How to make perform many functions in mousepressevent - c++

I want to make some functions on a dicom serie (with qt and vtk) , and I want to make some connections between the qt window and the mouse.
This is my primary design:
For example, if I click on zoombutton, then I click on my image with the left button of the mouse, I want that the image will be zoomed,
I know that we must use the function mousePressEvent but I have seen that we must use this name for any connection with the mouse, or I want to do 4 or 5 functions like this one, each one for one pushbutton.
How can I do this ?

As you suggested correctly, you should use mousePressEvent to capture a mouse press action. To perform the correct action on a mouse press (zoom, pan, ...), you should remember the last pressed button and call the appropriate method accordingly. This can be implemented as follows:
class MainWindow : public QMainWindow
{
Q_OBJECT
public:
MainWindow ()
{
connect(ui->panButton, &QPushButton::clicked, this, &MainWindow::onPan)
connect(ui->zoomButton, &QPushButton::clicked, this, &MainWindow::onZoom)
...
}
protected slots:
enum Action {None, Pan, Zoom, ...};
void onPan () {currentAction = Pan;}
void onZoom () {currentAction = Zoom;}
protected:
void mousePressEvent(QMouseEvent *event)
{
switch(currentAction)
{
case Pan:
// perform Pan operation
break;
case Zoom:
// perform Zoom operation
break;
}
}
protected:
Action currentAction;
};

Related

Using Qt Undo Framework With QPainter

I am creating a drawing application with Qt and want to include undo and redo commands for whatever is drawn on a QImage. For this, I want to at least try and incorporate the Qt undo framework, since manually doing it will probably be above my skill level.
I have a MainWindow class where the main work is done and where I have the menu with undo and redo QActions.
The painting is done in a QWidget class called DrawingArea like this (PenShape is an enum of shapes):
void DrawingArea::drawLine(const QPoint &endPoint) {
QPainter painter(&image);
//some pen config code
switch (currentShape){
case PenShape::Polygon:
painter.drawPolygon(&endPoint, 5, Qt::OddEvenFill);
break;
case PenShape::Line:
painter.drawLine(lastPoint, endPoint);
break;
//other shapes and their draw methods..
}
update()
}
So as can be seen, the painter can draw in multiple shapes. I know I would have to somehow transfer this to a QUndoCommand class, but how? The drawline method is called only in DrawingArea's mouse event methods like this:
void DrawingArea::mousePressEvent(QMouseEvent *event){
if (event->button() == Qt::LeftButton) {
lastPoint = event->pos();
}
}
The QtUndoStack is located in MainWindow and the QActions are also there, but somehow I would have to connect the drawLine QtUndoCommand class and the mousePressEvent and mainWindow QAction with its connected slot method all together. This is what I don't know how to do.
Any help is appreciated!
Edit, here's the menu button actions:
m_undo = undoStack->createUndoAction(this, tr("&Undo"));
m_undo->setShortcuts(QKeySequence::Undo);
m_redo = undoStack->createRedoAction(this, tr("&Redo"));
m_redo->setShortcuts(QKeySequence::Redo);
I have no QUndoCommand classes because I'm unsure of how to create them yet.
In my MainWindow, I have a undoStack declared like this:
undoStack = new QUndoStack(this);

Calling function each time qt windows gain focus

I have a mainwindow which in there is a Qtableview by clicking on insert record I go to other modal windows to add record when I add record and close the second windows I come back to main windows but the qtableview doesn't show the new record that is added. The record is in database.
I already make this somehow work with :
void MainWindow::showEvent( QShowEvent* event ) {
QWidget::showEvent( event );
updTbl();
}
But it only works when windows get minimized.
QMainWindow has also two event handler from QWidget
void QWidget::focusInEvent(QFocusEvent *event)
void QWidget::focusOutEvent(QFocusEvent *event)
If you use QtCreator, go to your mainwindow.h and search the line "class MainWindow : public QMainWindow". Right click on QMainWindow -> Refactoring -> Insert virtual function. That's an easy way to find which virtual functions exist and that can be overloaded, you can select focusInEvent and focusOutEvent from there.
Handling activate/deactivate events as follows will give you the desired behaviour
// overloading event(QEvent*) method of QMainWindow
bool MainWindow::event(QEvent* e)
{
switch (e->type())
{
case QEvent::WindowActivate:
// gained focus
//Update Table
break;
case QEvent::WindowDeactivate:
// lost focus
break;
};
return QMainWindow::event(e);
}
Ref: https://gist.github.com/01walid/2276009

