I have written application that draws two smiling faces:
First one is painted directly on QWidget:
void DirectFace::paintEvent(QPaintEvent *ev)
{
QPainter painter(this);
paintFace(painter);
}
Second one is painted on a QPixmap, which in turn is blitted to widget:
void BufferedFace::paintEvent(QPaintEvent *ev)
{
QPixmap buffer(width(), height());
buffer.fill(Qt::transparent);
QPainter painter(&buffer);
paintFace(painter);
QPainter p(this);
p.drawPixmap(ev->rect(), buffer, ev->rect());
}
So far so good. I wanted to see how my app looks like on high resolution screen (I don't have one), so I set QT_SCALE_FACTOR=2 and run my app:
First face is sharp and crisp, whereas the seconf one is pixelated. That's because it is drawn to low resolution pixmap. So I have enlarged that QPixmap and set correct devicePixelRatio:
void BufferedFace::paintEvent(QPaintEvent *ev)
{
qreal pixelRatio = qApp->devicePixelRatio();
QPixmap buffer(width() * pixelRatio, height() * pixelRatio);
buffer.setDevicePixelRatio(pixelRatio);
buffer.fill(Qt::transparent);
QPainter painter(&buffer);
paintFace(painter);
QPainter p(this);
p.drawPixmap(ev->rect(), buffer, ev->rect());
}
Result:
Second face looks like it's drawn with correct resolution but then upscaled. Now I'm stuck. How to draw on QPixmap and then draw that QPixmap so it works correctly on Retina/HiDPI screens?
Whole application:
#include <QtWidgets>
class SmilingFace : public QWidget
{
public:
SmilingFace(QWidget *parent) : QWidget(parent) {};
void paintFace(QPainter &painter);
};
class DirectFace : public SmilingFace
{
public:
DirectFace(QWidget *parent) : SmilingFace(parent) {}
void paintEvent(QPaintEvent *ev) override;
};
class BufferedFace : public SmilingFace
{
public:
BufferedFace(QWidget *parent) : SmilingFace(parent) {}
void paintEvent(QPaintEvent *ev) override;
};
void SmilingFace::paintFace(QPainter &painter)
{
painter.setRenderHint(QPainter::Antialiasing);
painter.setPen(Qt::NoPen);
painter.setBrush(QBrush(Qt::lightGray));
painter.drawEllipse(1, 1, width()-2, height()-2);
painter.setPen(Qt::white);
painter.setFont(QFont("", 32));
painter.drawText(rect(), Qt::AlignHCenter, ";)");
}
void DirectFace::paintEvent(QPaintEvent *ev)
{
QPainter painter(this);
paintFace(painter);
}
void BufferedFace::paintEvent(QPaintEvent *ev)
{
QPixmap buffer(width(), height());
buffer.fill(Qt::transparent);
QPainter painter(&buffer);
paintFace(painter);
QPainter p(this);
p.drawPixmap(ev->rect(), buffer, ev->rect());
}
int main(int argc, char *argv[])
{
QApplication a(argc, argv);
QWidget w;
w.setWindowTitle("HiDPI");
DirectFace d(&w);
d.resize(48, 48);
d.move(16, 16);
BufferedFace i(&w);
i.resize(48, 48);
i.move(16 + 48 + 16, 16);
w.show();
return a.exec();
}
If you want HighDPI rendering, you should also use QRectF and QPointF arguments for the QPainter functions. In your paintFace(...) function adjust the drawEllipse and drawText functions to use QRectF arguments and not QRect. This might help.
It is not a good idea to use qApp->devicePixelRatio(). There are people with mixed HighDPI and Non-HighDPI monitors. As you are within a widget paintEvent(...) function, you can use directly the QWidget member function devicePixelRatioF(), and not the qApp->devicePixelRatio(). This will handle proper rendering of the widget, even when the user moves the widget in between monitors with a mixed resolution.
