Possible rendering issue with QScrollArea and QPainter - python

I'm trying to create a character map visualization tool with PyQt5. With fontTools library, I'm extracting the UNICODE code points supported in a given ttf file. Then using QPainter.drawText I'm drawing the glyphs on labels. The labels are stored in a QGridLayout and the layout is in a QScrollArea
Everything works fine, except when I try to scroll. The drawn images are overlapped whenever I try to scroll too fast. It looks like this.
The labels are redrawn properly the moment the window loses focus.
Here's an MWE of what I've so far.
import sys
from PyQt5 import QtCore, QtWidgets
from PyQt5.QtWidgets import QApplication, QMainWindow, QWidget
from PyQt5.QtCore import Qt
from PyQt5.QtGui import QFontDatabase, QFont, QColor, QPainter
from fontTools.ttLib import TTFont
class App(QWidget):
def __init__(self):
super().__init__()
self.fileName = "mukti.ttf" #the ttf file is located in the same path as the script
self.initUI()
def initUI(self):
self.setWindowTitle("Glyph Viewer")
self.setFixedSize(640, 480)
self.move(100, 100)
vBox = QtWidgets.QVBoxLayout()
self.glyphView = GlyphView()
vBox.addWidget(self.glyphView)
self.setLayout(vBox)
self.showGlyphs()
self.show()
def showGlyphs(self):
#Using the fontTools libray, the unicode blocks are obtained from the ttf file
font = TTFont(self.fileName)
charMaps = list()
for cmap in font['cmap'].tables:
charMaps.append(cmap.cmap)
charMap = charMaps[0]
fontDB = QFontDatabase()
fontID = fontDB.addApplicationFont("mukti.ttf")
fonts = fontDB.applicationFontFamilies(fontID)
qFont = QFont(fonts[0])
qFont.setPointSize(28)
self.glyphView.populateGrid(charMap, qFont)
class GlyphView(QtWidgets.QScrollArea):
def __init__(self):
super().__init__()
self.initUI()
def initUI(self):
self.setHorizontalScrollBarPolicy(Qt.ScrollBarAlwaysOff)
self.setVerticalScrollBarPolicy(Qt.ScrollBarAlwaysOn)
self.setWidgetResizable(True)
def populateGrid(self, charMap, qFont):
glyphArea = QtWidgets.QWidget(self)
gridLayout = QtWidgets.QGridLayout()
glyphArea.setLayout(gridLayout)
row, col = 1, 1
for char in charMap:
uni = charMap[char]
gridLayout.addWidget(Glyph(qFont, chr(char)), row, col)
if not col % 4:
col = 1
row += 1
else:
col += 1
self.setWidget(glyphArea)
class Glyph(QtWidgets.QLabel):
def __init__(self, font, char):
super().__init__()
self.font = font
self.char = char
self.initUI()
def initUI(self):
self.setFixedSize(48, 48)
self.setToolTip(self.char)
def paintEvent(self, event):
qp = QPainter(self)
qp.setBrush(QColor(0,0,0))
qp.drawRect(0, 0, 48, 48)
qp.setFont(self.font)
qp.setPen(QColor(255, 255, 255))
qp.drawText(event.rect(), Qt.AlignCenter, self.char)
app = QApplication(sys.argv)
ex = App()
sys.exit(app.exec_())
I'm not sure what is causing this. Any help is appreciated!

The paintEvent() method gives us an object that belongs to QPaintEvent, that object provides a QRect through the rect() method, that QRect is the area that is currently visible, and that information could be used to optimize the painting, for example let's say we have a widget that shows texts in several lines, if the text is large few lines will look so painting all is a waste of resources, so with a proper calculation using the aforementioned QRect we could get those lines and paint that part spending few resources. In this answer I show an example of the use of event.rect().
In your case there is no need to use event.rect() since you would be painting the text in a part of the widget widget. what you should use is self.rect():
def paintEvent(self, event):
qp = QPainter(self)
qp.setBrush(QColor(0,0,0))
qp.drawRect(0, 0, 48, 48)
qp.setFont(self.font())
qp.setPen(QColor(255, 255, 255))
# change event.rect() to self.rect()
qp.drawText(self.rect(), Qt.AlignCenter, self.text())
I also see unnecessary to overwrite paintEvent() method since you can point directly to the QLabel the font, the text and the alignment:
class Glyph(QtWidgets.QLabel):
def __init__(self, font, char):
super().__init__(font=font, text=char, alignment=Qt.AlignCenter, toolTip=char)

