Is there a way to use Qt library to paint parabola or any other polynomial?
I tried using QPainter but there is no such option there.
Thank you
If you want to use QPainter then you should to use an QImage or QPixmap to display or save your output.
This is a simple code to show how it's done in a Qt Widgets Application.
This will be the MainWindow.h file.
#ifndef MAINWINDOW_H
#define MAINWINDOW_H
#include <QMainWindow>
#include <QImage>
#include <QPainter>
namespace Ui {
class MainWindow;
}
class MainWindow : public QMainWindow
{
Q_OBJECT
public:
explicit MainWindow(QWidget *parent = 0);
~MainWindow();
private:
void drawMyFunction(qreal xMin,qreal xMax);
qreal myFunction(qreal x);
QImage * pic;
Ui::MainWindow *ui;
};
#endif // MAINWINDOW_H
and this will be your MainWindow.cpp:
#include "mainwindow.h"
#include "ui_mainwindow.h"
MainWindow::MainWindow(QWidget *parent) :
QMainWindow(parent),
ui(new Ui::MainWindow)
{
ui->setupUi(this);
drawMyFunction(-3,3);
}
MainWindow::~MainWindow()
{
delete ui;
}
void MainWindow::drawMyFunction(qreal xMin, qreal xMax)
{
qreal step = (xMax - xMin) / 1000;
QPainterPath painterPath;
QSize picSize(300,300);
for(qreal x = xMin ; x <= xMax ; x = x + step)
{
if(x == xMin)
{
painterPath.moveTo(x,myFunction(x));
}
else
{
painterPath.lineTo(x,myFunction(x));
}
}
// Scaling and centering in the center of image
qreal xScaling = picSize.width() / painterPath.boundingRect().width();
qreal yScaling = picSize.height() / painterPath.boundingRect().height();
qreal scale;
if(xScaling > yScaling)
scale = yScaling;
else
scale = xScaling;
for(int i = 0 ; i < painterPath.elementCount() ; i++ )
{
painterPath.setElementPositionAt(i,painterPath.elementAt(i).x*scale + picSize.width()/2,-painterPath.elementAt(i).y*scale + picSize.height()/2);
}
// Drawing to the image
pic = new QImage(picSize,QImage::Format_RGB32);
pic->fill(Qt::white);
QPainter picPainter(pic);
QPen myPen;
myPen.setColor(Qt::black);
myPen.setWidth(10);
picPainter.drawPath(painterPath);
ui->label->setPixmap(QPixmap::fromImage(*pic)); // label is an added label to the ui
// you can also do this instead of just showing the picture
// pic->save("myImage.bmp");
}
qreal MainWindow::myFunction(qreal x)
{
return x*x; // write any function you want here
}
Have you tried QPainterPath? It has QPainterPath::quadTo and QPainterPath::cubicTo member functions that could be of help.
compute discrete points from your polynomial function and use QPainter::drawLines to draw the figure.
For instance, y = x^2:
float xmin = 0;
float xmax = 2;
float step = 0.1; // experiment with values
QVector<QPointF> points;
float x = xmin;
while(x < xmax)
{
float y = x^x; //f(x)
lines.push_back(QPointF(x,y));
x+= step;
}
painter.drawLines(points);
Because the top corner in qt coordonates is (0,0) You need to make a geometric translation for x and y after computing y.
Related
I am working on Falling ball application,
About the application: the balls keep on falling at regular intervals, and there is a basket that catches the balls. If caught then we earn a point if not then lose one life.
For this application, I am using qt and CPP.
I have created one class Sprite with specifications regarding the initial position of the ball(x and y) and speed (dx and dy).
I am using one timer for the speed of the ball, but I need to another timer for ball creation at regular intervals. Could anyone help me with how to implement the ball creation at regular intervals?
sprite.h
--------
#ifndef SPRITE_H
#define SPRITE_H
#include <QTimer>
#include <QPainter>
#include <QWidget>
/**
* Header class for Sprite
*/
class Sprite : public QTimer
{
public:
Sprite(QWidget *parent);
//draw() to draw a sprite
void draw(QPainter &painter);
protected:
//This timerEvent will be called after certain time prescribed.
virtual void timerEvent(QTimerEvent *e) override;
int x;//position of sprite in x-direction.
int y;//position of sprite in y-direction.
int dx;//difference in x-direction position.
int dy;//difference in y-direction position.
int x1;//position of the basket in x-direction
int y1;//position of the basket in y-direction.
QWidget *parent;//parent class for all widgets.