You should also enable High DPI scaling in Qt via: QCoreApplication::setAttribute(Qt::AA_EnableHighDpiScaling);
Here comes the full solution, which renders the smiling face perfectly on HighDPI and Non-HighDPI screen, even when the widget is moved in between. Tested with Qt 5.9.2
#include <QtWidgets>
class SmilingFace : public QWidget
{
public:
SmilingFace(QWidget *parent) : QWidget(parent) {};
void paintFace(QPainter &painter);
};
class DirectFace : public SmilingFace
{
public:
DirectFace(QWidget *parent) : SmilingFace(parent) {}
void paintEvent(QPaintEvent *ev) override;
};
class BufferedFace : public SmilingFace
{
public:
BufferedFace(QWidget *parent) : SmilingFace(parent) {}
void paintEvent(QPaintEvent *ev) override;
};
void SmilingFace::paintFace(QPainter &painter)
{
painter.setRenderHint(QPainter::Antialiasing);
painter.setPen(Qt::NoPen);
painter.setBrush(QBrush(Qt::lightGray));
painter.drawEllipse(QRectF(1, 1, width() - 2, height() - 2));
painter.setPen(Qt::white);
painter.setFont(QFont("", 32));
painter.drawText(QRectF(0, 0, width(), height()), Qt::AlignHCenter, ";)");
}
void DirectFace::paintEvent(QPaintEvent *ev)
{
QPainter painter(this);
paintFace(painter);
}
void BufferedFace::paintEvent(QPaintEvent *ev)
{
qreal dpr = devicePixelRatioF();
QPixmap buffer(width() * dpr, height() * dpr);
buffer.setDevicePixelRatio(dpr);
buffer.fill(Qt::transparent);
QPainter painter(&buffer);
paintFace(painter);
QPainter p(this);
p.drawPixmap(ev->rect(), buffer, buffer.rect());
}
int main(int argc, char *argv[])
{
QCoreApplication::setAttribute(Qt::AA_EnableHighDpiScaling);
QApplication a(argc, argv);
QWidget w;
w.setWindowTitle("HiDPI");
DirectFace d(&w);
d.resize(48, 48);
d.move(16, 16);
BufferedFace i(&w);
i.resize(48, 48);
i.move(16 + 48 + 16, 16);
w.show();
return a.exec();
}
Related
code sample
type here
void MainWindow::paintEvent(QPaintEvent *event){
QPainter chartPainter;
QPointF qChart;
QFont font;
chartPainter.begin(this);
qChart = QPointF(100, 100); // x postion, y position
chartPainter.drawText(qChart, "A", 0, 0);
}
How can I display the letter "A" in Qt as mirrored text?
How to apply mirrored text to all text, not just "A"?
QImage has a function called mirrored that can be applied. However, the method using QPainter is not found even after searching.
Is there a way that can be implemented with QPainter or some other way?
Yes you can create a QImage and draw on it. You draw over the image in the Painter.
.h
............
protected:
void paintEvent(QPaintEvent *);
private:
void drawText(const QString &text);
private:
Ui::Widget *ui;
QImage image;
bool drawing;
...........
.cpp
Widget::Widget(QWidget *parent)
: QWidget(parent)
, ui(new Ui::Widget)
{
ui->setupUi(this);
image = QImage(size(), QImage::Format_ARGB32_Premultiplied);
drawing = true; // for updating once
}
void Widget::paintEvent(QPaintEvent *)
{
image = image.mirrored(true, false);
QPainter painter(this);
painter.fillRect(rect(), QGradient(QGradient::SaintPetersburg));
painter.drawImage(rect(), image);
if(drawing)
drawText("Mirrored");
}
void Widget::drawText(const QString &text)
{
QPainter painter(&image);
// set a font
QFont font = painter.font();
font.setFamily("Helvetica");
font.setPixelSize(20);
painter.setFont(font);
// metrics for centerPos and size
QFontMetrics metrics(painter.fontMetrics());
painter.setPen(Qt::black);
// keep it in the middle if possible (is only for the optics. you don't have to do it like that)
painter.drawText((width()/2) -(metrics.horizontalAdvance(text))-10,
(height()/2) - (metrics.height()),
metrics.horizontalAdvance(text),
metrics.height(),
0,
text);
update();
drawing = false;
}
Just a small note: if you draw directly in the painter, the picture will flicker. you can work around it by calling the image directly in the constructor.
