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
Related
In the list_widget I have added a add button I also want to add a remove button which asks which item you wants to remove and remove the chosen item. I was trying it to do but I didn't had any idea to do so .Also, please explain the solution I am a beginner with pyqt5 or I'd like to say absolute beginner.
from PyQt5 import QtWidgets
from PyQt5.QtWidgets import QApplication,QMainWindow,
QListWidget, QListWidgetItem
import sys
class MyWindow(QMainWindow):
def __init__(self):
super(MyWindow, self).__init__()
self.x = 200
self.y = 200
self.width = 500
self.length = 500
self.setGeometry(self.x, self.y, self.width,
self.length)
self.setWindowTitle("Stock managment")
self.iniTUI()
def iniTUI(self):
# buttons
self.b1 = QtWidgets.QPushButton(self)
self.b1.setText("+")
self.b1.move(450, 100)
self.b1.resize(50, 25)
self.b1.clicked.connect(self.take_inputs)
# This is the button I want to define.
self.btn_minus = QtWidgets.QPushButton(self)
self.btn_minus.setText("-")
self.btn_minus.move(0, 100)
self.btn_minus.resize(50, 25)
# list
self.list_widget = QListWidget(self)
self.list_widget.setGeometry(120, 100, 250, 300)
self.item1 = QListWidgetItem("A")
self.item2 = QListWidgetItem("B")
self.item3 = QListWidgetItem("C")
self.list_widget.addItem(self.item1)
self.list_widget.addItem(self.item2)
self.list_widget.addItem(self.item3)
self.list_widget.setCurrentItem(self.item2)
def take_inputs(self):
self.name, self.done1 =
QtWidgets.QInputDialog.getText(
self, 'Add Item to List', 'Enter The Item you want
in
the list:')
self.roll, self.done2 = QtWidgets.QInputDialog.getInt(
self, f'Quantity of {str(self.name)}', f'Enter
Quantity of {str(self.name)}:')
if self.done1 and self.done2:
self.item4 = QListWidgetItem(f"{str(self.name)}
Quantity{self.roll}")
self.list_widget.addItem(self.item4)
self.list_widget.setCurrentItem(self.item4)
def clicked(self):
self.label.setText("You clicked the button")
self.update()
def update(self):
self.label.adjustSize()
def clicked():
print("meow")
def window():
apk = QApplication(sys.argv)
win = MyWindow()
win.show()
sys.exit(apk.exec_())
window()
The core issue here is the lack of separation of the view and the data. This makes it very hard to reason about how to work with graphical elements. You will almost certainly want to follow the Model View Controller design paradigm https://en.wikipedia.org/wiki/Model%E2%80%93view%E2%80%93controller
which offers a systematic way to handle this separation.
Once you do so, it immediately becomes very straight forward how to proceed with the question: You essentially just have a list, and you either want to add a thing to this list, or remove one based on a selection.
I include an example here which happens to use the built-in classes QStringListModel and QListView in Qt5, but it is simple to write your own more specialized widgets and models. They all just use a simple signal to emit to the view that it needs to refresh the active information.
from PyQt5.QtWidgets import *
from PyQt5.QtCore import *
import sys
class StuffViewer(QMainWindow):
def __init__(self, model):
super().__init__()
self.setWindowTitle("Stock managment")
# 1: Use layouts.
hbox = QHBoxLayout()
widget = QWidget()
widget.setLayout(hbox)
self.setCentralWidget(widget)
# 2: Don't needlessly store things in "self"
vbox = QVBoxLayout()
add = QPushButton("+")
add.clicked.connect(self.add_new_stuff)
vbox.addWidget(add)
sub = QPushButton("-")
sub.clicked.connect(self.remove_selected_stuff)
vbox.addWidget(sub)
vbox.addStretch(1)
hbox.addLayout(vbox)
