pyqtgraph Lock dock layout - python

Is there a way to lock docks in pyqtgraph so that the user cannot move them around?
I'm using a small touchscreen to display a pyqtgraph application with multiple docks. It is very easy for the user to accidentally move a dock. When that happens the screen becomes unusable because of the size. I would like to prevent the user from moving the docks.
However, the user must still be able to choose between docks (i.e. treat them like a tab widget).
Just to be clear, I want to prevent a dock from being detached and I want to prevent the dock from being drug to a new location.
Thanks,
Chris

I managed to disable the ability to detach and drag docks by overriding the Dock class' methods.
Dragging a dock moves it to another location. So I overrode all of the 'drag' event handlers with methods that do nothing (i.e. a no-op).
Double-clicking on a dock's label will cause the dock to detach. So, I overrode the dock's label's double-click event handler with a no-op.
Replace Dock with MyDock in your code. UPDATE: I added code to override the drag methods for the DockArea too because I was still able to move DockAreas around.
Here is the code:
##
# This class is used to eliminate a standard Dock class' ability to detach and
# move (i.e. dragging this Dock will have no effect)
#
class MyDock(Dock):
def __init__(self, name, area=None, size=(10, 10), widget=None, hideTitle=False, autoOrientation=True):
# Initialize the baseclass
#
Dock.__init__(self, name, area, size, widget, hideTitle, autoOrientation)
# Override the label's double click event. Normally double clicking
# the dock's label will cause it to detach into it's own window.
#
self.label.mouseDoubleClickEvent=self.noopEvent
def dragEventEnter(self, ev):
pass
def dragMoveEvent(self, ev):
pass
def dragLeaveEvent(self, ev):
pass
def dragDropEvent(self, ev):
pass
def noopEvent(self,ev):
pass
class MyDockArea(DockArea):
def dragEventEnter(self, ev):
pass
def dragMoveEvent(self, ev):
pass
def dragLeaveEvent(self, ev):
pass
def dragDropEvent(self, ev):
pas

Related

How to intercept QProgressDialog cancel click

I have a standard QProgressDialog with a cancel button. If/When the user clicks the cancel button, I don't want the dialog to immediately hide, instead I would prefer to disable the cancel button and perform some clean-up work, and then close the QProgressDialog once I'm sure this work is complete.
How to I intercept the current function?
From the docs it seems like I should be overwriting:
PySide.QtGui.QProgressDialog.cancel()
Resets the progress dialog. PySide.QtGui.QProgressDialog.wasCanceled()
becomes true until the progress dialog is reset. The progress dialog
becomes hidden.
I've tried subclassing this method but it doesn't even seem to be called when I click the cancel button.
To disable the button of the dialog you have to get a reference to it. Since it is a basic QPushButton, you can use findChild():
dialog = QProgressDialog(self)
cancelButton = dialog.findChild(QPushButton)
cancelButton.setEnabled(False)
Consider that disabling a button that would never get enabled is annoying from the UX point of view, so a better choice would be to not show it at all, and setCancelButton() explains how to do it:
If nullptr is passed, no cancel button will be shown.
In python terms, nullptr means None:
dialog = QProgressDialog(self)
dialog.setCancelButton(None)
Unfortunately, this won't prevent the user to cancel the dialog by closing it or by pressing Esc.
This is valid for any QDialog, and, to properly avoid that, subclassing is the better choice: you need to prevent rejecting the dialog (the Esc key) and the close event. While they have similar results, they are handled in different ways.
Overriding reject() (and doing nothing) prevents any action that would trigger a rejection (cancelling), including pressing Esc.
Overriding the closeEvent() requires an extra step: you have to ensure that the event is spontaneous() (triggered by the system - normally, the user presses the close button of the window), and eventually ignore that. This is necessary as you might need to call close() or accept() to actually close the dialog upon completing the process.
class NonStopProgressDialog(QtWidgets.QProgressDialog):
def __init__(self, *args, **kwargs):
super().__init__(*args, **kwargs)
self.setCancelButton(None)
def reject(self):
pass
def closeEvent(self, event):
if event.spontaneous():
event.ignore()
Note that there is no direct way to know if the spontaneous close event is directly triggered by the user (trying to close the window), or the system (while shutting down).
Also note that if you do need to close the dialog programmatically, you either call accept(), or you call the base implementation, which allows you to get the proper return value from the dialog's reject():
def rejectNoMatterWhat(self):
super().reject()
Finally, if, for any reason, you still need the cancel button, you have to disconnect its signals.
In general, this might do the work:
dialog = QProgressDialog(self)
cancelButton = dialog.findChild(QPushButton)
cancelButton.disconnect()
But the above would disconnect any signal to any slot, and there are some cases for which this should be avoided.
We know from the sources that the clicked signal is actually connected to the canceled() slot, so a better solution would be to do the following instead:
dialog = QProgressDialog(self)
cancelButton = dialog.findChild(QPushButton)
cancelButton.clicked.disconnect(self.canceled)
Since you may need to be notified about that in the parent/main class, a more appropriate solution would be to create a custom signal in the subclass used above:
class NonStopProgressDialog(QtWidgets.QProgressDialog):
userCancel = QtCore.pyqtSignal()
def __init__(self, *args, **kwargs):
super().__init__(*args, **kwargs)
cancelButton = self.findChild(QPushButton)
cancelButton.clicked.disconnect(self.canceled)
cancelButton.clicked.connect(
lambda: cancelButton.setEnabled(False))
cancelButton.clicked.connect(self.userCancel)
def reject(self):
pass
def closeEvent(self, event):
if event.spontaneous():
event.ignore()
class SomeWindow(QtWidgets.QWidget):
def showProgress(self):
self.progressDialog = NonStopProgressDialog(self)
self.progressDialog.userCancel.connect(self.stopSomething)
# ...
def stopSomething(self):
self.progressDialog.setCancelButtonText('Please wait')
# do something...