Widget::Widget(QWidget *parent)
: QWidget(parent)
, ui(new Ui::Widget)
{
ui->setupUi(this);
image = QImage(size(), QImage::Format_ARGB32_Premultiplied);
//image.fill(Qt::white);
//drawing = true; // update once
drawText("Mirrored");
image = image.mirrored(true, false);
}
.........
void Widget::paintEvent(QPaintEvent *)
{
QPainter painter(this);
painter.fillRect(rect(), QGradient(QGradient::SaintPetersburg));
painter.drawImage(rect(), image);
}
........
you need to set the Qt::TextDirection property of a QPainter object.
Add these to your code:
painter.setLayoutDirection(Qt::RightToLeft);
painter.drawText(rect, Qt::AlignRight, tr("Text goes here"));
I try to create a green circle which every 5 seconds disappears.
Actually, I have the green circle created with the QPainter method. I tried QTimer and others methods but I can't find the good solution.
I overrided the paintEvent function like this :
void MainWindow::paintEvent(QPaintEvent *)
{
QPainter painter(this);
Qt::BrushStyle style = Qt::SolidPattern;
QBrush brush(Qt::green, style);
painter.setRenderHint(QPainter::Antialiasing);
painter.setBrush(brush);
painter.drawEllipse(525, 5, 50, 50);
}
MainWindow::MainWindow() : QWidget()
{
QTimer *ledtimer = new QTimer(this);
connect(ledtimer, SIGNAL(timeout()), this, SLOT(run_led()));
ledtimer->start(5000);
}
I tried to do something like this, but when i'm using run_led, it tells that painter is already removed (i tried in MainWindow class).
I understand the signal function and the timer, I used it in another files, so some tips would be appreciated. Am I supposed to use timers to make circles wink ?
Define a flag boolean that changes every 5 seconds and in paint use a brush as global variable
void MainWindow::paintEvent(QPaintEvent *)
{
....
QBrush brush(myBrush, style);
...
}
and in slot (run_led)
void MainWindow::run_led()
{
c != true;
if(c)
{
myBrush=Qt::green;
}
else
{
myBrush=Qt::gray;
}
}
Assuming your MainWindowinherits QMainWindow
MainWindow::paintEvent(QPaintEvent *) is a function that tells the systems to render your window.
So I let you guess what goes wrong when you override it like this.
But you can put the drawing in a QWidget made for this : QGraphicsView which displays the content of QGraphicsScene .
You should create a slot to do what you want, like this :
void MainWindow::on_led_timer_timeout(){
/*
Do stuff the the QGraphicsScene or QGraphicsView
*/
}
And then connect the correct signal of your QTimer to it :
connect(ledtimer, &QTimer::timeout, this, &MainWindow::on_led_timer_timeout);
class QSimpleLed : public QWidget
{
Q_OBJECT
Q_PROPERTY(QColor color READ color WRITE setColor)
public:
using QWidget::QWidget;
void setColor(const QColor& c) {
if (m_color != m) {
m_color = m;
update();
}
}
QColor color() const;
void paintEvent(QPaintEvent *) override;
private:
QColor m_color;
}
Implementation above should be obvious.
int main(int argc, char* argv[])
{
QApplication app{argc, argv};
QSimpleLed led;
auto animation = new QPropertyAnimation(&led, "color");
animation->setStartValue(Qt::red);
animation->setEndValue(Qt::green);
animation->setLoopCount(-1);
animation->setDuration(5000);
animation->start();
led.show();
return app.exec();
}
//oneLed.h
#pragma once
#include<QPushButton>
class oneLed :public QPushButton
{
Q_OBJECT
public:
oneLed(QWidget* parent = 0);
protected:
void doPainting();
};
#include"oneLed.h"
#include<QPainter>
oneLed::oneLed(QWidget* parent)
:QPushButton(parent)
{
connect(this, &QPushButton::clicked, this, &oneLed::doPainting);
}
void oneLed::doPainting()
{
QPainter painter(this);
//painter.setRenderHint(QPainter::Antialiasing);
painter.setPen(QPen(QBrush("#888"), 1));
painter.setBrush(QBrush(QColor("#888")));
painter.drawEllipse(0, 0, this->width(), this->height());
//painter.drawEllipse(0, 0, 30, 30);
}
//main.cpp
#include"oneLed.h"
#include <QtWidgets/QApplication>
int main(int argc, char *argv[])
{
QApplication a(argc, argv);
oneLed w;
w.resize(100, 500);
w.show();
return a.exec();
}
I want to achieve the following effect:
When I clicked on the oneLed object, A circle appears at the position of the oneled object. When I click on the oneLed object again, the circle disappears.