Related

QPaintEvent event rect for scrollable widget

I have a QPaintEvent override for a custom widget that has a fixed size set. This fixed size can change per instance but in this simple example, ive set it. however the PaintEvent doesn't take it into account so when the users scrolls to the right the rectangle shouldn't paint rounded corners since the widget extends past the visible viewport. How do i fix this?
Full widget painted correctly...
When i resize dialog and scroll right, you'll see rounded corners appear on the left side... when it should NOT.
They should look like this...
Code
import os
import sys
from PySide2 import QtGui, QtWidgets, QtCore, QtSvg
class Card(QtWidgets.QWidget):
def __init__(self, parent=None):
super(Card, self).__init__(parent=parent)
self.label = QtWidgets.QLabel('Help This Paint Event Is Broken')
self.label.setFixedHeight(40)
self.label.setFixedWidth(300)
self.mainLayout = QtWidgets.QVBoxLayout(self)
self.mainLayout.addWidget(self.label)
# overrides
def paintEvent(self, event):
painter = QtGui.QPainter()
painter.begin(self)
painter.setOpacity(1.0)
painter.setRenderHints(QtGui.QPainter.Antialiasing)
painter.setPen(QtGui.QColor(0, 0, 0, 128))
painter.setPen(QtCore.Qt.NoPen)
painter.setBrush(QtGui.QColor('#F44336'))
painter.drawRoundedRect(event.rect(), 12, 12)
painter.setRenderHint(QtGui.QPainter.Antialiasing)
painter.end()
class ListViewExample(QtWidgets.QWidget):
def __init__(self, parent=None):
super(ListViewExample, self).__init__(parent)
self.resize(200,200)
self.listView = QtWidgets.QListWidget()
self.listView.setSpacing(10)
self.listView.setVerticalScrollMode(QtWidgets.QAbstractItemView.ScrollPerPixel)
self.listView.verticalScrollBar().setSingleStep(10)
# layout
self.mainLayout = QtWidgets.QVBoxLayout()
self.mainLayout.setContentsMargins(0,0,0,0)
self.mainLayout.addWidget(self.listView)
self.setLayout(self.mainLayout)
for x in range(50):
wgt = Card()
self.appendItem(wgt)
def appendItem(self, widget):
lwi = QtWidgets.QListWidgetItem()
lwi.setSizeHint(widget.sizeHint())
self.listView.addItem(lwi)
self.listView.setItemWidget(lwi, widget)
################################################################################
# Widgets
################################################################################
def unitTest_CardDelegate():
app = QtWidgets.QApplication(sys.argv)
window = ListViewExample()
window.show()
app.exec_()
if __name__ == '__main__':
pass
unitTest_CardDelegate()
QPaintEvent::rect() returns the visible rectangle, not the rectangle of the widget itself, so you observe this behavior. The solution is:
painter.drawRoundedRect(self.rect(), 12, 12)

How create a square at any position of canvas that can be moved at any position on the canvas

