How can i setStyleSheet in QML?(only QML no C++) - c++

I want to create a custom Scrollbar.Like this.
This is my code, i want to use ScrollBar component in Qml.
Rectangle {
id: frame
clip: true
width: 160
height: 160
border.color: "black"
anchors.centerIn: parent
Text {
id: content
text: "ABC"
font.pixelSize: 160
x: -hbar.position * width
y: -vbar.position * height
}
ScrollBar {
id: vbar
hoverEnabled: true
active: hovered || pressed
orientation: Qt.Vertical
size: frame.height / content.height
anchors.top: parent.top
anchors.right: parent.right
anchors.bottom: parent.bottom
}
}
In my case, i want to create with my Scrollbar image.
I tried「source: "./bar.bng" 」,but it said ScrollBar haven't have the parameter "source". How can i use custom image.

Stylesheets (in a form of .qss files, as used for QWidget's) are not used for QML.
Here are examples of how you can implement them though.
For your exact use-case, check out Customizing ScrollBar

Related

How to Centered the Rectangle in qml Scroll View

I had created a video player in QML having zooming functionality. I want to add the Google Map like zooming functionality in it that is zoom from the center of the current visible frame. I can center the image using:
videoScrollControl1.flickableItem.contentX = (videoScrollControl1.flickableItem.contentWidth-imgVideo.width)/2
videoScrollControl1.flickableItem.contentY= (videoScrollControl1.flickableItem.contentHeight-imgVideo.height)/2
but the problem is that it always zoom to the center of the Image. I want to zoom from any point or from the center of current visible frame. my Code is as follows:
ScrollView {
id: videoScrollControl1
anchors.fill: parent
anchors.margins: 5
frameVisible: false
contentItem: Rectangle {
id: videoAreaMain1
width: 620
height: 470
color: "#000000"
Image {
id: imgVideo
width: parent.width
height: parent.height
anchors.left: parent.left
anchors.top: parent.top
fillMode: Image.PreserveAspectFit
MouseArea {
id: zooingWheeler
anchors.fill: parent
hoverEnabled: true
}
}
}
}
Thanks in advance.

Qt Quick 2 - How to get the QTableView delegate content from c++ model?

In one of my projects, using Qt Quick 2, I created a TableView view which draws custom items. The item template was defined in the delegate property of my table view. The qml code of the item template is something like that:
Component
{
id: itGridItem
Item
{
width: gvMessageGrid.width
height: itemTextID.height + 40
Rectangle
{
property int messageWidth: (gvMessageGrid.width / 2) - 50
id: itemRect
x: senderIsMyself ? 25 : gvMessageGrid.width - (25 + messageWidth)
y: 5
width: messageWidth
height: itemTextID.height + 20
color: senderIsMyself ? "#d5d5d5" : "#800b940e"
radius: 5
clip: true
Text
{
id: itemTextID
width: parent.width - 20
text: itemText
renderType: Text.NativeRendering
textFormat: Text.StyledText
wrapMode: Text.WordWrap
font.family: "Segoe UI Emoji"
font.pixelSize: 18
anchors.margins: 10
anchors.left: parent.left
anchors.top: parent.top
color: "#101010"
}
}
}
}
In my c++ code, I also created a class inheriting from QAbstractListModel, which I linked with my view using the modelproperty of my TableView view.
In this c++ class, I need to access several properties defined in the above shown item template, as an example I need to get the value of the font.pixelSize property declared in my item template's Text child component.
How can I achieve that?

