I'm making an application that shows a map of an area and I'm trying to draw nodes on top of it which can represent information.
I made it all work, but did so simply by making one custom widget which I showed and printing everything again and again everytime information changed. Also I couldn't 'connect' the nodes to listeners, because they were just images in the original widget.
This made me want to reform my GUI and now I'm trying to make every class a custom widget! But there's a problem, my MapNodes aren't showing up anymore.
I searched stackoverflow and found this helpful thread:
How to set absolute position of the widgets in qt
So I have to give my mapnodes a parent, and parent = the widget that is being shown (?)
Anyway, here is my throw at it, pasting the relevant code here. Hint at where stuff might go horrible wrong: all the inits
app = QtGui.QApplication(list())
mutexbranch = Lock()
mutexnode = Lock()
def exec():
return app.exec_()
#Singleton Pattern: wanneer en object aan iets moet kunnen
# waar het inherent door de structuur niet aankon
# wordt dit via dit singleton opgelost
class GuiInternalCommunication:
realmap = 0
class MapView(QtGui.QWidget, listener.Listener):
def __init__(self, mapimagepath):
QtGui.QMainWindow.__init__(self)
listener.Listener.__init__(self)
self.map = Map(self, mapimagepath)
#self.setCentralWidget(self.map)
self.initUI()
def initUI(self):
self.setWindowTitle('Population mapping')
hbox = QtGui.QHBoxLayout()
hbox.addWidget(self.map)
self.setLayout(hbox)
resolution = QtGui.QDesktopWidget().screenGeometry()
self.setGeometry(20,20,550,800)
self.show()
######################################################################
class Map(QtGui.QWidget):
def __init__(self, parent, mapimagepath):
QtGui.QWidget.__init__(self, parent)
#self.timer = QtCore.QBasicTimer()
#coordinaten hoeken NE en SW voor kaart in map graphics van SKO
self.realmap = RealMap(
mapimagepath,
(51.0442, 3.7268),
(51.0405, 3.7242),
550,
800)
GuiInternalCommunication.realmap = self.realmap
self.needsupdate = True
self.timelabel = 0
parent.setGeometry(0,0,self.realmap.width, self.realmap.height)
self.mapNodes = {}
self.mapBranches = {}
def paintEvent(self, event):
painter = QtGui.QPainter()
painter.begin(self)
rect = self.contentsRect()
#teken achtergrond
self.realmap.drawRealMap(painter)
#teken branches
mutexbranch.acquire()
try:
for branch, mapBranch in self.mapBranches.items():
mapBranch.drawMapBranch(painter)
finally:
mutexbranch.release()
######################################################################
class RealMap(QtGui.QWidget):
def __init__(self, path, coordRightTop, coordLeftBot, width, height, pixpermet = 2.6):
super(RealMap, self).__init__()
self.path = path
self.mapimage = QtGui.QImage(self.path)
self.coordLeftBot = coordLeftBot
self.coordRightTop = coordRightTop
self.width = width
self.height = height
self.realdim = self.calcRealDim()
self.pixpermet = pixpermet
def paintEvent(self, e):
painter = QtGui.QPainter()
painter.begin(self)
self.drawRealMap(self, painter)
painter.end()
def drawRealMap(self, painter):
painter.drawImage(0,0,self.mapimage)
######################################################################
class MapNode(QtGui.QWidget):
dangertocolor = {"normal":"graphics//gradients//green.png",
"elevated":"graphics//gradients//orange.png",
"danger":"graphics//gradients//red.png"}
gradimage = {"normal":QtGui.QImage(dangertocolor["normal"]),
"elevated":QtGui.QImage(dangertocolor["elevated"]),
"danger":QtGui.QImage(dangertocolor["danger"])}
btimage = QtGui.QImage("graphics//BT-icon.png")
def __init__(self, scanner, x, y, danger = 0, parent = None):
# MapNode erft over van QWidget
super(MapNode, self).__init__()
QtGui.QWidget.__init__(self, parent)
self.scanner = scanner
self.x = x
self.y = y
self.danger = 'normal'
self.calcDanger(danger)
self.grads = {}
self.grad = QtGui.QImage(MapNode.dangertocolor[self.danger])
def paintEvent(self, e):
painter = QtGui.QPainter()
painter.begin(self)
self.drawMapNode(painter)
painter.end()
def drawMapNode(self, painter):
realmap = GuiInternalCommunication.realmap
radiusm = self.scanner.range
radiusp = radiusm*realmap.pixpermet
factor = radiusp/200 # basis grootte gradiƫnten is 200 pixels.