};
#endif // SPRITE_H
sprite.cpp
-----------
#include "sprite.h"
#include <QDebug>
Sprite::Sprite(QWidget *parent):parent(parent)
{
QRect rct = parent->rect();
x = rand() % rct.width();//randomly initialize the x-position for the sprite.
y=rct.height()*0.05;//start position for the sprite is about 5% after the top of the menu bar.
dx = rand() % 10;//the speed is randomly set in x-direction.
// dy = rand() % 10;//the speed is randomly set in y-direction.
dy = 4;
x1=rct.width()/2;
y1 = rct.height()-80;
start(10);
}
void Sprite::draw(QPainter &painter)
{
qDebug() <<"Sprite::draw() called";
painter.drawEllipse(x, y, 15, 15);//ball
painter.drawRect( x1, y1, 80, 30);//basket
}
void Sprite::timerEvent(QTimerEvent *)
{
qDebug("timerEvent called");
QRect rct = parent->rect();
if ( x > rct.width() || x < 0)
dx *= -1;
if ( y > rct.height() || y < 0){}
x += dx;
y += dy;
parent->update();
}
mainwindow.cpp
-----------------
#include "mainwindow.h"
#include "ui_mainwindow.h"
#include <QDebug>
#include <QKeyEvent>
MainWindow::MainWindow(QWidget *parent)
: QMainWindow(parent)
, ui(new Ui::MainWindow)
{
ui->setupUi(this);
qDebug() <<"mainWindow constructor";
QTimer timer;
QObject::connect(&timer, &QTimer::timeout, this,&MainWindow::onTimer);
timer.start(1000);
}
MainWindow::~MainWindow()
{
qDebug() <<"mainWindow destructor";
delete ui;
}
void MainWindow::onTimer()
{
std::cout << "Tick!-----------------------------------------------------------------------------" << std::endl;
}
void MainWindow::paintEvent(QPaintEvent *)
{
qDebug() <<"painEvent() called";
QPainter painter(this);
painter.fillRect(rect(), QBrush(QColor(Qt::white)));
painter.setPen(Qt::black);
painter.setBrush(QBrush(QColor(Qt::darkBlue)));
emit draw(painter);
}
MainWindow.h
-----------
#ifndef MAINWINDOW_H
#define MAINWINDOW_H
#include <QMainWindow>
#include "sprite.h"
#include <balls.h>
QT_BEGIN_NAMESPACE
namespace Ui { class MainWindow; }
QT_END_NAMESPACE
class MainWindow : public QMainWindow
{
Q_OBJECT
public:
MainWindow(QWidget *parent = nullptr);
~MainWindow();
signals:
void draw(QPainter &painter);
void move(int nDirection);
protected:
//This event handler captures all the paint events request to repaint all or part of the widget.
void paintEvent(QPaintEvent* event)override;
public slots:
void onTimer();
private slots:
void on_actionStart_triggered();
void on_actionStop_triggered();
private:
Ui::MainWindow *ui;
Sprite *sprite;
};
#endif // MAINWINDOW_H
How can I create balls at regular intervals, any sudo code will help.
Or any better way to implement this is also welcome.
Calling QObject::startTimer twice, will run two timers simultaneously:
int timerId1 = startTimer(2000);
int timerId2 = startTimer(10);
void MyObject::timerEvent(QTimerEvent *event)
{
if (event->timerId() == timerId1)
; // 2000ms timer is fired
else if (event->timerId() == timerId2)
; // 10ms timer is fired
}
Also the Qt documentation itself contains a clear example of this use case.
An alternative is to use two QTimer objects, and connect a slot to the timeout signal of each QTimer object.
I'm building a multi-window app and so far creates and shows MainWidget with 8 buttons. My next step is to make each button open a new window which in Qt terms is a child of QWidget. I keep all my buttons and new windows (which should be opened upon a button is clicked) in QVectors. It all compiles with no warnings or errors, however, when I click a button, the corresponding QWidget window is not shown.