Hover effect is scrolling the list on a QML GridView

I have a QML GridView with a scrollbar and hover effect, when I move the curso to the page's bottom the hover make an automatic scrolling, I want to stop it. I tried to set the interactive property of Flickable to false "interactive: false" but it didn't work. How can I stop this behavior?
Obs: When I remove the hover effect the scroll behave in the expected way, just moving through the scrollbar.
GridView{
id: grid
anchors.margins: 20
anchors.fill: parent
cellHeight: 80
cellWidth: 80
model: MyModel{}
highlight: Rectangle {
color: "lightsteelblue"
height: parent.cellHeight
width: parent.cellWidth
z:2
opacity: 0.7
}
delegate: Column {
Rectangle {
color: myColor;
height: grid.cellHeight * 0.7
width: grid.cellWidth * 0.7
border.color: "white"
anchors.margins: 5
anchors.horizontalCenter: parent.horizontalCenter
MouseArea {
id: mouseRegion
anchors.fill: parent
hoverEnabled: true
onEntered: grid.currentIndex = model.index
}
}
Text {
text: name;
anchors.horizontalCenter: parent.horizontalCenter }
}
}
Here is the Link to a simple project that reproduces the behavior: https://drive.google.com/open?id=0B7WUSCDDdwtIbWVDWVFvMjM1djA
My workmate help me to figured out a solution to my problem. I was using currentIndex property to set the hover position in the gridview, as described on documentation this property will smoothly scroll the GridView in the way that the current item becomes visible if the highlightFollowsCurrentItemis set to true (default value) and will not scroll if highlightFollowsCurrentItem set to false.
However, after set highlightFollowsCurrentItem property to false, the automatic scroll stopped together with my hover effect, which is clearly unwanted. I couldn't figure out what was wrong and we came out with a different approach.
To make the hover work without the automatic scrolling provided by currentIndex behavior, we remove it from gridview and used onEntered and onExited to control hover behavior, changing the rectangle visibility (id:selectedItem) used to simulate the hover effect as showed below.
GridView{
id: grid
anchors.margins: 20
anchors.fill: parent
cellHeight: 80
cellWidth: 80
model: MyModel{}
delegate: Item{
height: grid.cellHeight * 0.9
width: grid.cellWidth * 0.7
Rectangle {
id: selectedItem
color: "lightsteelblue"
height: parent.height
width: parent.width
z:12
opacity: 0.7
visible: false
}
Rectangle {
id:rect
color: myColor;
height: parent.height-textName.height
width: parent.width
border.color: "white"
anchors.margins: 5
anchors.horizontalCenter: parent.horizontalCenter
MouseArea {
id: mouseRegion
anchors.fill: parent
hoverEnabled: true
onEntered: selectedItem.visible = true
onExited: selectedItem.visible = false
}
}
Text {
id: textName
text: name;
anchors.horizontalCenter: parent.horizontalCenter
anchors.bottom: parent.bottom
}
}
}
It allowed me to avoid automatic scroll and keep the hover effect work properly.