But in fact when I click on the oneLed object, the circle doesn't appear.
I guess you got it wrong. What happens in your code is:
the button is clicked and your doPainting slot is called
you do your custom painting
the actual button paint event is triggered by Qt main event loop and overwrites your painting
You need to override the paintEvent method.
In your custom slot, raise a boolean flag that indicates the button has been pressed.
void oneLed::slotClicked()
{
m_clicked = !m_clicked;
}
Then do something like this:
void oneLed::paintEvent(QPaintEvent *event)
{
// first render the Qt button
QPushButton::paintEvent(event);
// afterward, do custom painting over it
if (m_clicked)
{
QPainter painter(this);
painter.setPen(QPen(QBrush("#888"), 1));
painter.setBrush(QBrush(QColor("#888")));
painter.drawEllipse(0, 0, this->width(), this->height());
}
}
The method that you implement is paintEvent, in the slot that doPainting you must change a flag and call the update() method.
Important: The update method calls paintEvent.
oneLed.h
#ifndef ONELED_H
#define ONELED_H
#include <QPushButton>
class oneLed : public QPushButton
{
Q_OBJECT
public:
oneLed(QWidget* parent = 0);
protected:
void paintEvent(QPaintEvent * event);
private slots:
void doPainting();
private:
bool state;
};
#endif // ONELED_H
oneLed.cpp
#include "oneled.h"
#include <QPainter>
oneLed::oneLed(QWidget *parent):QPushButton(parent)
{
state = false;
connect(this, &QPushButton::clicked, this, &oneLed::doPainting);
}
void oneLed::paintEvent(QPaintEvent *event)
{
QPushButton::paintEvent(event);
if(state){
QPainter painter(this);
//painter.setRenderHint(QPainter::Antialiasing);
painter.setPen(QPen(QBrush("#888"), 1));
painter.setBrush(QBrush(QColor("#888")));
painter.drawEllipse(0, 0, width(), height());
}
}
void oneLed::doPainting()
{
state = !state;
update();
}
I want to draw a rectangle on a graph with XY axes using Qt. I have found QCustomPlot widget, but it is not what i need (or i did not understand how to apply it to solve my problem).
Please any suggestions how to make it work?
This is an example of what you need:
#include <QWidget>
#include <QPainter>
class MyPlot : public QWidget
{
Q_OBJECT
public:
MyPlot(QWidget *parent = 0)
: QWidget(parent)
{
}
protected:
void paintEvent(QPaintEvent *event)
{
QPainter painter(this);
painter.save();
painter.translate(2, height() -2); // 2 pixels between axes and the windows frame
painter.scale(1,-1);
QPen pen;
pen.setWidth(2);
painter.setPen(pen);
// X Axis
painter.drawLine(0,0, width(),0);
// Y Axis
painter.drawLine(0,0, 0,height());
pen.setWidth(4);
painter.setPen(pen);
// Rect
painter.drawRect(10,10, 60,80);
painter.restore();
}
};
You can do it by adding QCPItemRect to QCPLayer of QCustomPlot. It seems to be the easiest solution.