# 3: Separate the view of the data from the data itself. Use Model-View-Controller design to achieve this.
self.model = model
self.stuffview = QListView()
self.stuffview.setModel(self.model)
hbox.addWidget(self.stuffview)
def add_new_stuff(self):
new_stuff, success = QInputDialog.getText(self, 'Add stuff', 'Enter new stuff you want')
if success:
self.stuff.setStringList(self.stuff.stringList() + [new_stuff])
def remove_selected_stuff(self):
index = self.stuffview.currentIndex()
all_stuff = self.stuff.stringList()
del all_stuff[index.column()]
self.stuff.setStringList(all_stuff)
def window():
apk = QApplication(sys.argv)
# Data is clearly separated:
# 4: Never enumerate variables! Use lists!
stuff = QStringListModel(["Foo", "Bar", "Baz"])
# The graphical components is just how you interface with the data with the user!
win = StuffViewer(stuff)
win.show()
sys.exit(apk.exec_())
window()
I am trying to set the vertical and horizontal scroll bars initially moved inside a QGraphicsScene widget. The following code should move the bars and set them in the middle, but they are not moved:
from PyQt5 import QtCore, QtGui, QtWidgets
import sys
class Diedrico(QtWidgets.QWidget):
def paintEvent(self, event):
qp = QtGui.QPainter(self)
pen = QtGui.QPen(QtGui.QColor(QtCore.Qt.black), 5)
qp.setPen(pen)
qp.drawRect(500, 500, 1000, 1000)
class UiVentana(QtWidgets.QMainWindow):
def __init__(self, parent=None):
super(UiVentana, self).__init__(parent)
self.resize(1000, 1000)
self.setFixedSize(1000, 1000)
self.scene = QtWidgets.QGraphicsScene(self)
self.view = QtWidgets.QGraphicsView(self.scene)
# This two lines should move the scroll bar
self.view.verticalScrollBar().setValue(500)
self.view.horizontalScrollBar().setValue(500)
self.diedrico = Diedrico()
self.diedrico.setFixedSize(2000, 2000)
self.scene.addWidget(self.diedrico)
self.setCentralWidget(self.view)
def keyPressEvent(self, event):
if event.key() == QtCore.Qt.Key_R:
self.view.setTransform(QtGui.QTransform())
elif event.key() == QtCore.Qt.Key_Plus:
scale_tr = QtGui.QTransform()
scale_tr.scale(1.5, 1.5)
tr = self.view.transform() * scale_tr
self.view.setTransform(tr)
elif event.key() == QtCore.Qt.Key_Minus:
scale_tr = QtGui.QTransform()
scale_tr.scale(1.5, 1.5)
scale_inverted, invertible = scale_tr.inverted()
if invertible:
tr = self.view.transform() * scale_inverted
self.view.setTransform(tr)
if __name__ == "__main__":
app = QtWidgets.QApplication(sys.argv)
ui = UiVentana()
ui.show()
sys.exit(app.exec_())
I could move the bars when I used a scroll area such as in this question
The answer given by #S.Nick works fine, but I'd like to add some insight about why you are facing this issue and what's happening "under the hood".
First of all, in your code you try to set the values of the scroll bars before adding any object to the scene.
At that point, you just created the view and the scene. The view widget has not been shown (so it doesn't "know" its actual size yet), and the scene is empty, meaning that the sceneRect is null, as in 0 width and 0 height: in this scenario, the scroll bars have a maximum value of 0, and setting any value won't give any result.
NOTE: There is a very important aspect to keep in mind: unless
explicitly declared or requested, the sceneRect of a
QGraphicsScene is always null until a view shows it. And by
"requested" I mean that even just calling scene.sceneRect() is
enough to ensure that the scene actually and finally "knows" its
extent.
After trying to set the scroll bars (with no results), you added the widget to the scene. The problem is that a view (which is a QAbstractScrollArea descendant) only updates its scrollbars as soon as it's actually mapped on the screen.
This is a complex "path" that starts from showing the main parent window (if any), which, according to its contents resizes itself and, again, resizes its contents if they require it, eventually based on their [nested widget] size policies. Only then, the view "decides" if scrollbars are needed, and eventually sets their maximum. And, only then you can actuall set a value for those scroll bars, and that's because only then the view "asks" the scene about its sceneRect.
This also (partially) explains why the view behaves in different way than a standard scroll area: widgets have a sizeHint that is used by the QWidget that contains them inside the scroll area, and, theoretically, their size is mapped as soon as they're created. But. this depends on their size hints and policies, so you cannot guarantee the actual scroll area contents size until it's finally mapped/shown; long story short: it "works", but not perfectly - at least not until everything has finally been shown.