I have created a square at random position in canvas, but I don't know how do I move it to somewhere else in canvas by dragging it to desired position, please suggest some edits or a new method to achieve the proposed task, I am learning while doing so.
P.S. Attached a screenshot of the output window.
import sys
from random import randint
from PyQt5 import QtWidgets
from PyQt5.QtWidgets import QApplication, QMainWindow,QPushButton,QWidget
from PyQt5 import QtGui
from PyQt5.QtCore import QRect,Qt
from PyQt5.QtGui import QPainter,QBrush, QPen
from PyQt5 import QtCore
class Window(QMainWindow):
def __init__(self):
super(Window,self).__init__()
title="TeeSquare"
left=500
top=200
width=500
height=400
iconName="square.jpg"
self.setWindowTitle(title)
self.setWindowIcon(QtGui.QIcon(iconName))
self.setGeometry(left, top, width, height)
self.should_paint_Rect = False
self.windowcomponents()
self.initUI()
self.show()
def initUI(self):
if self.should_paint_Rect:
self.label=QtWidgets.QLabel(self)
self.label.setText("circle")
def windowcomponents(self):
button=QPushButton("Add", self)
button.setGeometry(QRect(0, 0, 50, 28))
button.setIcon(QtGui.QIcon("Add.png"))
button.setToolTip("Create Square")
button.clicked.connect(self.paintRect)
def paintEvent(self, event):
super().paintEvent(event)
if self.should_paint_Rect:
painter = QtGui.QPainter(self)
painter.setRenderHint(QPainter.Antialiasing)
painter.setPen(QPen(Qt.black, 5, Qt.SolidLine))
painter.drawRect(randint(0,500), randint(0,500), 100, 100)
self.initUI()
self.label.move(60,100)
def paintRect(self, painter):
self.should_paint_Rect = True
self.update()
app = QApplication(sys.argv)
Rect=Window()
Rect.show()
sys.exit(app.exec_())
The logic of creating a dynamic element is to indicate a set of specific characteristics that by modifying these, the element is modified.
In this case you could use the center of the square, the dimensions of the square, etc. and that data must be implemented through a data structure that can be created from scratch for example by creating a class that has the information of the rectangle, but in Qt it is not necessary to create that element since it already exists and is QRect.
Now that that element has been identified, you can create a QRect whose top-left is random when the button is pressed, and use that QRect to paint it.
For dragging the procedure is:
Get the mouse click position.
Verify that the click is inside the rectangle.
Calculate the position relative to the rectangle.
When moving the mouse, the position of the rectangle must be updated based on the position of the mouse press.
Considering all of the above, the solution is:
import random
import sys
from PyQt5 import QtCore, QtGui, QtWidgets
class Window(QtWidgets.QMainWindow):
def __init__(self):
super(Window, self).__init__()
self.rect = QtCore.QRect()
self.drag_position = QtCore.QPoint()
button = QtWidgets.QPushButton("Add", self)
button.clicked.connect(self.on_clicked)
self.resize(640, 480)
#QtCore.pyqtSlot()
def on_clicked(self):
if self.rect.isNull():
self.rect = QtCore.QRect(
QtCore.QPoint(*random.sample(range(200), 2)), QtCore.QSize(100, 100)
)
self.update()
def paintEvent(self, event):
super().paintEvent(event)
if not self.rect.isNull():
painter = QtGui.QPainter(self)
painter.setRenderHint(QtGui.QPainter.Antialiasing)
painter.setPen(QtGui.QPen(QtCore.Qt.black, 5, QtCore.Qt.SolidLine))
painter.drawRect(self.rect)
def mousePressEvent(self, event):
if self.rect.contains(event.pos()):
self.drag_position = event.pos() - self.rect.topLeft()
super().mousePressEvent(event)
def mouseMoveEvent(self, event):
if not self.drag_position.isNull():
self.rect.moveTopLeft(event.pos() - self.drag_position)
self.update()
super().mouseMoveEvent(event)
def mouseReleaseEvent(self, event):
self.drag_position = QtCore.QPoint()
super().mouseReleaseEvent(event)
if __name__ == "__main__":
app = QtWidgets.QApplication(sys.argv)
Rect = Window()
Rect.show()
sys.exit(app.exec_())

