I have a big rectangle and a small rectangle made of graphiti, now when I drag small rectangle over big rectangle then I am not able to select that small rectangle instead big rectangle got selected.
In short that small rectangle doesn't has mouse event until it is on big rectangle.
So is there any way when we drag any figure1 over other figure2, then figure1 should be draggable instead of figure2.
I have remove all selectable properties and draggable properties from big rectangle ( figure2 ) but its not working.Please help me for the same as it is very important.
Thanks in advance:)
selecting overlapping figures is not implementd at the moment. This is an open issue.
Graphiti implements a simple hit test. Fist bounding box hit wins.
Related
Let's say you have a resizable window with child scrollbar controls, and the scrollbars come and go depending on whether the window contents are large enough to require scrolling.
When both scrollbars are present, a small rectangle is effectively created in the bottom right corner of the window, at their intersection. Is there a clean strategy for clipping that rectangle when drawing on the window, so that you don't paint on it?
I guess my current approach is to obtain the rectangles for each scrollbar, and if those rectangles are not null, then use the rectangles' locations to determine the rectangle that we want to clip. And then call ExcludeClipRect for that rectangle. I guess a similar approach could be used, except with GetSystemMetrics(SM_CXVSCROLL) and GetSystemMetrics(SM_CYVSCROLL) to get the rectangle dimensions.
But is there a more accepted way of doing this, perhaps using some helpful clipping API functions? Thank you for any input.
I want to format a rectangle in draw.io, such that only one border (left border) is colored black, the other borders: top, right and bottom must remain "clear".
I am trying to figure out proper coding to affect only those elements, but it seems that you can affect only the entire border with the style key: imageBorder=none
as explained in shape styles for Draw.io
Is there a way to only have one border with a specific color, and the other borders blank? Code for such a trick would be very welcome.
When you type "rectangle" in the Search bar, you will see "Partial rectangle" which sounds like the one you are looking for. Also, there is a possibility to change some properties in the Format panel on the right when a shape is selected.
You can also add the following style:
verticalLabelPosition=bottom;
verticalAlign=top;
html=1;
shape=mxgraph.basic.rect;
fillColor=#ffffff;
fillColor2=none;
strokeColor=#000000;
strokeWidth=1;
size=20;
indent=5;
in the Edit style window, and then play with the extended list of properties in the Format panel.
I am writing a scheduling-type application using Qt/C++ and want to display weekly schedules in one part of the window, and have this rendering scale as the window size increases. The renders will be composed of rectangles with text in them, and as the display area increases the rectangles should scale nicely while the text should remain the same size.
I have experimented with QGraphicsScene and QGraphicsView and I can make rectangles and text scale; however, the rectangle scaling seems ugly (stretches the outline) and I don't want text to scale at all.
I suspect that I might want to resize the scene to the display area and re-draw the rectangles and text; however, I am not sure how to do this - QGraphicsScene doesn't seem to respond to resizeEvent. Is this even the right approach?
I'm not sure what the ugly rectangle scaling is about (a screenshot might help me understand better what you meant there), but if you don't want the text parts to scale, you can accomplish that by calling setFlag(ItemIgnoresTransformations, true) on your QTextGraphicItem objects.
As far as automatically rescaling the rectangles in response to a window resize, you might take a look at the documentation of the QGraphicsView::fitInView() method:
Scales the view matrix and scrolls the scroll bars to ensure that the
scene rectangle rect fits inside the viewport [...] It's common to
call fitInView() from inside a reimplementation of resizeEvent(), to
ensure that the whole scene, or parts of the scene, scales
automatically to fit the new size of the viewport as the view is
resized. Note though, that calling fitInView() from inside
resizeEvent() can lead to unwanted resize recursion, if the new
transformation toggles the automatic state of the scrollbars. You can
toggle the scrollbar policies to always on or always off to prevent
this (see horizontalScrollBarPolicy() and verticalScrollBarPolicy()).
Helloes and thank you for reading :)
I am writing an application in MFC/SDI. I split the window in two views. The one on the left is derived from CTreeView, the one on the right from CView. I also created an invisible splitter to part them. Here's the picture showing it: http://i.imgur.com/hdKqArZ.png (the area on the left is CTreeView derived, my bad). I wanted to move the CTreeCtrl so it doesn't cover the picture. I googled for the possible solution but the only one I found doesn't work quite as I expected. Using GetWindowRect moves the whole area and doesn't allow me to draw on the area that was previously a part of the rectangle but no longer is. So when I move the CTreeCtrl I can't put a picture in the area above it. I am doing all these things in OnInitialUpdate().
Here's a sample code of what I've found on the internet and tried doing:
CTreeCtrl &list_recipes = this -> GetTreeCtrl();
list_recipes.GetWindowRect(&rect);
ScreenToClient(&rect);
rect.top += 100;
rect.bottom += 100;
list_recipes.MoveWindow(&rect);
// inserting items into the CTreeCtrl
// (...)
CImage image;
CDC dc;
image.LoadFromResource(AfxGetInstanceHandle(), IDB_CUPCAKE);
dc.CreateCompatibleDC(pDC);
CRect rect3(0,0,202,126);
image.Draw(pDC -> m_hDC,rect3);
Any help will be appreciated, thanks in advance :) And I have to use MFC, it wasn't my decision.
I would avoid drawing your image on the treeview. Try using a separate view which contains the treeview and a static control with the treeview moved below.
Instead of CTreeView you could use CFormView for the left pane. On this form view (which uses a dialog template) put a CTreeCtrl and a CStatic for the picture.
https://stackoverflow.com/questions/9466359/graphics-editor-in-c
I've developed a simple graphics editor in c++.It requires me to drag the mouse to draw a shape .After drawing the shape I want to fill it by picking a color but since dragging the mouse amounts to a large number of clicks because of which the entire screen gets filled with a default color even before i've drawn the shape. delay() doesn't work either.
the mouse click event in turbo c++ has two part. one where you press the button and two when you release the button. you need to drag so you should use the clrscr() function in the loop which goes on iterating until the mouse button is pressed down along with the code for the shape you want to draw. that way your screen keeps getting updated when you are dragging the mouse. and the loop ends when you release the button.
for filling the shape using the flood fill function should suffice
Perhaps one of the following links is what you're looking for:
http://www.codeproject.com/Articles/11313/Mouse-Programming-in-C-C
http://www.cprogrammingreference.com/Tutorials/Advance_Tutorials/mouseprogramming.php
http://www.brackeen.com/vga/mouse.html