The simplest override paintEvent in QWidget:
void MyWidget::paintEvent(QPaintEvent * event)
{
Q_UNUSED(event);
QPainter painter(this);
painter.drawLine(0, 10, 100, 10);
painter.drawLine(10, 0, 10, 100);
painter.drawRect(20, 20, 30, 30);
}
You can use just the plain QWidget and reimplement it's paintEvent() function. The painting would be realized by the QPainter.
void CMyWidget::paintEvent(QPaintEvent* event)
{
QPainter p(this);
p.drawLine(...);
p.drawRect(...);
p.drawText(...);
}
Or you can use a QGraphicsView / QGraphicsScene framework: http://doc.qt.io/qt-4.8/graphicsview.html
I am faced with the problem of having to erase previously painted areas on a Qt widget.
The basic idea is, the user selects an area of the screen by clicking and dragging the mouse and a rectangle is drawn over the selected area.
The header
class ClearBack : public QWidget
{
Q_OBJECT
public:
explicit ClearBack(const QPoint &startingPos);
bool eventFilter(QObject *obj, QEvent *event);
void paintEvent(QPaintEvent *);
void mouseMoveEvent(QMouseEvent *event);
signals:
void regionSelected(const QRect &);
private:
QRect currentRegion;
};
The Implementation
ClearBack::ClearBack(const QPoint &startingPos)
{
setBackgroundRole(QPalette::Base);
installEventFilter(this);
currentRegion.setTopLeft(startingPos);
currentRegion.setBottomRight(startingPos);
this->setWindowFlags(Qt::Dialog | Qt::FramelessWindowHint);
this->showMaximized();
}
void ClearBack::paintEvent(QPaintEvent * event)
{
Q_UNUSED(event);
QPainter painter(this);
painter.setRenderHint(QPainter::Antialiasing);
painter.setPen(Qt::black);
painter.drawRect(currentRegion);
}
void ClearBack::mouseMoveEvent(QMouseEvent *event)
{
QPoint currentPos(event->globalX(), event->globalY());
currentRegion.setBottomRight(currentPos);
this->repaint();
}
On a widget that has a solid background the effect works quite nicely, producing a single rectangle.
However, when the background is set to setAttribute(Qt::WA_TranslucentBackground); the following occurs.
The rectangles that were drawn previously are not "erased"
Is there a way to erase the previously painted rectangles on a translucent background, and if so, how?
Also for "bonus points" why does this effect occur on a translucent background and not on a solid one?
Widgets with WA_TranslucentBackground attribute do not clear their backgrounds automatically. You have to:
Change the composition mode from the default SourceOver to Source,
Explicitly clear the old rectangle with a transparent brush,
Paint the new rectangle.
Below is a working example, tested under Qt 5. You have to press the mouse to draw the initial rectangle and drag it around; the program exits when you release the mouse.
#include <QApplication>
#include <QWidget>
#include <QPainter>
#include <QMouseEvent>
class ClearBack : public QWidget
{
Q_OBJECT
QRect m_currentRegion, m_lastRegion;
public:
explicit ClearBack(const QPoint &startingPos) :
m_currentRegion(startingPos, startingPos)
{
setWindowFlags(Qt::Dialog | Qt::FramelessWindowHint);
setAttribute(Qt::WA_TranslucentBackground);
showMaximized();
}
Q_SIGNAL void regionSelected(const QRect &);
protected:
void paintEvent(QPaintEvent *) {
QPainter painter(this);
painter.setCompositionMode(QPainter::CompositionMode_Source);
painter.setRenderHint(QPainter::Antialiasing);
painter.setPen(QPen(Qt::transparent, 3));
painter.drawRect(m_lastRegion);
m_lastRegion = m_currentRegion;
painter.setPen(Qt::black);
painter.drawRect(m_currentRegion);
}
void mouseMoveEvent(QMouseEvent *event) {
m_currentRegion.setBottomRight(event->globalPos());
update();
}
void mouseReleaseEvent(QMouseEvent *) {
emit regionSelected(m_currentRegion);
}
};
int main(int argc, char *argv[])
{
QApplication a(argc, argv);
ClearBack back(QPoint(200,200));
a.connect(&back, SIGNAL(regionSelected(QRect)), SLOT(quit()));
return a.exec();
}
#include "main.moc"