Qlabel with image using QPixmap

I wanted to include a QToolbar in a Qwidget, but I found that I can only create a QToolbar in a QMainWindow. So, instead I want to create a Qlabel with an arrow icon in it. I downloaded an image with transparent background (I suppose). But, in the code, the image is not really transparent as I expected, it looks ugly. Is there any way to show only the arrow without the background. Below is a sample code
import sys
from PyQt5.QtGui import *
from PyQt5.QtWidgets import *
from PyQt5.QtCore import *
class App(QMainWindow):
def __init__(self):
super().__init__()
self.title = 'test'
self.left = 0
self.top = 0
self.width = 300
self.height = 500
self.setWindowTitle(self.title)
self.setGeometry(self.left, self.top, self.width, self.height)
self.table_widget = MyTableWidget(self)
self.setCentralWidget(self.table_widget)
self.show()
class MyTableWidget(QWidget):
def __init__(self, parent):
super(QWidget, self).__init__(parent)
self.layout = QVBoxLayout(self)
# Create first tab
label3 = QLabel()
pixmap = QPixmap("index2.png")
smaller_pixmap = pixmap.scaled(32, 32, Qt.KeepAspectRatio, Qt.FastTransformation)
label3.setPixmap(smaller_pixmap)
label3.mouseReleaseEvent = self.on_click
self.layout.addWidget(label3)
self.setLayout(self.layout)
#pyqtSlot()
def on_click(self, event):
print('yes')
if __name__ == '__main__':
app = QApplication(sys.argv)
ex = App()
sys.exit(app.exec_())
You are getting an "ugly" image because that image has lines that are partially transparent. I've increased the alpha threshold to better show them:
Those lines are part of the image and Qt cannot "guess" what portions of the image are "important" to you or not.
There's fundamentally no easy way to remove them by code, and even you'd succeed the result would be ugly anyway (some partial transparency is required around the border of the image to keep them smooth) and it wouldn't be worth the effort.
Just look for a different image, or edit it by clipping it to the arrow borders.