grad = MapNode.gradimage[self.danger]
grad = grad.scaled(grad.size().width()*factor, grad.size().height()*factor)
painter.drawImage(self.x-100*factor,self.y-100*factor, grad)
painter.drawImage(self.x-10, self.y-10,MapNode.btimage)
painter.drawText(self.x-15, self.y+20, str(self.scanner.sensorid) + '-' + str(self.scanner.name))
######################################################################
class MapBranch:
branchpens = {"normal": QtGui.QPen(QtCore.Qt.green, 3, QtCore.Qt.DashLine),
"elevated": QtGui.QPen(QtGui.QColor(255, 51, 0), 3, QtCore.Qt.DashLine), #mandarine orange hex is 255-165-0
"danger": QtGui.QPen(QtCore.Qt.red, 3, QtCore.Qt.DashLine)}
def __init__(self, branch, mapnode1, mapnode2, danger = 0):
self.mapnode1 = mapnode1
self.mapnode2 = mapnode2
self.branch = branch
self.danger = danger
self.calcDanger(danger)
def drawMapBranch(self, painter):
painter.setPen(MapBranch.branchpens[self.danger])
painter.drawLine(self.mapnode1.x,
self.mapnode1.y,
self.mapnode2.x,
self.mapnode2.y)
EDIT - I forgot to add the code that adds the nodes. So after an event comes in the node needs to be created, this method fires creating the node:
def addNode(self, scanner):
mutexnode.acquire()
try:
coord = self.realmap.convertLatLon2Pix((scanner.latitude, scanner.longitude))
self.mapNodes[scanner.sensorid] = MapNode(scanner, coord[0], coord[1], parent = self)
self.mapNodes[scanner.sensorid].move(coord[0],coord[1])
#self.mapNodes[scanner.sensorid].show()
finally:
mutexnode.release()
I would recommend you to use the QGraphicsScene and QGraphicsItem classes for your map instead of normal QWidget classes, since they are made exactly for the purpose of displaying a large number of graphical items:
QGraphicsScene http://doc.qt.io/qt-5/qgraphicsscene.html
QGraphicsItem: http://doc.qt.io/qt-5/qgraphicsitem-members.html
From the documentation:
The QGraphicsScene class provides a surface for managing a large number of 2D graphical items.
The class serves as a container for QGraphicsItems. It is used together with QGraphicsView for visualizing graphical items, such as lines, rectangles, text, or even custom items, on a 2D surface. QGraphicsScene is part of the Graphics View Framework.
QGraphicsScene also provides functionality that lets you efficiently determine both the location of items, and for determining what items are visible within an arbitrary area on the scene. With the QGraphicsView widget, you can either visualize the whole scene, or zoom in and view only parts of the scene.
You can also embed widgets derived from QWidget in the scene, which should allow you to display practically any kind of information. As a bonus, you will get layering, fast transformations and ready-to-use handling of mouse interactions, which should be quite useful for realizing an interactive map.
Related
i added a draggable red circle into my main window. The red circle can be moved to anywhere you want on the main window. But i want to set a border where the red circle is allowed be move. Probably it should be done with a sub window? Anyone that has an idea how to do this? I come this far:
import sys
from PyQt5.QtWidgets import QApplication, QGraphicsView, QWidget, QGraphicsEllipseItem, QMainWindow, QGroupBox, QGraphicsScene, QHBoxLayout
from PyQt5.QtCore import Qt, QPointF, QRect
class MovingObject(QGraphicsEllipseItem):
def __init__(self, x, y, r):
#de meegegeven waardes gebruiken om beginpositie en grootte ellips te bepalen
super().__init__(0, 0, r, r)
self.setPos(x, y)
self.setBrush(Qt.red)
##mousePressEvent checkt of er wel of niet wordt geklikt
def mousePressEvent(self, event):
pass
##mouseMoveEvent is om de item te kunnen draggen
def mouseMoveEvent(self, event):
orig_cursor_position = event.lastScenePos()
updated_cursor_position = event.scenePos()
orig_position = self.scenePos()
updated_cursor_x = updated_cursor_position.x() - orig_cursor_position.x() + orig_position.x()
updated_cursor_y = updated_cursor_position.y() - orig_cursor_position.y() + orig_position.y()
self.setPos(QPointF(updated_cursor_x, updated_cursor_y))
class GraphicView(QGraphicsView):
def __init__(self):
super().__init__()
self.scene = QGraphicsScene()
self.setScene(self.scene)
self.setSceneRect(0, 0, 60, 60)
#waardes x, y, r waarvan x en y beginpositie van ellips is en r is straal van ellips
self.scene.addItem(MovingObject(0, 0, 40))
class Window(QMainWindow):
def __init__(self):
super().__init__()
self.setGeometry(800, 500, 400, 400)
self.setWindowTitle("MainWindow")
#set GraphicView in Window
self.graphicView = GraphicView()
self.setCentralWidget(self.graphicView)
app = QApplication(sys.argv)
GUI = Window()
GUI.show()
sys.exit(app.exec_())
First of all, there's no need to reimplement mouse events to allow movements of a QGraphicsItem using the mouse, as setting the ItemIsMovable flag is enough.