mainwidget.h
#ifndef MAINWIDGET_H
#define MAINWIDGET_H
#include <QWidget>
#include <QPushButton>
#include <QGridLayout>
#include <QSignalMapper>
#include "examwindow.h"
namespace Ui { class MainWidget; }
class MainWidget : public QWidget {
Q_OBJECT
public:
explicit MainWidget(QWidget *parent = 0);
~MainWidget();
private:
Ui::MainWidget *ui;
int nExams;
QVector<QString> titles;
QVector<QPushButton*> examButtons;
QGridLayout* mainWidgetLayout;
QVector<ExamWindow*> examWindows;
public slots:
void clickedExamW ();
};
#endif // MAINWIDGET_H
mainwidget.cpp
#include "mainwidget.h"
#include "ui_mainwidget.h"
#include <QDesktopWidget>
#include <iostream>
MainWidget::MainWidget(QWidget *parent) : QWidget(parent), ui(new Ui::MainWidget)
{
ui->setupUi(this);
/**
* #brief Resize the main window size in proportion to the desktop size
*/
double ratio = 0.7;
resize(QDesktopWidget().availableGeometry(this).size() * ratio);
/**
* #brief Set the main window position in the desktop center
*/
QDesktopWidget dw;
int width = this->frameGeometry().width();
int height = this->frameGeometry().height();
int screenWidth = dw.screen() -> width();
int screenHeight = dw.screen() -> height();
this->setGeometry((screenWidth / 2) - (width / 2), (screenHeight / 2) - (height / 2), width, height);
/**
* Set the button titles
*/
titles.push_back("FCE - 2008");
titles.push_back("CAE - 2008");
titles.push_back("CPE - 2008");
titles.push_back("ЕГЭ");
titles.push_back("FCE - 2015");
titles.push_back("CAE - 2015");
titles.push_back("CPE - 2015");
titles.push_back("User's Format");
/**
* Create buttons
*/
nExams = 8; // Number of exams
examButtons.resize(nExams);
for(int i = 0; i < nExams; i++) {
examButtons[i] = new QPushButton(titles[i]);
examButtons[i]->setMinimumSize(QSize(150, 150));
examButtons[i]->setMaximumSize(QSize(500, 500));
examButtons[i]->setObjectName(titles[i]);
connect(examButtons[i], SIGNAL(clicked()), this, SLOT(clickedExamW()));
}
/**
* Add exam buttons to the main widget layout
*/
mainWidgetLayout = new QGridLayout(this);
for(int i = 0; i < nExams; i++)
if (i < nExams / 2)
mainWidgetLayout -> addWidget(examButtons[i], i, 0);
else
mainWidgetLayout -> addWidget(examButtons[i], i - nExams / 2, 1);
/**
* Create exam windows
*/
examWindows.resize(nExams);
for(int i = 0; i < nExams; i++) {
examWindows[i] = new ExamWindow(this);
examWindows[i]->setWindowTitle(titles[i]);
}
}
void MainWidget::clickedExamW() {
QObject *senderObj = sender();
QString senderObjName = senderObj->objectName();
for(int i = 0; i < nExams; i++)
if (senderObjName == titles[i]) {
this->setWindowTitle(titles[i]); // WORKS - it changes the title
examWindows[i]->show(); // DOES NOT WORK - no win shown
}
}
MainWidget::~MainWidget()
{
delete ui;
}
examwindow.h
#ifndef EXAMWINDOW_H
#define EXAMWINDOW_H
#include <QWidget>
class ExamWindow : public QWidget
{
Q_OBJECT
public:
explicit ExamWindow(QWidget *parent = 0);
signals:
public slots:
};
#endif // EXAMWINDOW_H
examwindow.cpp
#include "examwindow.h"
ExamWindow::ExamWindow(QWidget *parent) : QWidget(parent)
{
}
The way, how do you create widgets is ok (examWindows[i] = new ExamWindow(this);). But:
ExamWindow::ExamWindow(QWidget *parent)
: QWidget(parent, Qt::Window)
{}
You need to directly specify a flag that you need a "window" widget.
Or, if you don't want to set parent widget, you may set Qt::WA_DeleteOnClose attribute for automatic releasing memory. Note, that in this case you will have an invalid pointer inside your examWindows vector. It may be resolved if you will use next declaration: QVector<QPointer<ExamWindow>> examWindows;
ANSWER: it turned out that the problem was in this line:
examWindows[i] = new ExamWindow(this);
If I remove 'this', making my windows parentless, it works as intended. I'm puzzled why and I guess I have to delete them now manually.
EDIT
I am creating all objects initially when the program is started in my dialog.cpp and storing all QPixmaps in an array then picking a random one from them all. That random QPixmap I want to pass to my maintargets class and draw in the scene (which is also created in the dialog.cpp).
