Qt GraphicsItem transformation affects all items in scene - c++

I have this embedded Qt application that uses the QGraphics framework to display a web view.
The dimensions of the web view are 1280*720 pixels, and the QGraphicsView is set to render the scene at these coordinates (0,0, 1280x720).
I'm trying to add a loading indicator on the top right corner (at 1100,50), which is a simple PNG image that I rotate every now and then using a QTimeLine.
Code looks like this (I found the transformation trick on the internet):
// loading_indic initialization:
QGraphicsPixmapItem *loading_indic =
new QGraphicsPixmapItem( QPixmap("./resources/loading_64.png") );
loading_indic->setPos(QPoint(1100.0,50.0));
QTimeLine timeline = new QTimeLine(1000);
timeline->setFrameRange(0,steps);
connect(timeline, SIGNAL(valueChanged(qreal)), this, SLOT(updateStep(qreal)));
timeline->start();
// called at each step of a QTimeLine:
void updateStep(qreal step) {
QTransform transformation = QTransform()
// place coordinate system to the center of the image
.translate( width/2.0, height/2.0)
// rotate the image in this new coordinate system
.rotate(new_angle)
// replace the coordinate system to the original
.translate( -width/2.0, -height/2.0);
loading_indic->setTransform(transformation);
}
Now, my problem is that when doing this, it looks like the WebView is translated as well, resulting in everything being displayed in the center of the screen.
Result looks like this:
The webview is supposed to fill the screen, and the loading indicator should be on top right...
My scene contains only two items:
Scene
|
\____ QGraphicsWebView
\____ QGraphicsPixmapItem // loading indicator
What am I doing wrong here?

Solved my problem..
I don't know why, but it looks like adding this PNG item to the scene was screwing up with the scene's rectangle.
Doing this:
_scene.addItem(loading_indic);
loading_indic->setPos(1100.0, 50.0);
_scene.setSceneRect(0.0,0.0,1280.0,720.0); // resets the scene's rectangle ?!
loading_indic->startAnimation();
solved the problem. Now my items are correctly placed on screen.
If somebody has an explanation to this, I'll gladly accept his answer.

Related

Qt QGraphicView and QGraphicScene mouse position

I have project which display inner structure of ELF binary files. I use QGraphicsView and QGraphicsScene. So I can display blocks on graphics scene, but I need after mouse click on single block display content of this block. I am trying use function:
void MainWindow::mousePressEvent(QMouseEvent* event)
{
ui->textEdit->append(QString("x = %1, y = %2").arg(event->Pos().x()).arg(event->Pos().y()));
}
But position is tracking in whole window. Problem is, that width and height of window is dynamical and height of QGraphicsScene may be greater than window's. So I can't track single block.
I tryed some function like:
mapFromScene, mapToScene, mapFromGlobal, ... but I don't know, how theese functions works, but position what I get wasn't right.
It occurred to me that position should be calculated by scrollbar of QGraphicalView and size of window, but it's hard to calculated precisely and it's not correct solution.
Some idea, how get true position on graphic scene? Thanks for any help.
QGraphics, like other graphics frameworks, uses multiple coordinate systems and you need to consider which system you're working in when dealing with coordinates.
We can think of a QGraphicsSceneas a world, within which there are objects that are represented by QGraphicsItems ( or QGraphicsObject's. if you want them to use signals and slots).
To view an area of the world, we use one or more QGraphicsViews.
In order to map between the different coordinate systems, Qt provides the useful mapTo and mapFrom functions.
Starting at the top, with a QGraphicsView, we can convert a coordinate and use QGraphicsView::mapToScene to get the coordinate in the scene's coordinate system. From this, if an item resides at that coordinate, we can get the coordinate relative to the item, using QGraphicsItem::mapFromScene.
So, with the three levels (view, scene and item) think about which system the coordinate is in and where you want to be dealing with it.
how get true position on graphic scene?
Hopefully you should now be thinking that the coordinate you have been provided in the MainWindow is in the view's coordinate system and you can map to the scene's coordinate system.
QPointF scenePoint = mapToScene(event->Pos());
However, this is overcomplicating things and you'll find it easier to work directly with the scene and the items it contains, by overloading the item's own mouseMove/Press/Release events, which provide QGraphicsScene coordinates.
I solved this problem with make my object, which inherit QGraphicView (MyQGraphicView) and then I declared function mousePressedEvent for this object. This help me.

How to add a sprite that is always on the screen in Cocos2d?