Once the flag is set, what is needed is to filter geometry changes and react to them.
This is achieved by setting the ItemSendsGeometryChanges flag and reimplementing the itemChange() function. Using the ItemPositionChange change, you can receive the "future" position before it's applied and eventually change (and return) the received value; the returned value is the actual final position that will be applied during the movement.
What remains is to give a reference to check it.
In the following example I'm setting the scene rect (not the view rect as you did) with bigger margins, and set those margins for the item; you obviously can set any QRectF for that.
I also implemented the drawBackground() function in order to show the scene rect that are used as limits.
class MovingObject(QGraphicsEllipseItem):
def __init__(self, x, y, r):
super().__init__(0, 0, r, r)
self.setPos(x, y)
self.setBrush(Qt.red)
self.setFlag(self.ItemIsMovable, True)
self.setFlag(self.ItemSendsGeometryChanges, True)
self.margins = None
def setMargins(self, margins):
self.margins = margins
def itemChange(self, change, value):
if change == self.ItemPositionChange and self.margins:
newRect = self.boundingRect().translated(value)
if newRect.x() < self.margins.x():
# beyond left margin, reset
value.setX(self.margins.x())
elif newRect.right() > self.margins.right():
# beyond right margin
value.setX(self.margins.right() - newRect.width())
if newRect.y() < self.margins.y():
# beyond top margin
value.setY(self.margins.y())
elif newRect.bottom() > self.margins.bottom():
# beyond bottom margin
value.setY(self.margins.bottom() - newRect.height())
return super().itemChange(change, value)
class GraphicView(QGraphicsView):
def __init__(self):
super().__init__()
self.scene = QGraphicsScene()
self.setScene(self.scene)
self.scene.setSceneRect(0, 0, 120, 120)
self.movingObject = MovingObject(0, 0, 40)
self.scene.addItem(self.movingObject)
self.movingObject.setMargins(self.scene.sceneRect())
def drawBackground(self, painter, rect):
painter.drawRect(self.sceneRect())
Do note that the graphics view framework is as powerful as it is hard to really know and understand. Given the question you're asking ("Probably it should be done with a sub window?") it's clear that you still need to understand how it works, as using sub windows is a completely different thing.
I strongly suggest you to carefully its documentation and everything (functions and properties) related to the QGraphicsItem, which is the base class for all graphics items.
Existing properties should never be overwritten; scene() is a basic property of QGraphicsView, so you either choose another name as an instance attribute (self.myScene = QGraphicsScene()), or you just use a local variable (scene = QGraphicsScene()) and always use self.scene() outside the __init__.
I am using PyQt and I'm trying to re-implement a QGraphicsTextItem, but it seems I'm missing something.
I would like to make the NodeTag item's text editable. I have tried setting flags such as Qt.TextEditorInteraction and QGraphicsItem.ItemIsMovable , but those seem to be ignored...
Here is a Minimal Reproducible Example :
import sys
from PyQt5.QtWidgets import QGraphicsScene, QGraphicsView, QMainWindow, QApplication, QGraphicsItem, QGraphicsTextItem
from PyQt5.QtCore import *
from PyQt5.QtGui import QPen
class NodeTag(QGraphicsTextItem):
def __init__(self,text):
QGraphicsTextItem.__init__(self,text)
self.text = text
self.setPos(0,0)
self.setTextInteractionFlags(Qt.TextEditorInteraction)
# self.setFlag(QGraphicsItem.ItemIsFocusable, True) # All these flags are ignored...
# self.setFlag(QGraphicsItem.ItemIsSelectable, True)
self.setFlag(QGraphicsItem.ItemIsMovable, True)
def boundingRect(self):
return QRectF(0,0,80,25)
def paint(self,painter,option,widget):
painter.setPen(QPen(Qt.blue, 2, Qt.SolidLine))
painter.drawRect(self.boundingRect())
painter.drawText(self.boundingRect(),self.text)
def mousePressEvent(self, event):
print("CLICK!")