QToolButton with popup QSlider

I'm trying to make volume button, on click it should mute/unmute and and on hover it should popup QSlider, so user can set whatever level he wants. Now I'm trying to achieve this by showing slider window in enterEvent and hiding it in leaveEvent:
class VolumeButton(QToolButton):
def __init__(self, parent=None):
super().__init__(parent)
self.setIcon(volumeicon)
self.slider = QSlider()
self.slider.setWindowFlags(Qt.FramelessWindowHint)
self.slider.setWindowModality(Qt.NonModal)
def enterEvent(self, event):
self.slider.move(self.mapToGlobal(self.rect().topLeft()))
self.slider.show()
def leaveEvent(self, event):
self.slider.hide()
The problem is that mapToGlobal seems to be connected in some way with enterEvent and it creates recursion, but without mapToGlobal I can't place slider at the right position.
I'm not sure that QToolButton and FramelessWindow are the right widgets to achieve wished result, so let me know if there a better ways to do that.
The problem is not from mapToGlobal, but from the fact that the leaveEvent is fired as soon as the slider is shown: since the slider is in the same coordinates of the mouse, Qt considers that the mouse has "left" the button (and "entered" the slider).
You cannot use the simple leaveEvent for this, as you need to check the cursor position against both the button and the slider.
A possible solution is to create a QRegion that contains the geometry of both widgets and check if the cursor is inside it. In order to process the mouse events of the slider, an event filter must be installed on it:
class VolumeButton(QToolButton):
def __init__(self, parent=None):
super().__init__(parent)
self.setIcon(volumeicon)
self.slider = QSlider()
self.slider.setWindowFlags(Qt.FramelessWindowHint)
self.slider.setWindowModality(Qt.NonModal)
self.slider.installEventFilter(self)
def isInside(self):
buttonRect = self.rect().translated(self.mapToGlobal(QPoint()))
if not self.slider.isVisible():
return QCursor.pos() in buttonRect
region = QRegion(buttonRect)
region |= QRegion(self.slider.geometry())
return region.contains(QCursor.pos())
def enterEvent(self, event):
if not self.slider.isVisible():
self.slider.move(self.mapToGlobal(QPoint()))
self.slider.show()
def leaveEvent(self, event):
if not self.isInside():
self.slider.hide()
def eventFilter(self, source, event):
if source == self.slider and event.type() == event.Leave:
if not self.isInside():
self.slider.hide()
return super().eventFilter(source, event)
Note that self.rect() is always at coordinates (0, 0), so you can just use self.mapToGlobal(QPoint()) to get the widget's global position. On the other hand, you might want to show the slider "outside" the button, so you could use self.mapToGlobal(self.rect().bottomLeft()).
Be aware that trying to place the slider "outside" the button geometry might result in a problem if the user moves the mouse in the gap between the button and the slider; in that case, you will need to create a valid region that covers both widgets and a reasonable space between them.