A test example
There are different ways to solve your problem, according to your needs and implementation.
Set the sceneRect independently, even before adding any object to the scene (but if those objects boundaries go outside the scene, you'll face some inconsistency)
Call scene.sceneRect() as explained above, after adding all objects
Set the scoll bars only after the view has been shown and resized
I've prepared an example that shows the three situations explained above. It will create a new view and update its scrollbars at different points according to the checkboxes, to show how differently they behave. Note that when setting the sceneRect I used a rectangle smaller than the widget size to better display its behavior: you can see that the visual result of "Set scene rect" and "Check scene rect" is similar, but the scroll bar positions are different.
import sys
from PyQt5 import QtCore, QtGui, QtWidgets
class Diedrico(QtWidgets.QWidget):
def paintEvent(self, event):
qp = QtGui.QPainter(self)
pen = QtGui.QPen(QtGui.QColor(QtCore.Qt.black), 5)
qp.setPen(pen)
qp.drawRect(500, 500, 1000, 1000)
class TestView(QtWidgets.QGraphicsView):
def __init__(self, setRect=False, checkScene=False, showEventCheck=False):
super(TestView, self).__init__()
self.setFixedSize(800, 800)
scene = QtWidgets.QGraphicsScene()
self.setScene(scene)
self.diedrico = Diedrico()
self.diedrico.setFixedSize(2000, 2000)
scene.addWidget(self.diedrico)
if setRect:
scene.setSceneRect(0, 0, 1500, 1500)
elif checkScene:
scene.sceneRect()
self.showEventCheck = showEventCheck
if not showEventCheck:
self.scroll()
def scroll(self):
self.verticalScrollBar().setValue(500)
self.horizontalScrollBar().setValue(500)
def showEvent(self, event):
super(TestView, self).showEvent(event)
if not event.spontaneous() and self.showEventCheck:
self.scroll()
class ViewTester(QtWidgets.QWidget):
def __init__(self):
QtWidgets.QWidget.__init__(self)
layout = QtWidgets.QVBoxLayout()
self.setLayout(layout)
self.setRectCheck = QtWidgets.QCheckBox('Set scene rect')
layout.addWidget(self.setRectCheck)
self.checkSceneCheck = QtWidgets.QCheckBox('Check scene rect')
layout.addWidget(self.checkSceneCheck)
self.showEventCheck = QtWidgets.QCheckBox('Scroll when shown')
layout.addWidget(self.showEventCheck)
showViewButton = QtWidgets.QPushButton('Show view')
layout.addWidget(showViewButton)
showViewButton.clicked.connect(self.showView)
self.view = None
def showView(self):
if self.view:
self.view.close()
self.view.deleteLater()
self.view = TestView(
setRect = self.setRectCheck.isChecked(),
checkScene = self.checkSceneCheck.isChecked(),
showEventCheck = self.showEventCheck.isChecked()
)
self.view.show()
if __name__ == '__main__':
app = QtWidgets.QApplication(sys.argv)
viewTester = ViewTester()
viewTester.show()
sys.exit(app.exec_())
Finally, remember that using absolute values for scrollbars is not a good idea. If you want to "center" the view, consider using centerOn (and its item based overload), or set values based on scrollBar.maximum()/2.
You want to set the value when the widget is not yet formed, make it a moment.