# self.setTextInteractionFlags(Qt.TextEditorInteraction) # make text editable on click
# self.setFocus()
class GView(QGraphicsView):
def __init__(self, parent, *args, **kwargs):
super().__init__(*args, **kwargs)
self.parent = parent
self.setGeometry(100, 100, 700, 450)
self.show()
class Scene(QGraphicsScene):
def __init__(self, parent):
super().__init__(parent)
self.parent = parent
tagItem = NodeTag("myText") # create a NodeTag item
self.addItem(tagItem)
class MainWindow(QMainWindow):
def __init__(self):
super().__init__() # create default constructor for QWidget
self.setGeometry(900, 70, 1000, 800)
self.createGraphicView()
self.show()
def createGraphicView(self):
self.scene = Scene(self)
gView = GView(self)
scene = Scene(gView)
gView.setScene(scene)
# Set the main window's central widget
self.setCentralWidget(gView)
# Run program
if __name__ == '__main__':
app = QApplication(sys.argv)
window = MainWindow()
sys.exit(app.exec_())
As you can see I have tried overriding the mousePressEvent and setting flags there too, but no luck so far.
Any help appreciated!
All QGraphicsItem subclasses have a paint method, and all items that paint some contents have that method overridden so that they can actually paint themselves.
The mechanism is the same as standard QWidgets, for which there is a paintEvent (the difference is that paint of QGraphicsItem receives an already instanciated QPainter), so if you want to do further painting other than what the class already provides, the base implementation must be called.
Consider that painting always happen from bottom to top, so everything that needs to be drawn behind the base painting has to be done before calling super().paint(), and everything that is going to be drawn in front of the default painting has to be placed after.
Depending on the situation, overriding might require that the default base implementation is called anyway, and that's important in your case for boundingRect too. QGraphicsTextItem automatically resizes itself when its contents change, so you should not always return a fixed QRect. If you need to have a minimum size, the solution is to merge a minimum rectangle with those provided by the default boundingRect() function.
Then, editing on a QGraphicsTextItem happens when the item gets focused, but since you also want to be able to move the item, things get trickier as both actions are based on mouse clicks. If you want to be able to edit the text with a single click, the solution is to make the item editable only when the mouse button has been released and has not been moved by some amount of pixels (the startDragDistance() property), otherwise the item is moved with the mouse. This obviously makes the ItemIsMovable flag useless, as we're going to take care of the movement internally.
Finally, since a minimum size is provided, we also need to override the shape() method in order to ensure that collision and clicks are correctly mapped, and return a QPainterPath that includes the whole bounding rect (for normal QGraphicsItem that should be the default behavior, but that doesn't happen with QGraphicsRectItem).
Here's a full implementation of what described above:
class NodeTag(QGraphicsTextItem):
def __init__(self, text):
QGraphicsTextItem.__init__(self, text)
self.startPos = None
self.isMoving = False
# the following is useless, not only because we are leaving the text
# painting to the base implementation, but also because the text is
# already accessible using toPlainText() or toHtml()
#self.text = text
# this is unnecessary too as all new items always have a (0, 0) position
#self.setPos(0, 0)
def boundingRect(self):
return super().boundingRect() | QRectF(0, 0, 80, 25)
def paint(self, painter, option, widget):
# draw the border *before* (as in "behind") the text
painter.setPen(QPen(Qt.blue, 2, Qt.SolidLine))
painter.drawRect(self.boundingRect())
super().paint(painter, option, widget)
def shape(self):
shape = QPainterPath()
shape.addRect(self.boundingRect())
return shape
def focusOutEvent(self, event):
# this is required in order to allow movement using the mouse
self.setTextInteractionFlags(Qt.NoTextInteraction)
def mousePressEvent(self, event):
if (event.button() == Qt.LeftButton and
self.textInteractionFlags() != Qt.TextEditorInteraction):
self.startPos = event.pos()
else:
super().mousePressEvent(event)
def mouseMoveEvent(self, event):
if self.startPos:
delta = event.pos() - self.startPos
if (self.isMoving or
delta.manhattanLength() >= QApplication.startDragDistance()):
self.setPos(self.pos() + delta)
self.isMoving = True
return
super().mouseMoveEvent(event)
def mouseReleaseEvent(self, event):
if (not self.isMoving and
self.textInteractionFlags() != Qt.TextEditorInteraction):
self.setTextInteractionFlags(Qt.TextEditorInteraction)
self.setFocus()
# the following lines are used to correctly place the text
# cursor at the mouse cursor position
cursorPos = self.document().documentLayout().hitTest(
event.pos(), Qt.FuzzyHit)
textCursor = self.textCursor()
textCursor.setPosition(cursorPos)
self.setTextCursor(textCursor)
super().mouseReleaseEvent(event)
self.startPos = None
self.isMoving = False
As a side note, remember that QGraphicsTextItem supports rich text formatting, so even if you want more control on the text painting process you should not use QPainter.drawText(), because you'd only draw the plain text. In fact, QGraphicsTextItem draws its contents using the drawContents() function of the underlying text document.