Resizing windows to match screen size in Qt

In OpenGL terms, what I want to do is modify the projection matrix of a Qt GUI.
Pretend the window is 480x640. It is displayed as normal, and rendered to a texture.
I then take that texture, and stretch it across the entire screen.
Does Qt have something like that? I don't want the GUI looking fine and having appropriately-sized text on a 480x640 tablet, but then it gets loaded up on a 1536x2048 tablet and you need a magnifying glass for the text.
I've written my own GUI in OpenGL before, calculating a vid.width/BASEWIDTH, vid.height/BASEHEIGHT ratio and multiplying the modelview matrix of elements to ensure that a GUI always fills a screen and stays the same size -- obviously this only works perfectly providing the aspect ratio is the same, but I digress.
I messed with layouts in Qt Quick for awhile, and it offers some nice anchoring options, but nothing for stuff like scaling up the text if the parent window is larger. Or am I missing something here?
An OpenGL GUI I wrote had a few options for control position coordinates:
Origin for transforms (Top, Center, Bottom, Left, Center, Right)
PosIsPercentage (specified whether the position coordinates were to be interpreted as a percentage of screen width/height)
This allowed you to set the position as a distance from any edge of the screen, or you could set PosIsPercentage = true and set the X value to 75 to have the coordinate always be at 3/4ths of whatever the screen size was.
There was also a SizeIsPercentage value, so you could set a button to be 10% of the screen width.
I see some of these options in the Qt Quick designer, but they aren't behaving as I expect.
I know this is hard to explain, so here is an image to demonstrate:
http://www.spaddlewit.com/QtLayoutProblem.png
(not what I'm using Qt for, but a good example of the problem I'm having)
Scaling items based on the width and height of the screen works well enough, except when you move to a high DPI device. A better method is to scale items based on the height of the default font. The default font size of a Text item, for example, will always be legible on platforms supported by Qt, no matter the DPI. You can use the same principle to scale font sizes; multiply the default font size by some amount.
Below I've done a quick mock up of the screenshot you linked to:
import QtQuick 2.3
import QtQuick.Controls 1.2
ApplicationWindow {
id: window
contentItem.implicitWidth: 640
contentItem.implicitHeight: 480
contentItem.minimumWidth: 640
contentItem.minimumHeight: 480
contentItem.maximumWidth: 1024
contentItem.maximumHeight: 768
/*
With Qt 5.4, you can also use the new FontMetrics item,
which saves you the overhead of creating a Text item:
For example:
FontMetrics {
id: fontMetrics
}
Then:
font.pixelSize: fontMetrics.font.pixelSize * 4
anchors.margins: fontMetrics.implicitHeight * 2
*/
Text {
id: defaultText
}
Image {
source: "http://cdn2.landscapehdwalls.com/wallpapers/1/perfect-green-hills-1197-1280x800.jpg"
}
Item {
id: container
anchors.fill: parent
anchors.margins: defaultText.implicitHeight * 2
Column {
anchors.right: parent.right
anchors.verticalCenter: parent.verticalCenter
spacing: container.anchors.margins
Text {
id: yourGameText
text: "Your Game!"
font.pixelSize: defaultText.font.pixelSize * 4
wrapMode: Text.Wrap
}
ListView {
interactive: false
anchors.right: parent.right
width: yourGameText.width
height: container.height * 0.3
model: ["Play Game!", "Options", "Exit"]
delegate: Button {
text: modelData
width: ListView.view.width
}
}
}
Row {
anchors.left: parent.left
anchors.bottom: parent.bottom
spacing: container.anchors.margins
Image {
source: "http://www.facebookbrand.com/img/assets/asset.f.logo.lg.png"
width: defaultText.implicitHeight * 3
height: width
}
Image {
source: "http://g.twimg.com/Twitter_logo_white.png"
width: defaultText.implicitHeight * 3
height: width
}
Image {
source: "http://www.youtube.com/yt/brand/media/image/YouTube-logo-full_color.png"
width: defaultText.implicitHeight * 3
height: width
}
}
}
}
Window Size
The first thing I did was set the default, minimum and maximum size of the window.
Scaling
Next, I created an empty Text item which items and text sizes will be based off. It might seem hackish, and it is a bit, but it also works really well. As mentioned in the comment, in Qt 5.4 there will be a FontMetrics type which you can use instead of creating a Text item that will never actually be shown.
Another alternative is to use Screen's pixelDensity property.
Margins
You said you wanted to:
set the position as a distance from any edge of the screen
I did that by creating an Item that fills the window, and then setting the margins from the edges of the window as some factor of the default font's implicit height. This ensures that the content within the item will be the same physical distance (e.g., in millimetres) from the edge of the window regardless of the DPI of the device you're viewing it on. If you'd rather the distance be larger if the window is larger, you can do this instead:
