file
//
#pragma once
class CMemDC
{
public:
CMemDC(CDC& dc, CWnd* pWnd);
CMemDC(CDC& dc, const CRect& rect);
virtual ~CMemDC();
CDC& GetDC() { return m_bMemDC ? m_dcMem : m_dc; }
BOOL IsMemDC() const { return m_bMemDC; }
BOOL IsVistaDC() const { return m_hBufferedPaint != NULL; }
void EraseBkClip();
protected:
CDC& m_dc;
BOOL m_bMemDC;
HANDLE m_hBufferedPaint;
CDC m_dcMem;
CBitmap m_bmp;
CBitmap* m_pOldBmp;
CRect m_rect;
};
//
// CMemDC.cpp source file
//
#include "CMemDC.h"
CMemDC::CMemDC(CDC& dc, CWnd* pWnd) :
m_dc(dc), m_bMemDC(FALSE), m_hBufferedPaint(NULL), m_pOldBmp(NULL)
{
ASSERT_VALID(pWnd);
pWnd->GetClientRect(m_rect);
m_rect.right += pWnd->GetScrollPos(SB_HORZ);
m_rect.bottom += pWnd->GetScrollPos(SB_VERT);
if (m_dcMem.CreateCompatibleDC(&m_dc) &&
m_bmp.CreateCompatibleBitmap(&m_dc, m_rect.Width(), m_rect.Height()))
{
m_bMemDC = TRUE;
m_pOldBmp = m_dcMem.SelectObject(&m_bmp);
}
}
CMemDC::CMemDC(CDC& dc, const CRect& rect) :
m_dc(dc), m_bMemDC(FALSE), m_hBufferedPaint(NULL), m_pOldBmp(NULL), m_rect(rect)
{
ASSERT(!m_rect.IsRectEmpty());
if (m_dcMem.CreateCompatibleDC(&m_dc) &&
m_bmp.CreateCompatibleBitmap(&m_dc, m_rect.Width(), m_rect.Height()))
{
m_bMemDC = TRUE;
m_pOldBmp = m_dcMem.SelectObject(&m_bmp);
}
}
CMemDC::~CMemDC()
{
if (m_bMemDC)
{
CRect rectClip;
int nClipType = m_dc.GetClipBox(rectClip);
if (nClipType != NULLREGION)
{
if (nClipType != SIMPLEREGION)
{
rectClip = m_rect;
}
m_dc.BitBlt(rectClip.left, rectClip.top, rectClip.Width(), rectClip.Height(), &m_dcMem, rectClip.left, rectClip.top, SRCCOPY);
}
m_dcMem.SelectObject(m_pOldBmp);
}
}
void CMemDC::EraseBkClip()
{
CRect clip;
m_dcMem.GetClipBox(&clip);
m_dcMem.FillSolidRect(clip, GetSysColor(COLOR_WINDOW));
}
There is an ultra simple way I found that worked for me:
Turn off redraw with m_List1.SetRedraw(false)
Reset contents with m_List1.ResetContents()
Add new strings in loop with m_List1.AddString()
Then finalize by turning back on redraw and a m_List1.UpdateWindow().