QSpinBox* spinright[size] = {ui->norm_spinBox_2,
ui->norm_spinBox_3,
ui->norm_spinBox_4,
ui->norm_spinBox_5,
ui->norm_spinBox_6,
ui->norm_spinBox_7,
ui->norm_spinBox_8};
I'd like to be able to access this array in two spots in my program. However, if there is a better alternative for this solution I’m all ears. I tried to create a function that could be called for this program; however it started to get long and dragged out that it was becoming less worth it to go this route.
This is how I've set up the Hierarchy. My overall attempt is to make some buttons appear and disappear when a button is pressed. If it's possible to make the vertical layouts disappear then this would be a better way to go.
In the end I'll take whatever solution, that may be offered here.
Thank you for your help.
void GuiTest::setLabelsVisible(int index, bool visible){
QLabel* labels[norm_size] = {ui->norm_label_2,
ui->norm_label_3,
ui->norm_label_4,
ui->norm_label_5,
ui->norm_label_6,
ui->norm_label_7,
ui->norm_label_8};
labels[index]->setVisible(visible);
}
the best way to do this, I found, would to go this direction. Instead of setting this list of objects as global just have separate functions that will manipulate the structure in some way.
Related
I am populating a QGraphicsScene with instances of a custom item class (inherting QGraphicsPathItem). At some point during runtime, I try to remove an item (plus its children) from the scene by calling:
delete pItem;
This automatically calls QGraphicsScene::removeItem(), however it also leads to a crash in the class QGraphicsSceneFindItemBspTreeVisitor during the next repaint.
TL;DR: The solution is to ensure that QGraphicsItem::prepareGeometryChange() gets called before the item's removal from the scene.
The problem is that during the item removal from the scene, the scene internal index was not properly updated, resulting in the crash upon the next attempt of drawing the scene.
Since in my case, I use a custom subclass from QGraphicsPathItem, I simply put the call to QGraphicsItem::prepareGeometryChange() into its destructor since I am not manually removing the item from the scene (via QGraphicsScene::removeItem()), but instead I simply call delete pItem; which in return triggers the item's destructor as well as removeItem() later on.
I ran into the same issue using PySide2.
Disabling BSP indexing (as mentioned here) does work for me and is most likely the actual solution to the problem. But is a sub-optimal one, because the scene that I am working with can get arbitrarily large. I also tried to call prepareGeometryChange before removing the item, and while that did seem to work for a while, the error re-appeared just a few weeks later.
What worked for me (so far) is manually removing all child items before removing the item itself...
To that end, I am overwriting the QGraphicsScene::removeItem method in Python:
class GraphicsScene(QtWidgets.QGraphicsScene):
def removeItem(self, item: QtWidgets.QGraphicsItem) -> None:
for child_item in item.childItems():
super().removeItem(child_item)
super().removeItem(item)
Note that this will not quite work the same in C++ because QGraphicsScene::removeItem is not a virtual method, so you will probably have to add your own method removeItemSafely or whatever.
Disclaimer: Other methods have worked for me as well ... until they didn't. I have not seen a crash in QGraphicsSceneFindItemBspTreeVisitor::visit since introducing this workaround, but that does not mean that this is actually the solution. Use at your own risk.
I had this issue and it was a real pain to fix it. Besides the crash, I was also having "guost" items appearing on the screen.
I was changing the boundingRect size 2x inside a custom updateGeometry() method that updates the boundingbox and shape caches of the item.
I was initializing the boundig rectangle as QRectf():
boundingBox = QRectF();
... then doing some processing (and taking the opportunity to do some clean ups in unneeded objects from the scene).
And finally setting the value of the boundingRect to its new size:
boundingBox = polygon.boundingRect();
Calling prepareGeometryChange() in the beggining, alone, didn't solve the issue since I was changing it's size twice.
The solution was to remove the first attribution.
It seems the issue lasting for long time today and there are open bugs also.