Qt mouse events not working in QGraphicsScene

I am using Qt 5.7 (the latest version). I can't get the mouse events to work in QGraphicsScene, but they work in window outside of my scene. I have followed this question.
So I have overwritten QWidget::mouseMoveEvent() in my main widget's subclass like this:
// header:
class MyWidget {
...
void mouseMoveEvent( QMouseEvent * event );
};
// source:
MyWidget::MyWidget() {
setMouseTracking();
}
void MyWidget::mouseMoveEvent( QMouseEvent * event ) {
}
It doesn't work for: mouseMoveEvent, mouseGrabber, mousePressEvent, mouseReleaseEvent, or mouseDoubleClickEvent. But somehow it only works for mousePressEvent.
Could this be a bug in Qt?
SOURCE CODE:
In objectloader.cpp
ObjectLoader::ObjectLoader(QWidget *parent) :
QMainWindow(parent),
ui(new Ui::ObjectLoader)
{
ui->setupUi(this);
scene=new QGraphicsScene(this);
ui->graphicsView->setScene(scene);
ui->graphicsView->setMouseTracking(true);
setMouseTracking(true);
}
Thats were i set mouse tracking twice
In objectloader.h
Then i define that method in objectloader.h
class ObjectLoader : public QMainWindow
{
Q_OBJECT
public:
explicit ObjectLoader(QWidget *parent = 0);
~ObjectLoader();
private slots:
void mouseMoveEvent(QMouseEvent *event);
protected:
private:
};
#endif // OBJECTLOADER_H
And implementation of that method in objectloader.cpp
void ObjectLoader::mouseMoveEvent(QMouseEvent *event){
qDebug()<<"Mouse moved";
}
When a mouse event is generated by Qt it is generally passed initially to the QWidget that was under the mouse pointer when the event was generated. If that QWidget accepts the event then no further processing will take place. If the event isn't accepted then Qt may propogate the event to that QWidget's parent and so on.
In your particular case the mouse move events you are interested in are being sent to the QGraphicsView/QGraphicsScene conponents where they are being accepted and, hence, no further processing takes place. In a case like that you generally need to install an event filter to intercept and process the events of interest.
Mouse move events will occur only when a mouse button is pressed down, unless mouse tracking has been enabled with QWidget::setMouseTracking().
So, I think you should check whether mouseTracking is really enabled or not, by using `bool hasMouseTracking() const'.

Paint over top of label, not behind it in Qt

I am creating a simple gauge in Qt 4.7.4, and everything is working wonderfully. Except for the fact that, for the life of me, I cannot get the dial shape to paint over the text labels when it passes over them. It always paints it behind the label. I am just using a simple drawpolygon() method.
I'm thinking this has something to do about paint events? I am drawing everything inside a QFrame inside a MainWindow. I am using QFrame's paintEvent.
Edit:
The QLabels are created on start up with new QLabel(this). They are only created once, and never touched again ( Similar to manually adding them on the Ui with Designer). The drawpolygon() is in the QFrame's Paint event.
"myclass.h"
class gauge : public QFrame
{
Q_OBJECT
public:
explicit gauge(QWidget *parent = 0);
~gauge();
void setValues(int req, int Limit, bool extra=false);
private:
void drawDial();
protected:
void paintEvent(QPaintEvent *e);
};
"myclass.cpp"
void gauge::paintEvent(QPaintEvent *e)
{
Q_UNUSED(e);
drawDial();
return;
}
void gauge::drawDial()
{
QPainter Needle(this);
Needle.save();
Needle.setRenderHint(Needle.Antialiasing, true); // Needle was Staggered looking, This will make it smooth
Needle.translate(centrePt); // Center of Widget
Needle.drawEllipse(QPoint(0,0),10,10);
Needle.restore();
Needle.end();
}
If the gauge widget and the QLabels are siblings, then you can move the gauge widget to the front by calling its raise() method.
If the QLabels are children of the gauge widget, on the other hand, then they will always display in front of it. In that case you can either reorganize your widget hierarchy so that they are siblings instead, or you can get rid of the QLabels and simply call drawText() from your paintEvent() method instead (after drawDial() returns)