import sys
from PyQt5 import QtCore, QtGui, QtWidgets
class Diedrico(QtWidgets.QWidget):
def paintEvent(self, event):
qp = QtGui.QPainter(self)
pen = QtGui.QPen(QtGui.QColor(QtCore.Qt.black), 5)
qp.setPen(pen)
qp.drawRect(500, 500, 1000, 1000)
class UiVentana(QtWidgets.QMainWindow):
def __init__(self, parent=None):
super(UiVentana, self).__init__(parent)
self.resize(1000, 1000)
self.setFixedSize(1000, 1000)
self.scene = QtWidgets.QGraphicsScene(self)
self.view = QtWidgets.QGraphicsView(self.scene)
# This two lines should move the scroll bar
QtCore.QTimer.singleShot(0, self.set_Value) # +++
self.diedrico = Diedrico()
self.diedrico.setFixedSize(2000, 2000)
self.scene.addWidget(self.diedrico)
self.setCentralWidget(self.view)
def set_Value(self): # +++
self.view.verticalScrollBar().setValue(500)
self.view.horizontalScrollBar().setValue(500)
def keyPressEvent(self, event):
if event.key() == QtCore.Qt.Key_R:
self.view.setTransform(QtGui.QTransform())
elif event.key() == QtCore.Qt.Key_Plus:
scale_tr = QtGui.QTransform()
scale_tr.scale(1.5, 1.5)
tr = self.view.transform() * scale_tr
self.view.setTransform(tr)
elif event.key() == QtCore.Qt.Key_Minus:
scale_tr = QtGui.QTransform()
scale_tr.scale(1.5, 1.5)
scale_inverted, invertible = scale_tr.inverted()
if invertible:
tr = self.view.transform() * scale_inverted
self.view.setTransform(tr)
if __name__ == "__main__":
app = QtWidgets.QApplication(sys.argv)
ui = UiVentana()
ui.show()
sys.exit(app.exec_())
I try to toggle a splitter container between two widgets keeping the actual size of the splitter.
For this I use QSplitter.sizes() to read the actual size and QSplitter.setSizes() after I toggle my widgets.
The problem is that I have a QToolButton which I resize with setFixedSize() in a resizeEvent(), and because of this when I set the new size, it often doesn't work.
I write a little script to reproduce this :
In the left part of the splitter, I have a button to toggle the right part of the splitter between two classes (which are QWidgets).
A little precision : I want to keep my QToolbutton in a 1:1 aspect ratio.
Here a demo :
https://webmshare.com/play/5Bmvn
So here the script :
from PyQt4 import QtGui, QtCore
minSize = 50
maxSize = 350
class mainWindow(QtGui.QWidget):
def __init__(self):
super(mainWindow, self).__init__()
self.layout = QtGui.QVBoxLayout(self)
self.splitter = QtGui.QSplitter(QtCore.Qt.Horizontal, self)
self.splitter.setHandleWidth(20)
self.layout.addWidget(self.splitter)
wgt_left = QtGui.QWidget()
lyt_left = QtGui.QVBoxLayout(wgt_left)
self.btn_toggleSplitter = QtGui.QPushButton('Toggle Button')
self.btn_toggleSplitter.setSizePolicy(QtGui.QSizePolicy.Preferred, QtGui.QSizePolicy.Expanding)
self.btn_toggleSplitter.setCheckable(True)
lyt_left.addWidget(self.btn_toggleSplitter)
self.splitter.addWidget(wgt_left)
self.first = panel('1')
self.second = panel('2')
self.splitter.addWidget(self.first)
self.width = self.first.size()
self.btn_toggleSplitter.clicked.connect(self.ToggleParent)
def ToggleParent(self):
self.sizes = self.splitter.sizes()
if self.btn_toggleSplitter.isChecked() == True:
self.first.setParent(None)
self.splitter.addWidget(self.second)
else :
self.second.setParent(None)
self.splitter.addWidget(self.first)
self.splitter.setSizes(self.sizes)
class panel(QtGui.QWidget):
def __init__(self, text):
super(panel, self).__init__()
lyt_main = QtGui.QVBoxLayout(self)
lyt_icon = QtGui.QHBoxLayout()
self.tbtn_icon = QtGui.QToolButton()
self.tbtn_icon.setText(text)
self.tbtn_icon.setMinimumSize(QtCore.QSize(minSize,minSize))
self.tbtn_icon.setMaximumSize(QtCore.QSize(maxSize,maxSize))
lyt_icon.addWidget(self.tbtn_icon)
lyt_horizontal = QtGui.QHBoxLayout()
lyt_horizontal.addWidget(QtGui.QPushButton('3'))
lyt_horizontal.addWidget(QtGui.QPushButton('4'))
lyt_main.addWidget(QtGui.QLabel('Below me is the QToolButton'))
lyt_main.addLayout(lyt_icon)
lyt_main.addLayout(lyt_horizontal)
lyt_main.addWidget(QtGui.QPlainTextEdit())
def resizeEvent(self, event):
w = panel.size(self).width()
h = panel.size(self).height()
size = min(h, w)-22
if size >= maxSize:
size = maxSize
elif size <= minSize:
size = minSize
self.tbtn_icon.setFixedSize(size, size)
app = QtGui.QApplication([])
window = mainWindow()
window.resize(600,300)
window.show()
app.exec_()
Thanks
You are looking for QtGui.QStackedWidget. Adding the widgets to this on the right side of your splitter will change the code around self.first and self.second's construction to this:
self.stack_right = QtGui.QStackedWidget()
self.splitter.addWidget(self.stack_right)
self.first = panel('1')
self.second = panel('2')
self.stack_right.addWidet(self.first)
self.stack_right.addWidget(self.second)
Then your ToggleParent method:
def ToggleParent(self):
if self.btn_toggleSplitter.isChecked() == True:
self.stack_right.setCurrentWidget(self.second)
else:
self.stack_right.setCurrentWidget(self.first)
This will avoid the awkwardness of caching and manually resizing your widgets.