// dialog.cpp
#include "dialog.h"
#include "scene.h"
#include "ui_dialog.h"
#include "instructions.h"
#include "settings.h"
#include "highscore.h"
#include "maintargets.h"
#include <stdlib.h>
Dialog::Dialog(QWidget *parent) :
QDialog(parent),
ui(new Ui::Dialog)
{
ui->setupUi(this);
// Create and configure scene
scene = new Scene;
scene->setBackgroundBrush(Qt::black);
scene->setItemIndexMethod(QGraphicsScene::NoIndex);
ui->graphicsView->setScene(scene);
scene->setSceneRect(-200, -150, 400, 300);
ui->graphicsView->setMouseTracking(true);
QPixmap tankbase1(":/images/tankbase.jpg");
ui->tankbaseplay1->setPixmap(tankbase1);
//Store targets in array and random generator
index = 0;
main_targets[0] = QPixmap(":images/darkbluelogo.jpg)");
main_targets[1] = QPixmap(":images/graylogo.jpg");
main_targets[2] = QPixmap(":images/lightbluelogo.jpg");
main_targets[3] = QPixmap(":images/limE.jpg");
main_targets[4] = QPixmap(":images/pink.jpg");
main_targets[5] = QPixmap(":images/purple.jpg");
main_targets[6] = QPixmap(":images/redlogo.jpg");
main_targets[7] = QPixmap(":images/yellow.jpg");
main_targets[8] = QPixmap(":images/brown.jpg");
index = qrand((index % 9) + 1);
//scene->addItem(main_targets[index]);
//Timer for scene advancement
QTimer *timer = new QTimer();
QObject::connect(timer, SIGNAL(timeout()), scene, SLOT(advance()));
timer->start(100);
}
Dialog::~Dialog()
{
delete ui;
}
//maintargets.h
#ifndef MAINTARGETS_H
#define MAINTARGETS_H
#include "dialog.h"
#include <QGraphicsItem>
#include <QGraphicsScene>
#include <QPainter>
#include <QRect>
class MainTargets : public QGraphicsScene
{
public:
MainTargets();
QRectF boundingRect() const;
QPainterPath shape() const;
void paint(QPainter *painter, const QStyleOptionGraphicsItem *option, QWidget *widget);
protected:
void advance(int step);
private:
qreal dx, dy;
qreal x, y;
qreal w, h;
};
#endif // MAINTARGETS_H
//maintargets.cpp
#include "maintargets.h"
MainTargets::MainTargets()
{
dx = -0.005;
dy = 0.0;
x = 1.5;
y = 0.0;
w = 100.0;
h = 70.0;
}
QRectF MainTargets::boundingRect() const
{
qreal shift = 1;
return QRectF(-w/2 -shift, - h/2
- shift, w + shift, h + shift);
}
QPainterPath MainTargets::shape() const
{
QPainterPath path;
path.addRect(boundingRect());
return path;
}
void MainTargets::paint(QPainter *painter,
const QStyleOptionGraphicsItem *option,
QWidget *widget)
{
painter->drawPixmap(-w/2, -h/2, main_targets[index]);
}
void MainTargets::advance(int step)
{
if(step == 0) return;
x = x + dx;
y = y + dy;
setPos(mapToParent(x, y));
}
After it is drawn it moves in x-direction.
Your question is very broad unfortunately, and the exact solution depends on your use case. I will mention a few different solutions for your issue, and then you can take your peek, but please read the documentation about how to ask questions on Stack Overflow because your question is very low-quality at the moment.
1) If your operation is supposed to build the other class, you can pass it as a constructor argument if it is not against your design for the construction of this class.
2) You can use a void setPixmap(QPixmap); setter if it is possible to extend your class this way, and you have access to an instance of the object in that method.
3) You can use a proxy class dealing with all this, if that is all you have access in your operation getting the random index.
4) You can set a static variable in the same source file if the other class needs this in the same source file. This is not a good idea in general, but I saw this happening, too.
5) You can set a global variable that the other class method is using. Again, this is a very bad practice.
6) You can just pass this QPixmap as an argument to the drawing function directly in the other class.
7) You can pass this to a proxy class object that will pass it to the drawing method of the other class.
8) If the other class is in a different process, you have get at least another many ways to pass it through.
As I said, it really depends on your scenario, and there is loads of ways to do it. That being said, I will remove this answer later because this question is too broad, but I wished to show you how broad what you are asking is.
Simple pass by reference was what I was lost on. This explains the process of what was needed to get the QPixmap variable in the maintargets class.