Tkinter Binding Multiple Scrollbar's to MouseWheel

I'm building something that uses multiple scrollbars. This class is actually a wrapper for the tk.ScrollBar and it's used to create scrollable frames. What I want is to be able to set a "default" scroll-container.
Assume 90% of the time someone using the application would want to scroll some frame (Which we will call main_frame), and 10% of the time they would want to scroll a different frame. (normal_frame)
It would make sense to have the mousewheel scroll the normal_frame only when the user was hovering over it with the mouse, but to have the mousewheel scroll the main_frame in all instances except when hovering over normal_frame.
The problem is that whenever you call bind_all upon "<Enter>"(ing) the normal_frame, when you "<Leave>" it, the main_frame no longer scrolls. Any suggestions?
class ScrollThing(object):
def __init__(self, some_frame, default=False):
self.default = default
self.canvas = tkinter.Canvas(some_frame)
self.view_window = tkinter.Frame(self.canvas)
#things and stuff to setup scroll bar
def setup_view_window(self):
if self.default:
self.canvas.bind_all('<MouseWheel>', self.on_mousewheel)
else:
self.view_window.bind('<Enter>', self.focus_in)
self.view_window.bind('<Leave>', self.focus_out)
def focus_in(self, *args):
del args
# I'm a seperate ScrollThing from main_frame
# I don't have access to the other ScrollThing because
# we are both dynamically created.
# I want to save the current bound arguments somehow
# but .bindtags() returns only MY bindings
self.canvas.bind_all('<MouseWheel>', self.on_mousewheel)
def focus_out(self, *args):
self.canvas.unbind_all('<MouseWheel>', self.on_mousewheel
def on_mousewheel(self, event):
self.canvas.yview_scroll(int(-1*(event.delta//120)), 'units')
I just found a solution involving handing the function and the canvas back to the Master.
class Master(object)
def __init__(self, *args, **kwargs):
#Things and stuff
self.default_scroll = None
Then by setting default_scroll to hold the default parameters
def setup_view_window(self):
if self.default:
self.canvas.bind_all('<MouseWheel>', self.on_mousewheel)
# HERE
self.dynamic.stuff.MASTER.default_scroll = [self.canvas, self.on_mousewheel]
else:
self.view_window.bind('<Enter>', self.focus_in)
self.view_window.bind('<Leave>', self.focus_out)
You can then access it in the focus_out.
def focus_out(self, *args):
self.canvas.unbind_all('<MouseWheel>', self.on_mousewheel)
# HERE
if self.dynamic.stuff.MASTER.default_scroll is not None:
self.dynamic.stuff.MASTER.default_scroll[0].bind_all('<MouseWheel>', self.dynamic.stuff.MASTER.default_scroll[1])
Although, I would be interested to know if anyone knows of a way to access it in a more concise way, perhaps something in tkinter that lets you see all bound events in the entire application?
Arguably the simplest solution is to set a variable to be the widget you want to scroll, and then set a global binding to scroll that widget.
For example, your app would initialize the binding like this exactly once:
self.root.bind_all("<MouseWheel>", self.scroller)
Then, in scroller you scroll the default window:
def scroller(self, event):
self.default_window.yview(...)
You can also add the binding to the canvases themselves instead of calling bind_all if you prefer. The basic concept still works without having to adjust the bindings on enter/leave events.