Mechanics behind the synchronisation of QPainters

Context
I have a custom Widget which is supposed to make an animation of dots moving in order to make a kind of loading widget. To acheive that goal, I started using QPainter and QVariantAnimation objects, which seemed like a decent tools to do the job. The problem is that I think that the QPainters I initialise when drawing come in conflict with each other.
Technique
To acheive that, I initialize multiple QVariantAnimation, which signal .valueChanged() I connect to a function update(), which is supposed to launch the painEvent(), such as written in the docs
A paint event is a request to repaint all or part of a widget. It can happen for one of the following reasons:repaint() or update() was invoked,
the widget was obscured and has now been uncovered, or
many other reasons.
Since I start different animation at different times, I suppose that the update() is called many times, thus interfering with another QPainter already working. But, as I read in the docs,
When update() is called several times or the window system sends several paint events, Qt merges these events into one event with a larger region.
But it specifies nothing id the QPainter has the same region, which is why I suposse it crashes. It logs messages such as:
QBackingStore::endPaint() called with active painter on backingstore paint device
Minimal Working Example
from PyQt5.QtWidgets import QApplication, QWidget, QVBoxLayout, QDialog, QPushButton
from PyQt5.QtCore import Qt, pyqtSlot, QVariantAnimation, QVariant, QTimer
from PyQt5.QtGui import QColor, QPainter, QBrush
import time
class Dialog(QDialog):
def __init__(self, *args, **kwargs):
QDialog.__init__(self, *args, **kwargs)
self.resize(500, 500)
self.setLayout(QVBoxLayout())
self.button = QPushButton()
self.layout().addWidget(self.button)
self.paintWidget = PaintWidget()
self.layout().addWidget(self.paintWidget)
self.button.clicked.connect(self.paintWidget.startPainting)
self.button.clicked.connect(self.reverse)
def reverse(self):
if self.paintWidget.isMoving:
self.paintWidget.stopPainting()
class PaintWidget(QWidget):
def __init__(self):
super(PaintWidget, self).__init__()
self.dotRadius = 10
self.dotColor = QColor(255, 100, 100)
self.numberOfDots = 3
self.isMoving = False
self.animation = []
self.createAnimation()
self.dotPosition = [[0, 0], [0, 0], [0, 0]]
def startPainting(self):
for i in range(self.numberOfDots):
self.animation[i].start()
time.sleep(200)
self.isActive = True
def createAnimation(self):
for i in range(self.numberOfDots):
self.animation.append(QVariantAnimation(self, startValue=0, endValue=500, duration=3000))
self.animation[i].valueChanged.connect(self.updatePosition)
#pyqtSlot(QVariant)
def updatePosition(self, position):
self.dotPosition = [position, 0]
self.update()
def paintEvent(self, event):
painter = QPainter(self)
painter.fillRect(self.rect(), Qt.transparent)
painter.setRenderHint(QPainter.Antialiasing, True)
painter.setPen(Qt.NoPen)
for i in range(self.numberOfDots):
painter.save()
painter.translate(0, 0)
position = (self.dotPosition[i][0], self.dotPosition[i][1])
color = self.dotColor
painter.setBrush(QBrush(color, Qt.SolidPattern))
painter.drawEllipse(position[0], position[1], self.dotRadius, self.dotRadius)
painter.restore()
if __name__ == '__main__':
import sys
app = QApplication(sys.argv)
dial = Dialog()
dial.show()
sys.exit(app.exec_())
Results
I know that for now this code wouldn't work because I can't retreive which dot's animation got updated, but I believe the major problem here is the interference between the painters. Thus, could anyone tell me why this is hapenning and point me in a potential solution? Also, For knowing the dot that got updated and chose the good position, I'm really unsure of how to do this as well.
Your code has the following errors:
Never use time.sleep() in the main GUI thread since it blocks the event loop generating the freezing of the application.
the variable dotPosition that must store all the positions you are replacing it with only one position in the updatePosition method.
You should use QPoint if you are going to store a position instead of a list, use a list is not bad but using QPoint makes your code more readable.
Do not use painter.save() and painter.restore() unnecessarily, neither painter.translate().
Considering the above, the solution is as follows:
from functools import partial
from PyQt5 import QtCore, QtGui, QtWidgets
class Dialog(QtWidgets.QDialog):
def __init__(self, *args, **kwargs):
super(Dialog, self).__init__(*args, **kwargs)
self.resize(500, 500)
self.button = QtWidgets.QPushButton()
self.paintWidget = PaintWidget()
self.button.clicked.connect(self.paintWidget.startPainting)
lay = QtWidgets.QVBoxLayout(self)
lay.addWidget(self.button)
lay.addWidget(self.paintWidget)
class PaintWidget(QtWidgets.QWidget):
def __init__(self):
super(PaintWidget, self).__init__()
self.dotRadius = 10
self.dotColor = QtGui.QColor(255, 100, 100)
self.animations = []
self.dotPosition = [
QtCore.QPoint(0, 0),
QtCore.QPoint(0, 0),
QtCore.QPoint(0, 0),
]
self.createAnimation()
def startPainting(self):
for i, animation in enumerate(self.animations):
QtCore.QTimer.singleShot(i * 200, animation.start)
def createAnimation(self):
for i, _ in enumerate(self.dotPosition):
wrapper = partial(self.updatePosition, i)
animation = QtCore.QVariantAnimation(
self,
startValue=0,
endValue=500,
duration=3000,
valueChanged=wrapper,
)
self.animations.append(animation)
#QtCore.pyqtSlot(int, QtCore.QVariant)
def updatePosition(self, i, position):
self.dotPosition[i] = QtCore.QPoint(position, 0)
self.update()
def paintEvent(self, event):
painter = QtGui.QPainter(self)
painter.fillRect(self.rect(), QtCore.Qt.transparent)
painter.setRenderHint(QtGui.QPainter.Antialiasing, True)
painter.setPen(QtCore.Qt.NoPen)
painter.setBrush(
QtGui.QBrush(self.dotColor, QtCore.Qt.SolidPattern)
)
for position in self.dotPosition:
painter.drawEllipse(position, self.dotRadius, self.dotRadius)
if __name__ == "__main__":
import sys
app = QtWidgets.QApplication(sys.argv)
dial = Dialog()
dial.show()
sys.exit(app.exec_())