Try it:
...
class NodeTag(QGraphicsTextItem):
def __init__(self, text, parent=None):
super(NodeTag, self).__init__(parent)
self.text = text
self.setPlainText(text)
self.setFlag(QGraphicsItem.ItemIsMovable)
self.setFlag(QGraphicsItem.ItemIsSelectable)
def focusOutEvent(self, event):
self.setTextInteractionFlags(QtCore.Qt.NoTextInteraction)
super(NodeTag, self).focusOutEvent(event)
def mouseDoubleClickEvent(self, event):
if self.textInteractionFlags() == QtCore.Qt.NoTextInteraction:
self.setTextInteractionFlags(QtCore.Qt.TextEditorInteraction)
super(NodeTag, self).mouseDoubleClickEvent(event)
def paint(self,painter,option,widget):
painter.setPen(QPen(Qt.blue, 2, Qt.SolidLine))
painter.drawRect(self.boundingRect())
# painter.drawText(self.boundingRect(),self.text)
super().paint(painter, option, widget)
...
I am just trying my first prototype in pyside (python/Qt). The application itself starts up fine, creates a window with widgets according to my layout. Threads are started and execute, all fine. Except...
I want to enhance the GUI by adding some custom widget indicating the execution state of the threads. So I thought flashing LEDs would be fine for that. For this I try to implement a custom LED widget.
Remember that I currently try to learn python, so there might be some strange approaches in this. Anyway, here is the LED widgets class in its current state:
from PySide import QtCore, QtGui
class LED(QtGui.QWidget):
class Mode:
STATIC_OFF = 0
STATIC_ON = 1
FLASH_SLOW = 2
FLASH_MEDIUM = 2
FLASH_FAST = 3
class Color:
BLACK = '#000000'
GREEN = '#00FF00'
RED = '#FF0000'
BLUE = '#0000FF'
YELLOW = '#FFFF00'
WHITE = '#FFFFFF'
mode = Mode.STATIC_ON
color = Color.BLACK
radius = 10
status = False
timer = None
outdated = QtCore.Signal()
def __init__(self, mode, color, radius, parent=None):
super(LED, self).__init__(parent)
self.outdated.connect(self.update)
self.setMode(mode,False)
self.setColor(color,False)
self.setRadius(radius,False)
self.timer = QtCore.QTimer(self)
self.timer.timeout.connect(self.adjustAppearance)
self.adjustAppearance()
def getCenter(self):
return QtCore.QPoint(self.radius, self.radius)
def getBox(self):
return QtCore.QRect(self.radius, self.radius)
def setColor(self, color, update=True):
assert color in (self.Color.GREEN,self.Color.RED,self.Color.BLUE,self.Color.YELLOW,self.Color.WHITE), "invalid color"
self.color = color
if update:
self.adjustAppearance()
def setMode(self, mode, update=True):
assert mode in (self.Mode.STATIC_OFF,self.Mode.STATIC_ON,self.Mode.FLASH_SLOW,self.Mode.FLASH_MEDIUM,self.Mode.FLASH_FAST),"invalid mode"
self.mode = mode
if update:
self.adjustAppearance()
def setRadius(self, radius, update=True):
assert isinstance(radius, int), "invalid radius type (integer)"
assert 10<=radius<=100, "invalid radius value (0-100)"
self.radius = radius
if update:
self.adjustAppearance()
def switchOn(self):
self.status = True
self.adjustAppearance()
def switchOff(self):
self.status = False
self.adjustAppearance()
def adjustAppearance(self):
if self.mode is self.Mode.STATIC_OFF:
self.status = False
self.timer.stop()
elif self.mode is self.Mode.STATIC_ON:
self.status = True
self.timer.stop()
elif self.mode is self.Mode.FLASH_SLOW:
self.status = not self.status
self.timer.start(200)
elif self.mode is self.Mode.FLASH_SLOW:
self.status = not self.status
self.timer.start(500)
elif self.mode is self.Mode.FLASH_SLOW:
self.status = not self.status
self.timer.start(1000)
self.outdated.emit()
def paintEvent(self, event):
painter = QtGui.QPainter()
painter.begin(self)
self.drawWidget(event, painter)
painter.end()
def drawWidget(self, event, painter):
if self.status:
shade = QtGui.QColor(self.color).darker
else:
shade = QtGui.QColor(self.color).lighter
#painter.setPen(QtGui.QColor('black'), 1, QtCore.Qt.SolidLine)
painter.setPen(QtGui.QColor('black'))
painter.setBrush(QtCore.Qt.RadialGradientPattern)
painter.drawEllipse(self.getCenter(), self.radius, self.radius)
My problem is that the widget simply does not show when I add it to the windows layout. Other widgets (non-custome, plain Qt widgets) do show, so I gues it is not a question of creating the widget, not a question of how I use the widget. Nevertheless here is the (shortened) instanciation if the widget:
class View(QtGui.QMainWindow):
ui = None
def __init__(self, config, parent=None):
log.debug("window setup")
self.config = config
super(View, self).__init__(parent)
try:
self.ui = self.Ui(self)
self.setObjectName("appView")
self.setWindowTitle("AvaTalk")
self.show()
except RuntimeError as e:
log.error(e.message)
class Ui(QtCore.QObject):