Addendum:
The tool button scaling is really a separate question, but here's a tip:
Have a look at the heightForWidth layout setting for lyt_left. This will help you keep a 1:1 ratio for the QToolButton. You currently have a size policy of Preferred/Expanding, which doesn't make sense if you need a 1:1 aspect ratio. I highly recommend this over manually resizing the tool button while handling an event. Generally, calling setFixedSize more than once on a widget should be considered a last resort. Let the layouts do the work.
Addendum to addendum: doing a little poking (it's been awhile), you may need to inherit from QToolButton and reimplement the hasHeightForWidth() and heightForWidth() methods. There are a plethora of questions addressing the subject here. Just search for heightForWidth.
I am trying to make a GUI that will display (and eventually let the user build) circuits. Below is a rough sketch of what the application is supposed to look like.
The bottom panel (currently a simple QToolBar) should be of constant height but span the width of the application and the side panels (IOPanels in the below code) should have a constant width and span the height of the application.
The main part of the application (Canvas, which is currently a QWidget with an overriden paintEvent method, but might eventually become a QGraphicsScene with a QGraphicsView or at least something scrollable) should then fill the remaining space.
This is my current code:
from PyQt5.QtWidgets import *
from PyQt5.QtCore import Qt, QSize
class MainWindow(QMainWindow):
def __init__(self, *args):
super().__init__(*args)
self._wire_ys = None
self._init_ui()
self.update_wire_ys()
def update_wire_ys(self):
self._wire_ys = [(i + 0.5) * self.panel.height() / 4 for i in range(4)]
self.input.update_field_positions()
self.output.update_field_positions()
def wire_ys(self):
return self._wire_ys
def _init_ui(self):
self.panel = QWidget(self)
self.canvas = Canvas(self, self.panel)
self.input = IOPanel(self, self.panel)
self.output = IOPanel(self, self.panel)
hbox = QHBoxLayout(self.panel)
hbox.addWidget(self.canvas, 1, Qt.AlignCenter)
hbox.addWidget(self.input, 0, Qt.AlignLeft)
hbox.addWidget(self.output, 0, Qt.AlignRight)
self.setCentralWidget(self.panel)
self.addToolBar(Qt.BottomToolBarArea, self._create_run_panel())
self.reset_placement()
def _create_run_panel(self):
# some other code to create the toolbar
return QToolBar(self)
def reset_placement(self):
g = QDesktopWidget().availableGeometry()
self.resize(0.4 * g.width(), 0.4 * g.height())
self.move(g.center().x() - self.width() / 2, g.center().y() - self.height() / 2)
def resizeEvent(self, *args, **kwargs):
super().resizeEvent(*args, **kwargs)
self.update_wire_ys()
class IOPanel(QWidget):
def __init__(self, main_window, *args):
super().__init__(*args)
self.main = main_window
self.io = [Field(self) for _ in range(4)]
def update_field_positions(self):
wire_ys = self.main.wire_ys()
for i in range(len(wire_ys)):
field = self.io[i]
field.move(self.width() - field.width() - 10, wire_ys[i] - field.height() / 2)
def sizeHint(self):
return QSize(40, self.main.height())
class Field(QLabel):
def __init__(self, *args):
super().__init__(*args)
self.setAlignment(Qt.AlignCenter)
self.setText(str(0))
self.resize(20, 20)
# This class is actually defined in another module and imported
class Canvas(QWidget):
def __init__(self, main_window, *args):
super().__init__(*args)
self.main = main_window
def paintEvent(self, e):
print("ASFD")
qp = QPainter()
qp.begin(self)
self._draw(qp)
qp.end()
def _draw(self, qp):
# Draw stuff
qp.drawLine(0, 0, 1, 1)
# __main__.py
def main():
import sys
app = QApplication(sys.argv)
w = MainWindow()
w.show()
sys.exit(app.exec_())
if __name__ == '__main__':
main()
Running that code gives me the following:
Here I have coloured the components to better see them using code like this in their construction:
p = self.palette()
p.setColor(self.backgroundRole(), Qt.blue)
self.setPalette(p)
self.setAutoFillBackground(True)
Green is the central panel (MainWindow.panel), blue are the IOPanels, the Fields are supposed to be red, and the Canvas is supposed to be white.