//dialog.h
private:
Ui::Dialog *ui;
//add a pointer
MainTargets* pmap;
//dialog.cpp
#include "dialog.h"
#include "ui_dialog.h"
#include "maintargets.h"
#include <stdlib.h>
Dialog::Dialog(QWidget *parent) :
QDialog(parent),
ui(new Ui::Dialog)
{
ui->setupUi(this);
// Create and configure scene
scene = new Scene;
scene->setBackgroundBrush(Qt::black);
scene->setItemIndexMethod(QGraphicsScene::NoIndex);
ui->graphicsView->setScene(scene);
scene->setSceneRect(-200, -150, 400, 300);
ui->graphicsView->setMouseTracking(true);
QPixmap tankbase1(":/images/tankbase.jpg");
ui->tankbaseplay1->setPixmap(tankbase1);
//Store targets in array and random generator
index = 1;
main_targets[0] = QPixmap(":images/darkbluelogo.jpg)");
main_targets[1] = QPixmap(":images/graylogo.jpg");
main_targets[2] = QPixmap(":images/lightbluelogo.jpg");
main_targets[3] = QPixmap(":images/lime.jpg");
main_targets[4] = QPixmap(":images/pink.jpg");
main_targets[5] = QPixmap(":images/purple.jpg");
main_targets[6] = QPixmap(":images/redlogo.jpg");
main_targets[7] = QPixmap(":images/yellow.jpg");
main_targets[8] = QPixmap(":images/brown.jpg");
//Timer for scene advancement
QTimer *timer = new QTimer();
QObject::connect(timer, SIGNAL(timeout()), scene, SLOT(advance()));
timer->start(10);
}
Dialog::~Dialog()
{
delete ui;
}
void Dialog::on_startButton_clicked()
{
ui->settingsButton->hide();
ui->titlescreen->hide();
ui->highscoreButton->hide();
ui->instructionButton->hide();
ui->startButton->hide();
QGraphicsTextItem *FirstP;
QString P1 = "Player1";
FirstP = scene->addText(P1);
FirstP->setFont(QFont("Nimbus Mono L", 12,QFont::Bold));
FirstP->setDefaultTextColor(Qt::white);
FirstP->setPos(-300, -220);
QGraphicsTextItem *SecondP;
QString P2 = "Player2";
SecondP = scene->addText(P2);
SecondP->setFont(QFont("Nimbus Mono L", 12,QFont::Bold));
SecondP->setDefaultTextColor(Qt::white);
SecondP->setPos(230, -220);
//Initializes function
setPixmaps();
}
void Dialog::setPixmaps()
{
index = (qrand() % (9));
//Add a new MainTarget and set equal to new pointer created in header file
pmap = new MainTargets(main_targets[index]);
pmap->setPos(355,0);
scene->addItem(pmap);
}
//maintargets.h
private:
//Add a new QPixmap to header
QPixmap p;
//maintargets.cpp
Reference in QPixmap variable in constructor and set equal to newly created pointer
#include "maintargets.h"
MainTargets::MainTargets(QPixmap& nomTargets)
{
dx = -0.005;
dy = 0.0;
x = 0.0;
y = 0.0;
w = 100.0;
h = 70.0;
p = nomTargets;
}
QRectF MainTargets::boundingRect() const
{
qreal shift = 1;
return QRectF(-w/2 -shift, - h/2
- shift, w + shift, h + shift);
}
QPainterPath MainTargets::shape() const
{
QPainterPath path;
path.addRect(boundingRect());
return path;
}
void MainTargets::paint(QPainter *painter,
const QStyleOptionGraphicsItem *option,
QWidget *widget)
{
//Set that pointer variable as the source for the
//given drawPixmap memeber
painter->drawPixmap(-w/2, -h/2, p);
I create my scene in my dialog.cpp and draw some QGraphicsItem's in my scene.cpp. When I add my QTimer to my dialog.cpp it makes whenever I move the cursor over the scene to crash.