# [...]
iconDetector = None
buttonDetector = None
# [...]
def __init__(self, window, parent=None):
log.debug("ui setup")
super(View.Ui, self).__init__(parent)
self.window = window
# central widget
log.debug("widget setup")
self.centralWidget = QtGui.QWidget()
self.widgetLayout = QtGui.QVBoxLayout(self.centralWidget)
# create toolbars
#self.createMenubar()
#self.createCanvas()
self.createToolbar()
#self.createStatusbar()
# visualize widget
self.window.setCentralWidget(self.centralWidget)
# actions
log.debug("actions setup")
self.actionQuit = QtGui.QAction(self.window)
self.actionQuit.setObjectName("actionQuit")
self.menuFile.addAction(self.actionQuit)
self.menubar.addAction(self.menuFile.menuAction())
log.debug("connections setup")
QtCore.QObject.connect(self.actionQuit, QtCore.SIGNAL("activated()"), self.window.close)
QtCore.QMetaObject.connectSlotsByName(self.window)
def createToolbar(self):
log.debug("toolbar setup")
self.toolbar = QtGui.QHBoxLayout()
self.toolbar.setObjectName("toolbar")
self.toolbar.addStretch(1)
# camera
# detector
self.iconDetector = LED(LED.Mode.STATIC_OFF,LED.Color.GREEN,10,self.window)
self.buttonDetector = IconButton("Detector", "detector",self.window)
self.toolbar.addWidget(self.iconDetector)
self.toolbar.addWidget(self.buttonDetector)
self.toolbar.addStretch(1)
# analyzer
# extractor
# layout
self.widgetLayout.addLayout(self.toolbar)
It might well be that the actual painting using QPainter is still nonsense. I did not yet come to test that: actually when testing I find that isVisible() returns False on the widget after the setup has completed. So I assume I miss a central point. Unfortunately I am unable to find out what I miss...
Maybe someone can spot my issue? Thanks !
One thing to be careful when implementing custom widgets derived from QWidget is: sizeHint or minimumSizeHint for QWidget returns invalid QSize by default. This means, if it is added to a layout, depending on the other widgets, it will shrink to 0. This effectively makes it 'not-visible'. Although, isVisible would still return True. Widget is 'visible', but it just doesn't have anything to show (0 size). So, if you're getting False, there is definitely another issue at hand.
So it is necessary to define these two methods with sensible sizes:
class LED(QtGui.QWidget):
# ...
def sizeHint(self):
size = 2 * self.radius + 2
return QtCore.QSize(size, size)
def minimumSizeHint(self):
size = 2 * self.radius + 2
return QtCore.QSize(size, size)
Note: There are other issues:
Like defining mode, color, etc as class attributes and then overriding them with instance attributes. They won't break anything but they are pointless.
painter.setBrush(QtCore.Qt.RadialGradientPattern) is wrong. You can't create a brush with QtCore.Qt.RadialGradientPattern. It is there, so that brush.style() can return something. If you want a gradient pattern you should create a brush with QGradient constructor.
if self.mode is self.Mode.STATIC_OFF: comparing with is is wrong. is compares identity, you want == here. (also, FLASH_SLOW and FLASH_MEDIUM are both 2)
assert is for debugging and unit tests. You shouldn't use it in real code. Raise an exception if you want. Or have sensible defaults, where invalid values would be replaced with that.
I'd like to tag items by drawing polygons over an image in Python using PyQt4. I was able to implement the image viewer with QGraphicsScene but I don't understand the concept behind painting/updating objects.