Synchronizing mouse wheel and MarbleWidget (ZoomIn(), ZoomOut() )

I use MarbleWidget with OpenStreetMap on Qt.
Wheel zoom shows blurry images on the map. Therefore, I want to synchronize the mouse wheel with ZoomIn() and ZoomOut() inorder user to get sharp images on the map.
I want to do something like this:
QObject::connect( MarbleWidget, SIGNAL(??????), this, SLOT(wheelEvent(wheelEvent)) );
void MainWindow::wheelEvent(QWheelEvent *event){
//....
}
Is there any signal or event that I can use from MarbleWidget for ??????? above line?
And, how can I disable the mouse zoom on the MarbleWidget?
You can make your own input handler and tell MarbleWidget to use it. This will allow you to intercept mouse wheel events in the way you are asking.
Create a custom input handler
MarbleWidget uses a default input handler. Inside of MarbleInputHandler.cpp there is a function eventFilter(QObject*, QEvent*) that handles (among other things) the QEvent::Wheel event. Derive from this class and override eventFilter:
class MyMarbleInputHandler : public MarbleWidgetDefaultInputHandler
{
Q_OBJECT
public:
explicit MyMarbleInputHandler(MarbleWidget* mw) :
MarbleWidgetDefaultInputHandler(mw) {}
virtual bool eventFilter(QObject *o, QEvent *e);
signals:
void wheelEvent(QWheelEvent *event);
};
Basically, you want to intercept QEvent::Wheel and emit your own signal. Anything you don't handle yourself should be passed along to the base class.
bool MyMarbleInputHandler::eventFilter(QObject *o, QEvent *e)
{
if (e->type() == QEvent::Wheel)
{
emit wheelEvent(static_cast<QWheelEvent*>(e));
return true;
}
return MarbleWidgetDefaultInputHandler::eventFilter(o, e);
}
Create a custom MarbleWidget
The constructor below shows how you can set the input handler defined above. You'll also have to wire the signal/slot.
class MyMarbleWidget : public MarbleWidget
{
Q_OBJECT
public:
explicit MyMarbleWidget()
{
MyMarbleInputHandler *myMarbleInputHandler = new MyMarbleInputHandler(this);
setInputHandler(myMarbleInputHandler);
connect(myMarbleInputHandler, SIGNAL(wheelEvent(QWheelEvent*)),
this, SLOT(handleWheelEvent(QWheelEvent*)));
}
public slots:
void handleWheelEvent(QWheelEvent *event)
{
if (event->delta() > 0) zoomIn();
else zoomOut();
}
};
handleWheelEvent() provides the code to zoom in/out. Not all scroll wheels work the same, so you'll have to figure out how much movement of the mouse wheel it will take to zoom in/out by one step. In this example, it zooms in/out one step based on each event, paying attention only to the sign of delta() and ignoring its magnitude.
You might also check out MarbleDefaultInputHandler::handleWheel() to see what's going on with the default behavior. They use interpolated/stretched bitmap images between vector layers to provide a smoother animation when zooming. Note that the plus+ and minus- keys on the keyboard will allow you to zoom to non-interpolated map levels, whereas the mouse wheel zooms using animated ("blurry") interpolated layers. This behavior is documented in a bug report.