But it seems to have a workaround, which I could find it useful and after hours of debugging and reading and investigations I have found it here:
https://forum.qt.io/topic/71316/qgraphicsscenefinditembsptreevisitor-visit-crashes-due-to-an-obsolete-paintevent-after-qgraphicsscene-removeitem/17
Some other tips and tricks regarding Graphics Scene here:
https://tech-artists.org/t/qt-properly-removing-qgraphicitems/3063/6
I've got a pretty old MFC application that's been touched by many people over the years (most of them probably not even CS guys) and it follows, what I like to call the "anarchy design pattern."
Anyway, one of the dialogs has a series of 56 vertical sliders and check boxes. However, there are additional sliders and checkboxes on the dialog as shown below.
Now, the problem is that the additional sliders and checkboxes take on IDs that are in sequence with the slider/checkbox series of the dialog. My task is to add more sliders and checkboxes to the series (in the blank space in the Slider Control group box) Unfortunately, since IDC_SLIDER57 through IDC_SLIDER61 are already in the dialog (same goes for the checkboxes), existing code, such as the snippet below will break:
pVSlider = (CSliderCtrl *)GetDlgItem(IDC_SLIDER1+i);
Is there a better way to modify the resource file without doing it manually? I've seen a third party tool called ResOrg that looks like it'll help do what I want, but the software is a bit pricey, especially since I'll only use it once. I guess I can give the demo a try, but the limitations might restrict me.
FYI, I'm using Visual C++ 6.0 (yes...I know, don't laugh, it's being forced upon me).
Instead of writing:
pVSlider = (CSliderCtrl *)GetDlgItem(IDC_SLIDER1+i);
you could write:
pVSlider = (CSliderCtrl *)GetDlgItem(GetSliderID(i));
where GetSlider is a function that returns the id of slider number i.
GetSlider function
int GetSliderID(int nslider)
{
static int sliderids[] = {IDC_SLIDER1, IDC_SLIDER2, IDC_SLIDER3, .... IDC_SLIDERn};
ASSERT(nslider < _countof(sliderids));
return sliderids[nslider];
}
With this method the IDC_SLIDERn symbols dont need to have sequential values.
In my scene I have a vector with multiple custom sprites. When I tap on one of them, I want an action to be fired on another element on the scene, can be another sprite in the vector, or another node. I have been researching the best way to do this, but I'm not quite sure how to implement it. The options are:
Add a touch listener to the scene, and verify if it was tapped inside the bounds of the sprite with rect. containsPoint(point). And after that, I have to get the sprite that was tapped to do the action I want. For me, it doesn't seems very clean to do it this way. And if two sprites are overlaped, I have to verify if the sprite is behind or in the front in order to retrieve the desired sprite. I followed this example: Touch Event example
Add a touch listener in the subclass of the sprite (my custom sprite). And add onTouchBegan and onTouchEnded inside it. But this way, I don't know how to modify an attribute of another sprite, or another element in the scene (Is it possible to use Delegates like Objective-C does?). I followed this example: Subclass Sprite Example
My main problem is that I don't understand very well how to make a node interact with another node in the scene. I have seen a lot of tutorials, but in all of them, when you interact with a node, it only changes its attributes, not other nodes' attributes.
Thanks in advance.
I shall propose "EventCustom" way :)
You can add in your touchBegan / touchEnded methods (wherever you put them... you got the point...) additional code for passing an EventCusto to the _eventDispatcher and get it announced to the world ;)
EventCustom *e = new EventCustom("MyAwesomeEvent");
e->setUserData(ptrMyFantasticData); //This function takes a void pointer. cheers :)
_eventDispatcher->dispatchEvent(e);
You may subclass the EventCustom class but that is hardly necessary. You can always hang an object to it with setUserData().
Now the objects which need to react to the event can listen to it by
_myCustomListener = EventListenerCustom::create(
"MyAwesomeEvent",
CC_CALLBACK_1(
ListeningClass::onMyAwesomeEvent,
this
)
);
_eventDispatcher->addEventListenerWithXXXXXPriority(_myCustomListener, XXX);
//ScreenGraphPriority / FixedPriority depends on situation. Either should work.