What I'd like to do is a Polygon class, what supports adding and editing. What confuses me is the QGraphicsScene.addItem and the different paint or update methods. What I'd like to implement is to
draw a polygon as lines while not complete
draw it as a filled polygon once complete
The algorithm part is OK, what I don't understand is that how do I implement the paint or update functions.
Here is my confusion
In the original example file: graphicsview/collidingmice there is a special function def paint(self, painter, option, widget): what does the painting. There is no function calling the paint function, thus I'd think it's a special name called by QGraphicsView, but I don't understand what is a painter and what should a paint function implement.
On the other hand in numerous online tutorials I find def paintEvent(self, event): functions, what seems to follow a totally different concept compared to the graphicsview / paint.
Maybe to explain it better: for me the way OpenGL does the scene-update is clear, where you always clean everything and re-draw elements one by one. There you just take care of what items do you want to draw and draw the appropriate ones. There is no update method, because you are drawing always the most up-to-date state. This Qt GUI way is new to me. Can you tell me what happens with an item after I've added it to the scene? How do I edit something what has been added to the scene, where is the always updating 'loop'?
Here is my source in the smallest possible form, it creates the first polygon and starts printing it's points. I've arrived so far that the paint method is called once (why only once?) and there is this error NotImplementedError: QGraphicsItem.boundingRect() is abstract and must be overridden. (just copy any jpg file as big.jpg)
from __future__ import division
import sys
from PyQt4 import QtCore, QtGui
class Polygon( QtGui.QGraphicsItem ):
def __init__(self):
super(Polygon, self).__init__()
self.points = []
self.closed = False
def addpoint( self, point ):
self.points.append( point )
print self.points
def paint(self, painter, option, widget):
print "paint"
class MainWidget(QtGui.QWidget):
poly_drawing = False
def __init__(self):
super(MainWidget, self).__init__()
self.initUI()
def initUI(self):
self.scene = QtGui.QGraphicsScene()
self.img = QtGui.QPixmap( 'big.jpg' )
self.view = QtGui.QGraphicsView( self.scene )
self.view.setRenderHint(QtGui.QPainter.Antialiasing)
self.view.setHorizontalScrollBarPolicy(QtCore.Qt.ScrollBarAlwaysOff)
self.view.setVerticalScrollBarPolicy(QtCore.Qt.ScrollBarAlwaysOff)
self.pixmap_item = QtGui.QGraphicsPixmapItem( self.img, None, self.scene)
self.pixmap_item.mousePressEvent = self.pixelSelect
self.mypoly = Polygon()
layout = QtGui.QVBoxLayout()
layout.addWidget( self.view )
self.setLayout( layout )
self.resize( 900, 600 )
self.show()
def resizeEvent(self, event):
w_scale = ( self.view.width() ) / self.img.width()
h_scale = ( self.view.height() ) / self.img.height()
self.scale = min( w_scale, h_scale)
self.view.resetMatrix()
self.view.scale( self.scale, self.scale )
def pixelSelect(self, event):
if not self.poly_drawing:
self.poly_drawing = True
self.mypoly = Polygon()
self.scene.addItem( self.mypoly )
point = event.pos()
self.mypoly.addpoint( point )
def main():
app = QtGui.QApplication(sys.argv)
ex = MainWidget()
sys.exit(app.exec_())
if __name__ == '__main__':
main()
Using PyQt4.
My goal is to load in "parts" of a .png, assign them to QGraphicsItems, add them to the scene, and have the QGraphicsView display them. (Right now I don't care about their coordinates, all I care about is getting the darn thing to work).
Currently nothing is displayed. At first I thought it was a problem with items being added and QGraphicsView not updating, but after reading up a bit more on viewports, that didn't really make sense. So I tested adding the QGraphicsView items before even setting the view (so I know it wouldn't be an update problem) and it still displayed nothing. The path is definitely correct. Here is some code that shows what is going on...