I'm doing a platformer game using cocos2d-x v3 in c++, where the maps are usually very large, the visible screen follows the object through the map.
Let's say I want to show a sprite in the top right corner of the screen and it would be in this position even when the screen is following the object.
Using the object position doesn't do it.
Is there a way to show a sprite or whatever in the screen and it would be in the screen even when the screen is moving?
Ps. I'm super noob in game development
As it's written here, you whould use convertToWorldSpace
convertToWorldSpace converts on-node coords to SCREEN coordinates.convertToWorldSpace will always return SCREEN position of our sprite, might be very useful if you want to capture taps on your sprite but need to move/scale your layer.
Generally, the parent node call this method with the child node position, return the world’s postion of child’s as a result. It seems make no sense calling this method if the caller isn’t the parent…
So, as you can read,
Point point = node1->convertToWorldSpace(node2->getPosition());
the above code will convert the node2‘s coordinates to the coordinates on the screen.
For example if the anchor position of node1 is which will be the bottom left corner of the node1, but not necessarily on the screen. This will convert the position of the node2 which is to the screen coordinate of the point relative to node1 ).
Or if you wish, you can get position relative to scenes' anchor points with function convertToWorldSpaceAR.
So there are some assumptions that will have to be made to answer this question. I am assuming that you are using a Follow action on your layer that contains your map. Check here for example. Something like:
// If your playerNode is the node you want to follow, pass it to the create function.
auto cameraFollowAction = Follow:create(playerNode);
// running the action on the layer that has the game/map on it
mapLayer->runAction(cameraFollowAction);
The code above will cause the viewport to "move" to where the player is in world position. So following the player on your map that's bigger than the current viewport. What I did for my in-game menu/hud is add the Hud onto a different layer and add it to the root of the main game scene. The scene that does not have the follow action running on it. Something like below.
// Hud inherits from layer and has all the elements you need on it.
auto inGameHud = HudLayer::create();
// Add the map/game layer to the root of main game scene
this->addChild(mapLayer, 0);
// Add the hud to the root layer
this->addChild(inGameHud, 1);
The code above assumes 'this' to be your MainGameScene. This restricts the Follow action from scrolling the element off the screen. Your element will be on the screen no matter where in World space your scene currently is.
Let me know if this is clear enough. I can help you out more if you get stuck.
I've managed to do it using a Parallax Node, and using the velocity which the sprite goes to Vec2(0,0), this way it stays always on the same spot in the screen.
You can always just put that sprite into different node / layer that everything else is. That way moving this layer / node won't move the sprite

Is it possible to draw on an SFML window regardless of views?

I have a game I'm currently working on, and it uses multiple views (for a minimap for example).
Thing is, I would like to have a fading effect added at some point, so I thought I'd create a black image that is the size of the screen and change its alpha value with a timer. That part is not a problem.
What happens right now is the main area (ie window default view) is fading (because the opacity of the image is increasing), but the minimap (minimap view) is unaffected. This is normal behaviour for views, but is there a way to draw an image to the whole window, regardless of the views ?
Thanks in advance
To clarify, you have the default view where you'll draw the main game, then you'll have the minimap view where you would draw the minimap. At some point in the game you want the whole screen to fade to black. It sounds like you've been trying to draw a black image on the default view (changing the alpha) to make this effect work.
So, you need a third view that you draw your black image on to get this fading effect.

Centering view on a moving position in SFML

I want to use sf::View in SFML in order to change the position of the view, such that the player sprite is always in the center of the screen. Thus I want to write a function which allows me to input a set of coordinates and thus center the screen around those coordinates. In addition I want to be able to set a limit to this, such that when the player reaches the side of the map, that axis of the camera stops following the player, as it has reached a "limit". How do I achieve this?
Thank you in advance.
The function you need is called sf::RenderWindow::setView .
Do something like this:
sf::RenderWindow window (sf::VideoMode(800,600),"Test");
sf::View view ();
view.setCenter (/*Set Center here*/);
window.setView (view);

Qt GUI Development - Displaying a 2D grid using QGraphicsView

I'm new to Qt development so I've being trying to research a solution to a user interface I need to design. My project is to simulate players in an online game moving around a global map. To represent the map I need to display a 2D grid, with each space in the grid representing a region of a map. I then need to display the location of each player in the game. The back-end is all fully working, with the map implemented as a 2D array. I'm just stuck on how to display the grid.
The research I have done has led me to believe a QGraphicsView is the best way to do this, but I can't seem to find a tutorial relevant to what I need. If anyone has any tips on how to implement this it would be much appreciated.
Thanks, Dan
A 2D Grid is nothing more than a set of horizontal and vertical lines. Suppose you have a 500x500 map and you want to draw a grid where the distance between the lines in both directions is 50. The sample code that follows shows you how you can achieve it.
// create a scene and add it your view
QGraphicsScene* scene = new QGraphicsScene;
ui->view->setScene(scene);
// Add the vertical lines first, paint them red
for (int x=0; x<=500; x+=50)
scene->addLine(x,0,x,500, QPen(Qt::red));
// Now add the horizontal lines, paint them green
for (int y=0; y<=500; y+=50)
scene->addLine(0,y,500,y, QPen(Qt::green));
// Fit the view in the scene's bounding rect
ui->view->fitInView(scene->itemsVBoundingRect());
You should check the QGraphicsView and the QGraphicsScene documentation as well as the corresponding examples. Also you can watch the graphics view training videos or some graphics view related videos from the Qt developer days.
Well if you have a constant grid size or even a limited number of grid sizes what i like to do is to draw a grid block in gimp or any other program and then set that as the background brush (draw only bottom and right side of the block) qt will repeat the image and will give you a full grid. I think this is good for performance too.
This is the grid image i used in one of my programs it's 10x10 pixels.
Then call QGraphicsScene setBackgroundBrush as the follwing:
scene->setBackgroundBrush(QBrush(QPixmap(":/grid/grid10.png")));
The more native way is this:
scene = self.getScene() # Your scene.
brush = QBrush()
brush.setColor(QColor('#999'))
brush.setStyle(Qt.CrossPattern) # Grid pattern.
scene.setBackgroundBrush(brush)
borderColor = Qt.black
fillColor = QColor('#DDD')
rect = QRectF(0.0, 0.0, 1280, 720) # Screen res or whatever.
scene.addRect(rect,borderColor,fillColor) # Rectangle for color.
scene.addRect(rect,borderColor,brush) # Rectangle for grid.
Sorry by PyQt...
Suppose a scene is set to the graphicsview then simply below one line will show the grid.
ui->graphicsView->scene()->setBackgroundBrush(Qt::CrossPattern);
There several other values can be passed for ex: Qt::Dense7Pattern
These are members of enum BrushStyle, just click on any used value in Qt creator and it will take you to the enum declaration where you can see all other possible values.
PS:
A scene can be set like this:
ui->graphicsView->setScene(new QGraphicsScene());