dialog.cpp
#include "dialog.h"
#include "scene.h"
#include "ui_dialog.h"
#include "instructions.h"
#include "settings.h"
#include "highscore.h"
Dialog::Dialog(QWidget *parent) :
QDialog(parent),
ui(new Ui::Dialog)
{
ui->setupUi(this);
// Create and configure scene
scene = new Scene;
scene->setBackgroundBrush(Qt::black);
scene->setItemIndexMethod(QGraphicsScene::NoIndex);
ui->graphicsView->setScene(scene);
scene->setSceneRect(-200, -150, 400, 300);
ui->graphicsView->setMouseTracking(true);
QPixmap tankbase1(":/images/tankbase.jpg");
ui->tankbaseplay1->setPixmap(tankbase1);
//\/\/\/This is my problem. And not sure why\/\/\/\/\/\/
// timer = new QTimer(this);
// QObject::connect(timer, SIGNAL(timeout()), scene, SLOT(advance()));
// timer->start(10);
}
Dialog::~Dialog()
{
delete ui;
}
//void Dialog::shoot()
//{
//}
void Dialog::on_startButton_clicked()
{
ui->settingsButton->hide();
ui->titlescreen->hide();
ui->highscoreButton->hide();
ui->instructionButton->hide();
ui->startButton->hide();
QGraphicsTextItem *FirstP;
QString P1 = "Player1";
FirstP = scene->addText(P1);
FirstP->setFont(QFont("Nimbus Mono L", 12,QFont::Bold));
FirstP->setDefaultTextColor(Qt::white);
FirstP->setPos(-300, -220);
QGraphicsTextItem *SecondP;
QString P2 = "Player2";
SecondP = scene->addText(P2);
SecondP->setFont(QFont("Nimbus Mono L", 12,QFont::Bold));
SecondP->setDefaultTextColor(Qt::white);
SecondP->setPos(230, -220);
}
void Dialog::on_instructionButton_clicked()
{
Instructions intDialog;
intDialog.setModal(true);
intDialog.exec();
}
void Dialog::on_settingsButton_clicked()
{
settings intDialog;
intDialog.setModal(true);
intDialog.exec();
}
void Dialog::on_highscoreButton_clicked()
{
highscore intDialog;
intDialog.setModal(true);
intDialog.exec();
}
scene.cpp
#include "scene.h"
#include <QGraphicsEllipseItem>
#include <QGraphicsLineItem>
#include <QGraphicsSceneMouseEvent>
#include <QTimer>
#include "qmath.h"
#include <math.h>
class GraphicsCircle : public QGraphicsEllipseItem
// class for the fire bullets
{
public:
GraphicsCircle(qreal dirx, qreal diry)
: m_Speed(3)
, m_DirX(dirx)
, m_DirY(diry)
{
setRect(-3.0,-3.0,8.0,8.0);
setPos(-195, 130);
QRadialGradient rGrad( 0.0, 0.0, 20.0, 0.0, 0.0);
rGrad.setColorAt(0.0, QColor(255,255,255));
rGrad.setColorAt(0.7, QColor(255,255,225));
rGrad.setColorAt(1.0, QColor(255,0,0,0));
setBrush(QBrush(rGrad) );
setPen(QPen(Qt::NoPen));
}
virtual ~GraphicsCircle() {}
void advance(int phase)
{
if(!phase) return;
setPos(x()+m_Speed*m_DirX, y()+m_Speed*m_DirY);
}
private:
qreal m_Speed;
qreal m_DirX;
qreal m_DirY;
};
Scene::Scene() : QGraphicsScene()
{
// added the lines below to setup an item, pointing in the positive x direction
int x1 = 0;
int y1 = 0;
cannon = new QGraphicsLineItem(x1, y1, x1 + 50, y1);
cannon->setPen(QPen(Qt::white, 6));
this->addItem(cannon);
cannon->setPos(-195, 130);
//Create bullets
m_FireTimer= new QTimer();
QObject::connect(m_FireTimer, SIGNAL(timeout()), this, SLOT(fire()));
}
void Scene::mousePressEvent(QGraphicsSceneMouseEvent *e)
{
m_FireTarget = e->scenePos();
m_FireTimer->start();
QGraphicsScene::mousePressEvent(e);
}
void Scene::mouseMoveEvent(QGraphicsSceneMouseEvent *e)
{
// emit mouseMoving(e->scenePos());
// FirstPlayer->setPos(e->scenePos());
// qAtan2(cannon->pos(), e->scenePos());
m_FireTarget = e->scenePos();
QGraphicsScene::mouseMoveEvent(e);
QLineF arm(cannon->pos(), e->scenePos());
cannon->setRotation(360 - arm.angle());
}
void Scene::mouseReleaseEvent ( QGraphicsSceneMouseEvent * e )
{
m_FireTimer->stop();
QGraphicsScene::mouseReleaseEvent(e);
}
void Scene::fire()
// creates a fire bullet
// the bullet will move in the direction of the mouse cursor
// the trajectory is sligthly perturbated by a random small angle
{
qreal dirx = m_FireTarget.x()-195;
qreal diry = m_FireTarget.y()-195;
qreal length = sqrt(dirx*dirx+diry*diry);
if (length!=0)
{
// normalized direction vector
qreal invLength= 1.0/length;
dirx *= invLength;
diry *= invLength;
// creating an angle perturbation of +/- 3°
qreal alphaPerturbation = static_cast<qreal>(qrand()%6-3) * M_PI / 180.0;
qreal xPerturbation = cos(alphaPerturbation);
qreal yPerturbation = sin(alphaPerturbation);
dirx = dirx*xPerturbation - diry*yPerturbation;
diry = diry*xPerturbation + dirx*yPerturbation;
GraphicsCircle * circle = new GraphicsCircle(dirx, diry);
addItem(circle);
}
}
void Scene::advance()
{
// first remove the pellet out of the sceneRect
for (int i=0; i<items().count(); ++i)
{
QGraphicsItem * item = items().at(i);
qreal x= item->x();
qreal y= item->y();
qreal sx=sceneRect().width();
qreal sy= sceneRect().height();
if ( (x < 0.0) || (y < 0.0) || (x > sx) || (y > sy))
{
removeItem(item);
delete item;
}
}
QGraphicsScene::advance();
}
When I run the code without the QTimer code in dialog.cpp it runs and my QGraphicsItems are displayed and move accordingly. When I add the QTimer the QGraphicsItem disappears. Completely lost to what the issue is.