Ignore spacing issues, layout got messed up when pasting
class MainWindow(QtGui.QMainWindow):
def __init__(self, parent = None):
QtGui.QMainWindow.__init__(self, parent)
self.setWindowTitle('NT State Editor')
winWidth = 1024
winHeight = 768
screen = QtGui.QDesktopWidget().availableGeometry()
screenCenterX = (screen.width() - winWidth) / 2
screenCenterY = (screen.height() - winHeight) / 2
self.setGeometry(screenCenterX, screenCenterY, winWidth, winHeight)
self.tileMap = tilemap.TileMap()
self.tileBar = tilebar.TileBar()
mapView = QtGui.QGraphicsView(self.tileMap)
tileBarView = QtGui.QGraphicsView(self.tileBar)
button = tilebar.LoadTilesButton()
QtCore.QObject.connect(button, QtCore.SIGNAL('selectedFile'),
self.tileBar.loadTiles)
hbox = QtGui.QHBoxLayout()
hbox.addWidget(mapView)
hbox.addWidget(self.tileBarView)
hbox.addWidget(button)
mainWidget = QtGui.QWidget()
mainWidget.setLayout(hbox)
self.setCentralWidget(mainWidget)
app = QtGui.QApplication(sys.argv)
mainWindow = MainWindow()
mainWindow.show()
sys.exit(app.exec_())
--
class Tile(QtGui.QGraphicsPixmapItem):
def __init__(self, parent = None):
QtGui.QGraphicsPixmapItem(self, parent)
self.idAttr = -1
class TileBar(QtGui.QGraphicsScene):
def __init__(self, parent = None):
QtGui.QGraphicsScene.__init__(self, parent)
def loadTiles(self, filename):
tree = ElementTree()
tree.parse(filename)
root = tree.getroot()
sheets = root.findall('sheet')
for sheet in sheets:
sheetPath = sheet.get('path')
sheetImg = QtGui.QImage(sheetPath)
strips = sheet.findall('strip')
for strip in strips:
tile = Tile()
tile.idAttr = strip.get('id')
clip = strip.find('clip')
x = clip.get('x')
y = clip.get('y')
width = clip.get('width')
height = clip.get('height')
subImg = sheetImg.copy(int(x), int(y), int(width), int(height))
pixmap = QtGui.QPixmap.fromImage(subImg)
tile.setPixmap(pixmap)
self.addItem(tile)
I tried some stuff with connecting the TileBar's 'changed()' signal with various 'view' functions, but none of them worked. I've had a bit of trouble finding good examples of ways to use the Graphics View Framework, (most are very very small scale) so let me know if I'm doing it completely wrong.
Any help is appreciated. Thanks.
It's quite hard to tell what's wrong with your code as it's not complete and missing some parts to get it compiled. Though there are couple of places which could potentially cause the problem:
Your Title class constructor; I believe you should be calling the base class constructor there by executing: QtGui.QGraphicsPixmapItem.__init__(self, parent).
Looks like your graphic scene objects are getting constructed in the button's onclick signal. There could be problems with your signal connecting to the proper slot, you should see warnings in the output if there are such problems in your widget.
It looks like you're loading images file names from the xml file, it's quite hard to check if the logic over there is straight but potentially you could have a problem over there too.
Below is simplified version of your code which loads ab image into the Title and adds it to the graphic scene:
import sys
from PyQt4 import QtGui, QtCore
class Tile(QtGui.QGraphicsPixmapItem):
def __init__(self, parent=None):
QtGui.QGraphicsPixmapItem.__init__(self, parent)
self.idAttr = -1
class TileBar(QtGui.QGraphicsScene):
def __init__(self, parent=None):
QtGui.QGraphicsScene.__init__(self, parent)
#def loadTiles(self, filename):
def loadTiles(self):
sheetImg = QtGui.QImage("put_your_file_name_here.png")
pixmap = QtGui.QPixmap.fromImage(sheetImg)
tile = Tile()
tile.setPixmap(pixmap)
self.addItem(tile)
# skipping your ElementTree parsing logic here
class MainWindow(QtGui.QMainWindow):
def __init__(self, parent=None):
QtGui.QMainWindow.__init__(self, parent)
self.setWindowTitle('NT State Editor')
winWidth = 1024
winHeight = 768
screen = QtGui.QDesktopWidget().availableGeometry()
screenCenterX = (screen.width() - winWidth) / 2
screenCenterY = (screen.height() - winHeight) / 2
self.setGeometry(screenCenterX, screenCenterY, winWidth, winHeight)
#self.tileMap = Tiletilebar.Map()
self.tileBar = TileBar()
#mapView = QtGui.QGraphicsView(self.tileMap)
self.tileBarView = QtGui.QGraphicsView(self.tileBar)
#button = self.tilebar.LoadTilesButton()
button = QtGui.QPushButton()
QtCore.QObject.connect(button, QtCore.SIGNAL("clicked()"),
self.tileBar.loadTiles)
#self.tileBar.loadTiles('some_file_name')
hbox = QtGui.QHBoxLayout()
#hbox.addWidget(mapView)
hbox.addWidget(self.tileBarView)
hbox.addWidget(button)
mainWidget = QtGui.QWidget()
mainWidget.setLayout(hbox)
self.setCentralWidget(mainWidget)
app = QtGui.QApplication([])
exm = MainWindow()
exm.show()
app.exec_()
hope this helps, regards