Animate using a pixmap or image sequence in Python with QT4

I have a small Python script that makes a transparent window for displaying a graphic on screen and I'd like to animate that graphic, but am entirely unsure how or where to even start. Here's what I do have at least:
import sys
from PyQt4 import QtGui, Qt, QtCore
class Transparent(QtGui.QWidget):
def __init__(self):
QtGui.QWidget.__init__(self)
self.setAttribute(Qt.Qt.WA_NoSystemBackground)
self.setAutoFillBackground(True)
pixmap = QtGui.QPixmap("test1.gif")
pixmap2 = QtGui.QPixmap("test2.gif")
width = pixmap.width()
height = pixmap.height()
self.setWindowTitle("Status")
self.resize(width, height)
self.label = QtGui.QLabel(self)
def animateEvent():
imgnumber = 0
try:
if imgnumber == 1:
self.label.setPixmap(QtGui.QPixmap("test1.gif"))
self.setMask(pixmap.mask())
imgnumber = 0
else:
self.label.setPixmap(QtGui.QPixmap("test2.gif"))
self.setMask(pixmap2.mask())
imgnumber = 1
finally:
QtCore.QTimer.singleShot(1000, animateEvent)
animateEvent()
def paintEvent(self,event):
self.setAttribute(Qt.Qt.WA_NoSystemBackground)
if __name__ == "__main__":
app = QtGui.QApplication(sys.argv)
x = Transparent()
x.show()
app.exec_()
This feels like it has the right ingredients, but the pixmap doesn't update.
I tried QMovie, but then the area of the window that is supposed to be transparent is filled with black instead.
check out this code from www.daniweb.com and see if you can modify it to your needs:
import sys
from PyQt4.QtCore import *
from PyQt4.QtGui import *
class MoviePlayer(QWidget):
def __init__(self, gif, parent=None):
super(MoviePlayer, self).__init__(parent)
self.setGeometry(200, 200, 400, 400)
self.setWindowTitle("QMovie to show animated gif")
self.movie_screen = QLabel()
self.movie_screen.setSizePolicy(QSizePolicy.Expanding, QSizePolicy.Expanding)
self.movie_screen.setAlignment(Qt.AlignCenter)
btn_start = QPushButton("Start Animation")
btn_start.clicked.connect(self.start)
btn_stop = QPushButton("Stop Animation")
btn_stop.clicked.connect(self.stop)
main_layout = QVBoxLayout()
main_layout.addWidget(self.movie_screen)
main_layout.addWidget(btn_start)
main_layout.addWidget(btn_stop)
self.setLayout(main_layout)
self.movie = QMovie(gif, QByteArray(), self)
self.movie.setCacheMode(QMovie.CacheAll)
self.movie.setSpeed(100)
self.movie_screen.setMovie(self.movie)
def start(self):
"""
Start animation
"""
self.movie.start()
def stop(self):
"""
Stop the animation
"""
self.movie.stop()
app = QApplication(sys.argv)
player = MoviePlayer("/path/to/image.gif")
player.show()
sys.exit(app.exec_())
This ended up being a simple correction of an oversight in the end.
imgnumber needed to be outside of the def as self.imgnumber and needed to be named self.imgnumber each time it was changed.
First, just make sure your animated gif really does have a proper transparent background. The following code works for me, using this fire image as a source:
class Transparent(QtGui.QWidget):
def __init__(self):
QtGui.QWidget.__init__(self)
self.setAttribute(QtCore.Qt.WA_NoSystemBackground)
self.setWindowFlags(QtCore.Qt.FramelessWindowHint)
filename = "test.gif"
size = QtGui.QImage(filename).size()
self.setWindowTitle("Status")
layout = QtGui.QVBoxLayout(self)
layout.setMargin(0)
self.movie = QtGui.QMovie(filename)
self.label = QtGui.QLabel(self)
self.label.setMovie(self.movie)
layout.addWidget(self.label)
self.resize(size)
self.movie.start()
This will create a completely transparent and frameless window, with the animated gif playing in a QMovie. There is no black being drawn behind the image. It should fully see through to what ever is underneath.
It is not so far off from your original code. You shouldn't need to set the mask, or do a paint event.

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