Ignore the bottom toolbar, it's some extra code I didn't include above (to keep it as minimal and relevant as possible), but it does no resizing of anything and no layout management except for its own child QWidget. In fact, including the painting code in my above minimal example gave a similar result with thinner bottom toolbar without the Run button. I'm just including the toolbar here to show its expected behaviour (as the toolbar is working correctly) in the general layout.
This result has several problems.
Problem 1
The Fields do not show up, initially. However, they do show up (and are appropriately placed within their respective panels) once I resize the main window. Why is this? The only thing the main window's resizeEvent does is update_wire_ys and update_field_positions, and those are performed by the main window's __init__ as well.
Problem 2
The IOPanels are not properly aligned. The first one should be on the left side of the central panel. Changing the order of adding them fixes this, as so:
hbox.addWidget(self.input, 0, Qt.AlignLeft)
hbox.addWidget(self.canvas, 1, Qt.AlignCenter)
hbox.addWidget(self.output, 0, Qt.AlignRight)
However, shouldn't the Qt.AlignX already do this, regardless of the order they're added in? What if I later on wanted to add another panel to the left side, would I have to remove all the components, add the new panel and then re-add them?
Problem 3
The IOPanels are not properly sized. They need to span the entire height of the central panel and touch the left/right edge of the central panel. I'm not sure if this is an issue with the layout or my colouring of the panels. What am I doing wrong?
Problem 4
The Canvas does not show up at all and in fact its paintEvent is never called ("ASFD" never gets printed to the console). I have not overridden its sizeHint, because I want the central panel's layout to appropriately size the Canvas by itself. I was hoping the stretch factor of 1 when adding the component would accomplish that.
hbox.addWidget(self.canvas, 1, Qt.AlignCenter)
How do I get the canvas to actually show up and fill all the remaining space on the central panel?
This is the typical spaghetti code, where many elements are tangled, which is usually difficult to test, I have found many problems such as sizeEvent is only called when the layout containing the widget is called, another example is when you use the Function update_field_positions and update_wire_ys that handle each other object.
In this answer I will propose a simpler implementation:
IOPanel clas must contain a QVBoxLayout that handles the changes of image size.
In the MainWindow class we will use the layouts with the alignments but you must add them in order.