anchors.margins: window.width * 0.1
Font Sizes
Take a look at the Text item within the Column. If you want to ensure the text is also the same physical size on the screen, you can set font.pixelSize to be the default font's size multiplied by some amount. Again, if you'd rather base it off the size of the screen rather than the DPI, you can do this instead:
font.pixelSize: window.height * 0.05
More Information
The Scalability documentation also gives a nice overview on this topic.
Below is a screenshot of the application running:
The following works, but it's annoying -- you have to create a scaleWidth and scaleHeight function and wrap any constant coordinates in them.
Font sizes scale along the shortest edge of the screen -- this application is a Portrait-only orientation, so it uses scaleWidth(pointSize) for font sizes.
Would be nice to find a solution that's compatible with the QML designer.. is there any way to automatically insert this calculation, maybe afterwards in C++ code at runtime?
import QtQuick 2.2
import QtQuick.Window 2.1
import QtQuick.Controls 1.2
ApplicationWindow {
id:window
visible: true
width: 480
height: 640
function scaleWidth(w)
{
return w * (width / 480.0)
}
function scaleHeight(h)
{
return h * (height / 640.0)
}
Text {
id: defaultText
}
Image {
id: image1
x: 0
y: 0
width: window.width
height: window.height
fillMode: Image.Stretch
source: "http://cdn2.landscapehdwalls.com/wallpapers/1/perfect-green-hills-1197-1280x800.jpg"
Label {
id: lblTitle
x: 0
y: scaleHeight(8)
text: qsTr("Welcome to the App")
anchors.horizontalCenter: parent.horizontalCenter
font.pointSize: scaleWidth(36)
horizontalAlignment: Text.AlignHCenter
}
Label {
id: lblSubtitle
x: 0
text: qsTr("Login to Continue")
font.pointSize: scaleWidth(24)
anchors.top: lblTitle.bottom
anchors.topMargin: scaleHeight(8)
anchors.horizontalCenter: lblTitle.horizontalCenter
}
Item {
id: itemCenterAlign
x: 0
y: 0
width: 0
height: 200
anchors.horizontalCenter: parent.horizontalCenter
}
Label {
id: lblUsername
x: 0
text: qsTr("Username:")
anchors.top: lblSubtitle.bottom
anchors.topMargin: scaleHeight(64)
font.bold: true
font.pointSize: scaleWidth(24)
anchors.right: itemCenterAlign.left
anchors.rightMargin: scaleWidth(8)
}
TextField {
id: txtUsername
width: scaleWidth(224)
height: scaleHeight(43)
anchors.left: itemCenterAlign.right
anchors.leftMargin: scaleWidth(8)
anchors.top: lblSubtitle.bottom
anchors.topMargin: scaleHeight(64)
font.pointSize: scaleWidth(24)
placeholderText: qsTr("Username")
}
Label {
id: lblPIN
x: 0
y: scaleWidth(-8)
text: qsTr("PIN:")
font.bold: true
font.pointSize: scaleWidth(24)
anchors.topMargin: scaleHeight(12)
anchors.right: itemCenterAlign.left
anchors.rightMargin: scaleWidth(8)
anchors.top: lblUsername.bottom
}
TextField {
id: txtPIN
x: 0
y: 0
width: scaleWidth(224)
height: scaleHeight(43)
placeholderText: qsTr("PIN")
font.pointSize: scaleWidth(24)
anchors.topMargin: scaleHeight(8)
anchors.leftMargin: scaleWidth(8)
anchors.left: itemCenterAlign.right
anchors.top: txtUsername.bottom
}
Row {
id: row1
x: 0
y: scaleHeight(277)
width: scaleWidth(464)
height: scaleHeight(115)
spacing: scaleWidth(8)
anchors.horizontalCenter: parent.horizontalCenter
Button {
id: cmdQuit
text: qsTr("Quit")
width: row1.width / 3 - row1.spacing / 2
height: row1.height
}
Button {
id: cmdGPSOnly
text: qsTr("GPS Only")
width: row1.width / 3 - row1.spacing / 2
height: row1.height
}
Button {
id: cmdLogin
text: qsTr("Login")
width: row1.width / 3 - row1.spacing / 2
height: row1.height
}
}
Button {
id: cmdAbout
width: cmdQuit.width
height: scaleHeight(44)
text: qsTr("About")
anchors.top: row1.bottom
anchors.topMargin: scaleHeight(8)
anchors.left: row1.left
anchors.leftMargin: 0
}
Label {
id: lblVersion
y: 619
text: qsTr("v3.0.0.0")
font.pointSize: scaleWidth(16)
anchors.bottom: parent.bottom
anchors.bottomMargin: scaleHeight(8)
anchors.left: parent.left
anchors.leftMargin: scaleWidth(8)
}
Label {
id: lblBooks
x: 0
y: lvBooks.y
text: qsTr("Books Loaded:")
horizontalAlignment: Text.AlignRight
font.pointSize: scaleWidth(24)
anchors.right: lvBooks.left
anchors.rightMargin: scaleWidth(8)
}
Rectangle
{
x: lvBooks.x
y: lvBooks.y
width: lvBooks.width
height: lvBooks.height
color: "white"
border.color: "black"
}
ListView {
id: lvBooks
x: 0
y: 0
width: scaleWidth(224)
height: scaleHeight(160)
anchors.bottom: parent.bottom
anchors.bottomMargin: scaleHeight(8)
anchors.right: parent.right
anchors.rightMargin: scaleWidth(8)
model: ListModel {
ListElement {
name: "Book1"
}
ListElement {
name: "Book2"
}
}
delegate: Item {
x: 5
width: scaleWidth(80)
height: scaleHeight(40)
Row {
Text {
text: name
font.bold: true
font.pointSize: scaleWidth(24)
anchors.verticalCenter: parent.verticalCenter
}
spacing: 0
}
}
}
}
}