It's always a good practice to remove your listeners when you go off, so somewhere, perhaps in onExit(), where you removed touch listeners remove this listener too, as
_eventDispatcher->removeEventListener(_myCustomListener);
Going a bit off the track, a clarification:
CC_CALLBACK_X are a bit tricky names. The X indicates the no. of args the target function will get. Here, event dispatcher will pass 1 arg i.e. ptr to object of EventCustom you handed it, so we use CC_CALLBACK_1. The next arg - here "this" - is the object on which the method will be invoked.
In short, we may say that this callback is going to result into a function call this->onMyAwesomeEvent(e);
For CC_CALLBACK_2 onwards, we can specify additional args, 3rd arg onwards.
Coming back to the issue at hand, ListeningClass::onMyAwesomeEvent will look something like
void ListeningClass::onMyAwesomeEvent(EventCustom *e)
{
MyFantasticData *d = (MyFantasticData *) e->getUserData();
CCLOG("[ListeningClass::onMyAwesomeEvent] %d", d->getMyPreciousInt());
}
Hope it helps :)
Set your elements tags or names with setTag and setName. Then if element x is touched, get them with getChildByTag or getChildByName and do what you need to do.
With the second option you list above.
To make a node interact with another node in the scene you can add touch callback function to your custom sprite object like that:
https://github.com/Longpc/RTS/tree/master/Classes/base/dialogBase
and in main scene you can define function to handle this callback. So you can do every thing to unit in you scene
I know this could be a really small thing i am missing here, but I have spent some good amout our hours trying to figure this out. I am from an Objective-C background and what I am trying to do is this:
I have a main.qml which is a navigationPane and it has 2 other external pages added to it as attached object. The two pages have grid list views. Now, There is a MyApp.cpp file that loads a Json file and populates the result in the main.qml file. I only display the relevalt items on this page at first. When the user taps on any item, I want to take them to page2.qml which has a grid list view as I mentioned above and populate it with dataModel passed from main.qml (which has all the data from MyApp.cpp). This has give me no joy at all! I need help. What can I do to make this work? Please I need help on this one...
I'm not sure if this is best practice or not, but the easiest method I found was to use the Qt global object.
Basically assign either your data or an object to the Qt object and then you can access it from any other page.
E.g.
In main.qml in onCreationCompleted or whatever function you receive your data in:
function getData(data) {
Qt.myVariable = data;
}
Then in your other page(s) you can access it. E.g. in Page2.qml:
Page {
onCreationComplete: {
myLabel.text = Qt.myVariable;
}
}
As I mentioned, this works for objects as well, so you can assign a navigation pane, a sheet, a page, etc. So things like "Qt.myNavPane.push(page)" becomes possible.
I encountered issues where I needed to use Qt for various purposes. Signals and slots are better practice I think, but are not always practical.
in my application I have a few CListCtrl tables. I fill/refresh them with data from an array with a for-loop. Inside the loop I have to make some adjustments on how I display the values so data binding in any way is not possible at all.
The real problem is the time it takes to fill the table since it is redrawn row by row. If I turn the control invisible while it is filled and make it visible again when the loop is done the whole method is a lot faster!
Now I am looking for a way to stop the control from repainting until it is completely filled. Or any other way to speed things up.
Look into the method SetRedraw. Call SetRedraw(FALSE) before starting to fill the control, SetRedraw(TRUE) when finished.
I would also recommend using RAII for this:
class CFreezeRedraw
{
public:
CFreezeRedraw(CWnd & wnd) : m_Wnd(wnd) { m_Wnd.SetRedraw(FALSE); }
~CFreezeRedraw() { m_Wnd.SetRedraw(TRUE); }
private:
CWnd & m_Wnd;
};
Then use like:
CFreezeRedraw freezeRedraw(myListCtrl);
//... populate control ...
You can create an artificial block around the code where you populate the list control if you want freezeRedraw to go out of scope before the end of the function.
If you have a lot of records may be it is more appropriate to use virtual list style (LVS_OWNERDATA). You could find more information here.