lay.addWidget(self.input, 0, Qt.AlignLeft)
lay.addWidget(self.canvas, 0, Qt.AlignCenter)
lay.addWidget(self.output, 0, Qt.AlignRight)
To place a minimum width for IOPanel we use QSizePolicy() and setMinimumSize()
Complete code:
from PyQt5.QtWidgets import *
from PyQt5.QtGui import *
from PyQt5.QtCore import *
class Field(QLabel):
def __init__(self, text="0", parent=None):
super(Field, self).__init__(parent=parent)
self.setAlignment(Qt.AlignCenter)
self.setText(text)
class IOPanel(QWidget):
numbers_of_fields = 4
def __init__(self, parent=None):
super(IOPanel, self).__init__(parent=None)
lay = QVBoxLayout(self)
for _ in range(self.numbers_of_fields):
w = Field()
lay.addWidget(w)
self.setMinimumSize(QSize(40, 0))
sizePolicy = QSizePolicy(QSizePolicy.Minimum, QSizePolicy.Preferred)
self.setSizePolicy(sizePolicy)
class Panel(QWidget):
def __init__(self, parent=None):
super(Panel, self).__init__(parent=None)
lay = QHBoxLayout(self)
self.input = IOPanel()
self.output = IOPanel()
self.canvas = QWidget()
lay.addWidget(self.input, 0, Qt.AlignLeft)
lay.addWidget(self.canvas, 0, Qt.AlignCenter)
lay.addWidget(self.output, 0, Qt.AlignRight)
class MainWindow(QMainWindow):
def __init__(self, parent=None):
super(MainWindow, self).__init__(parent=parent)
self.initUi()
self.reset_placement()
def initUi(self):
panel = Panel(self)
self.setCentralWidget(panel)
self.addToolBar(Qt.BottomToolBarArea, QToolBar(self))
def reset_placement(self):
g = QDesktopWidget().availableGeometry()
self.resize(0.4 * g.width(), 0.4 * g.height())
self.move(g.center().x() - self.width() / 2, g.center().y() - self.height() / 2)
def main():
import sys
app = QApplication(sys.argv)
w = MainWindow()
w.show()
sys.exit(app.exec_())
if __name__ == '__main__':
main()
Screenshot:
Does anyone know examples about how to change a qMenu styles of lines separately ( change color of text of line , color of line bg, add underline to any texts inside texts etc. ) or if can't be done , can be solved anyhow ?
Thanks,
Szabolcs
share my code:
class MainWindow(QtGui.QMainWindow):
def init(self):
super(MainWindow, self).init()
self.menus = ['alma','korte','banan','ezmegaz']
acts = []
self.qmenu = QtGui.QMenu()
self.hip_fgrp = HipFileGroup( hip_data_file )
self.hip_fgrp.RemoveRepeats()
for i,hipf in enumerate(self.hip_fgrp.hipFileArr):
short_n = hipf.shortname
# prj = hipf.shortprjname
prj = ''
prj = hipf.shortprjname
if len(hipf.add_hipfolders):
prj = prj + ' \\ ' + hipf.add_hipfolders[0]
action = QtGui.QAction( prj+' \\ '+short_n, self, triggered=self.MenuSelected)
action.setData( i)
acts.append( action)
# print short_n
mpos = QtGui.QCursor
x = mpos.pos().x()
y = mpos.pos().y()
for action in acts:
self.qmenu.addAction(action)
self.qmenu.show()
self.qmenu.setGeometry( x-20, y-20, 0, 0)
self.qmenu.exec_()
def MenuSelected( self):
action = self.sender()
hipfile_id = action.data()
hipfile = self.hip_fgrp.hipFileArr[ hipfile_id]
hipfile.show_all()
hipfile_last = hipfile.getLastVersion( hipfile.hipfullspec)
print hipfile_last
if not in_sublime:
import hou
hou.hipFile.load( hipfile_last, hip_accept)
I don't know of any easy way. And it seems to be a long-standing question. But almost anything is possible with a bit of work:
Rather than using a QAction in your menu you can use a QWidgetAction which lets you customise the widget used to represent the action in the menu. Here I use a QLabel which supports rich text. However, bear in mind that the widget needs to handle the mouse itself (here I call trigger).
import sys
from PySide import QtGui
class MyLabel(QtGui.QLabel):
def __init__(self,action):
super(MyLabel,self).__init__()
self.action = action
def mouseReleaseEvent(self,e):
self.action.trigger()
class Example(QtGui.QMainWindow):
def __init__(self):
super(Example, self).__init__()
wAction = QtGui.QWidgetAction(self)
ql = MyLabel(wAction)
ql.setText("<b>Hello</b> <i>Qt!</i>")
wAction.setDefaultWidget(ql)
wAction.triggered.connect(self.close)
menubar = self.menuBar()
fileMenu = menubar.addMenu('&File')
fileMenu.addAction(wAction)
self.setGeometry(300, 300, 250, 150)
self.setWindowTitle('Menubar')
self.show()
app = QtGui.QApplication(sys.argv)
ex = Example()
sys.exit(app.exec_())
In a more fully featured example you might subclass QWidgetAction to handle different action contexts, and use different widgets, but this should get you started.