Also I have taken the scene code and ran it separately and it works. The only difference is the scene and QTimer is created in main.cpp.
Help greatly needed!!!!!
You are iterating through a list of items while you are deleting items in the list. That sounds like trouble.
http://qt-project.org/doc/qt-5/qrect.html#intersects
http://qt-project.org/doc/qt-5/qgraphicsitem.html#boundingRect
http://qt-project.org/doc/qt-5/qrectf.html#contains
I think this might be a little cleaner in your advance() function.
QList <QGraphicsItem *> itemsToRemove;
foreach( QGraphicsItem * item, this->items() )
{
if( !this->sceneRect().intersects(item->boundingRect()) )
{
// The item is no longer in the scene rect, get ready to delete it
itemsToRemove.append(item);
}
}
foreach( QGraphicsItem * item, itemsToRemove )
{
this->removeItem(item);
delete(item);
}
Also reading the description of QGraphicsScene,
http://qt-project.org/doc/qt-5/qgraphicsscene.html#details
there a number of helper methods that can make finding items in an area or one item colliding with another, much easier.
Hope that helps.
I have an image stored in a Qlabel in the scene. I want to get the Qlabel image to follow where ever the cursor moves when inside the scene. I've tried QGraphicsSceneMouseMove and haven't come close yet.
void scene::mouseMoveEvent(QGraphicsSceneMouseEvent /*mouseEvent*/)
{
QPointF P1 = ui->tankarmplay1->mapFromParent(QCursor.pos());
int x = P1.x();
int y = P1.y();
ui->tankarmplay1->setGeometry(x,y, 50, 50);
}
UPDATE: Added a QGraphicsLineItem that points at the mouse. This could be replaced by a full drawing of a turret of some sort using a QGraphicsItemGroup, and using the same rotation calculation.
The following links talks about a lot of the things you should be familiar with:
http://qt-project.org/doc/qt-5/graphicsview.html
http://qt-project.org/doc/qt-5/application-windows.html
void scene::mouseMoveEvent(QGraphicsSceneMouseEvent * e /*mouseEvent*/)
{
// QPointF P1 = (e->pos());
// int x = P1.x();
// int y = P1.y();
// ui->tankarmplay1->setGeometry(x, y, 50, 50);
ui->tankarmplay1->move((int) e->pos().x(), (int) e->pos().y());
}
http://qt-project.org/doc/qt-5/qgraphicsscenemouseevent.html#pos
I haven't personally used QCursor. I think it is a very round-about way of finding about the mouse when you have the mouse event's pos information handy. If you did you QCursor, you would probably need to use mapFromGlobal not mapFromParent.
http://qt-project.org/doc/qt-5/qcursor.html#details
http://qt-project.org/doc/qt-5/qcursor.html#pos
Here is something I wrote up before using the specific QGraphicsSceneMouseEvent methods.
To get those to work I had to use mapToScene() to get the coordinates to probably match.
How to draw a point (on mouseclick) on a QGraphicsScene?
In the pos property of QWidget, you modify it with move() usually. setGeometry also works, but you also end up referencing the width and height a lot.
http://qt-project.org/doc/qt-4.8/qwidget.html#pos-prop
http://qt-project.org/doc/qt-4.8/qwidget.html#mouseTracking-prop
UPDATE: Awesome example that shows mouse tracking used in the scene and outside the scene
Note, using a QGraphicsTextItem would probably be cleaner than using a QLabel + QGraphicsProxyWidget to move some text around in the scene.