I'm unable to create a resizable TextEdit control in QML

I am trying to create a simple window using QML which has 2 controls, a TextEdit and TextInput. I am trying to get the TextInput (single) to be anchored to the bottom of the parent window, while the TextEdit (multiline) is a resizable control above the TextInput. The single-line textInput can resize to fit the width of the parent, but the multiline TextEdit can resize to fill the rest of the screen above the TextInput.
This is what I have so far:
import QtQuick 1.0
Item {
id: container
width: 500
height: 400
TextEdit {
color: "red"
id:outputWindow
anchors.top: parent.bottom
anchors.left: parent.left
anchors.right: parent.right
anchors.bottom: inputWindow.bottom
wrapMode: Text.Wrap
text: "Welcome"
}
TextInput {
color:"blue"
id:inputWindow
anchors.left: parent.left
anchors.right: parent.right
//anchors.top: outputWindow.bottom
anchors.bottom: parent.bottom
text: "Input here"
focus:true
}
}
I would like inputWindow (2nd control) to be anchored to the bottom (and left/right) of the parent, while outputWindow (the 1st control) is anchored to top/left/right of parent. When the parent is resized vertically, the outputWindow resizes vertically to fill the available space. This does not happen using the code above, what I get is the inputWindow is stuck to the bottom of the outputWindow and moves with it.
I am able to do this easily using a QT UI file, but after having searched extensively for any information on how to do this using QML, I have to ask here. Any help would be appreciated. Thanks.
You have some small errors in the outputWindow definition
TextEdit {
color: "red"
id:outputWindow
anchors.top: parent.top // anchor to top of parent
anchors.left: parent.left
anchors.right: parent.right
anchors.bottom: inputWindow.top // anchor bottom to top of input window
wrapMode: Text.Wrap
text: "Welcome"
}
This way outputWindow starts at the top of its container and ends at inputWindow.
Just use the correct anchors, and use wrapMode and clip :
import QtQuick 1.1
Item {
id: container;
width: 500;
height: 400;
TextEdit {
color: "red";
id:outputWindow;
anchors.top: parent.top;
anchors.left: parent.left;
anchors.right: parent.right;
anchors.bottom: inputWindow.top;
wrapMode: Text.WrapAtWordBoundaryOrAnywhere;
text: new Array(100).join("Welcome\n"); // dumb content to show layout
clip: true;
}
TextInput {
id: inputWindow;
color:"blue"
anchors.left: parent.left
anchors.right: parent.right
anchors.bottom: parent.bottom
text: "Input here";
focus: true;
}
}
Use columns are rows as much as possible. I've found them to be most effective while laying out various UI elements.
Also, anchoring items to other items on the same level doesn't work all the time i think, i think its best practice to anchor to the parent.
TextEdit {
color: "red"
id:outputWindow
anchors.top: parent.top
anchors.left: parent.left
anchors.right: parent.right
height : parent.height - inputWindow.height //replace bottom anchor with this
wrapMode: Text.Wrap
text: "Welcome"
}