widget.h
#ifndef WIDGET_H
#define WIDGET_H
#include <QWidget>
#include <QFrame>
#include <QLabel>
#include <QPointF>
#include "mygraphicsscene.h"
#include <QGraphicsView>
class Widget : public QWidget
{
Q_OBJECT
public:
Widget(QWidget *parent = 0);
~Widget();
qreal map(const qreal & x1, qreal x, const qreal & x2, const qreal & y1, const qreal & y2);
public slots:
void on_sceneMouseMove(QPointF);
private:
QLabel * m_label;
MyGraphicsScene * m_scene;
QGraphicsView * m_view;
QFrame * m_labelContainer;
};
#endif // WIDGET_H
widget.cpp
#include "widget.h"
#include <QGraphicsView>
#include "mygraphicsscene.h"
#include <QVBoxLayout>
#include <QLabel>
#include <QDebug>
Widget::Widget(QWidget *parent)
: QWidget(parent)
{
QVBoxLayout * vbox = new QVBoxLayout;
m_view = new QGraphicsView;
m_scene = new MyGraphicsScene;
m_view->setScene(m_scene);
m_view->setMouseTracking(true);
m_scene->setSceneRect(-300,-300, 600, 600);
m_view->fitInView(m_scene->sceneRect());
vbox->addWidget(m_view, 1);
m_labelContainer = new QFrame;
m_labelContainer->setFrameShape(QFrame::Box);
m_label = new QLabel("Tracking Label");
m_labelContainer->setFixedSize(300, 300);
m_label->setParent(m_labelContainer);
vbox->addWidget(m_labelContainer, 1);
QObject::connect(m_scene, SIGNAL(mouseMoved(QPointF)),
this, SLOT(on_sceneMouseMove(QPointF)));
this->setLayout(vbox);
}
void Widget::on_sceneMouseMove(QPointF pt)
{
QPointF pt2;
pt2.setX(map(m_scene->sceneRect().left(), pt.x(), m_scene->sceneRect().right(),
m_labelContainer->rect().left(), m_labelContainer->rect().right()));
pt2.setY(map(m_scene->sceneRect().top(), pt.y(), m_scene->sceneRect().bottom(),
m_labelContainer->rect().top(), m_labelContainer->rect().bottom()));
// qDebug() << pt << pt2 << m_scene->sceneRect() << m_labelContainer->rect();
m_label->move(pt2.x(), pt2.y());
// m_label->setGeometry(pt.x(), pt.y(),
// m_label->width(), m_label->height());
}
qreal Widget::map(const qreal & x1, qreal x, const qreal & x2, const qreal & y1, const qreal & y2)
{
if(x < x1)
x = x1;
if(x > x2)
x = x2;
return (x - x1) * (y2 - y1) / (x2 - x1) + y1;
}
Widget::~Widget()
{
}
main.cpp
#include "widget.h"
#include <QApplication>
int main(int argc, char *argv[])
{
QApplication a(argc, argv);
Widget w;
w.show();
return a.exec();
}
mygraphicsview.h
#ifndef MYGRAPHICSSCENE_H
#define MYGRAPHICSSCENE_H
#include <QGraphicsScene>
#include <QGraphicsSceneMouseEvent>
#include <QGraphicsProxyWidget>
#include <QGraphicsLineItem> // Added this
class MyGraphicsScene : public QGraphicsScene
{
Q_OBJECT
public:
explicit MyGraphicsScene(QObject *parent = 0);
signals:
void mouseMoved(QPointF);
public slots:
void mouseMoveEvent(QGraphicsSceneMouseEvent * );
private:
QGraphicsProxyWidget * m_labelProxy;
QGraphicsLineItem * m_lineItem; // Added this
};
#endif // MYGRAPHICSSCENE_H
mygraphicsview.cpp
#include "mygraphicsscene.h"
#include <QDebug>
#include <QLabel>
#include <QVector2D>
#include <qmath.h>
#include <QLineF>
MyGraphicsScene::MyGraphicsScene(QObject *parent) :
QGraphicsScene(parent)
{
QLabel * label = new QLabel("Tracking Widget\n in Scene");
m_labelProxy = this->addWidget(label);
// added the lines below to setup an item, pointing in the positive x direction
int x1 = 0;
int y1 = 0;
m_lineItem = new QGraphicsLineItem(x1, y1, x1 + 20, y1);
// m_lineItem->setTransformOriginPoint(x1, y1);
this->addItem(m_lineItem);
m_lineItem->setPos(-100, -100);
}
void MyGraphicsScene::mouseMoveEvent(QGraphicsSceneMouseEvent * e)
{
// qDebug() << e->pos() << e->screenPos() << e->scenePos();
emit mouseMoved(e->scenePos());
m_labelProxy->setPos(e->scenePos());
// Added these lines below to calculate and set the rotation.
// QVector2D v;
// v.setX(e->scenePos().x() - m_lineItem->pos().x());
// v.setY(e->scenePos().y() - m_lineItem->pos().y());
// m_lineItem->setRotation(qAtan2(v.y(), v.x())*180./(3.1459));
QLineF line(m_lineItem->pos(), e->scenePos());
m_lineItem->setRotation(360 - line.angle());
}
Hope that helps.