QGraphicsView behaving differently when mouse is held over a QGraphicsProxyWidget

I have a pyside2 GUI that uses QGraphicsView.
I use setDragMode(QGraphicsView.ScrollHandDrag) to make the view dragable, but i override the cursor with viewport().setCursor(Qt.ArrowCursor) on mouseReleaseEvent to avoid constantly having the open-hand in stead of the normal arrow cursor.
This is explained here: Changing the cursor in a QGraphicsView (in c++)
In the GUI there is also a QGraphicsProxyWidget with a QLabel. When the mouse is placed over the ProxyWidget, the viewport().setCursor(Qt.ArrowCursor) does not work (the moseReleaseEvent is called, so i know that setCursor is called), and when the mouse leaves the ProxyWidget, the open-hand cursor shows in stead of the arrow-cursor.
When the mouse is placed all other places in the QGraphicsView everything is working as expected.
Does anyone know why setCursor is behaving differently when the mouse is placed over a proxyWidget?
In QGraphicsView:
def mouseReleaseEvent(self, event):
QGraphicsView.mouseReleaseEvent(self, event)
self.viewport().setCursor(Qt.ArrowCursor)
def infoBoxShow(self, edge, mouse_pos):
if self.info_box is None:
self.info_box = VardeInfoBox_v2.InfoBox()
self.info_box.corresponding_edge = edge
self.info_box.setPos(mouse_pos)
self.info_box.setInfoText(edge)
self.main_scene.addItem(self.info_box)
InfoBox (As you can see i have tried to set some flags without success):
class InfoBox(QGraphicsItem):
Type = QGraphicsItem.UserType + 1
def __init__(self):
QGraphicsItem.__init__(self)
self.setFlag(QGraphicsItem.hover)
self.setZValue(4)
proxy = QGraphicsProxyWidget(self)
widget = QLabel("TEST!")
widget.setAttribute(Qt.WA_TransparentForMouseEvents)
widget.setWindowModality(Qt.NonModal)
proxy.setWidget(widget)
self.corresponding_edge = None

PyQt live editing/drawing of Delegate

So I currently have a list of video clips being displayed in a QListView and have created a custom Delegate to paint preview thumbnails for them using data from a QStandardItemModel.
Ultimately I want to be able to animate the thumbnails as you mouse over them so they play a preview of the clip (by showing only a couple frames). I want two versions of this. One that just plays, and another that shows frames based upon your mouse position (further towards the left is the beginning of the clip, and as you move towards the right, it scrubs through).
Right now I am trying to figure out how to implement the animation piece. Should I be using the Delegate to draw frames and be updating a custom frame data on my model that the Delegate will use to know what frames to draw with a reimplemented paint function (already have the framework of a paint function there)? Or will this be too resource intensive? And then what is the best way to do that? I looked into editor widgets, but those seem to be not seem to edit model data/update delegates in realtime and instead only upon finishing editing. Also I would like this to initialize on mouseover and that doesn't seem to be an option in the built-in edit triggers.
class AnimatedThumbDelegate(QItemDelegate):
def __init__(self,parent=None):
super().__init__(parent)
self.height=200
self.width=self.height*1.77
self.frames=10
def paint(self,painter,option,index):
painter.save()
image=index.data(FootageItem.FILMSTRIP)
if not image.isNull():
painter.drawPixmap(QRect(option.rect),image,QRect(image.width()/self.frames*index.data(FootageItem.FRAME),0,image.width()/self.frames,image.height()))
painter.restore()
def sizeHint(self,option,index):
return QSize(self.width,self.height)
This delegate paints a portion of a strip image that I am using for preview frames and does so by referencing framedata. FootageItem is just a QStandardItem class that helps construct the data I want to store for these clips and I am just using indices from it here. It fetches a QPixmap from my model. The filmstrip image I am using looks like this:
Can I use an editor widget to update values and force a repaint on the delegate object based upon mouseMoveEvents? And then can I make editors appear on mouseovers? Or should I look at reimplementing QListView to update the delegate with mouse events? Or is there another way I haven't discovered?
I made a widget that behaves roughly how I would want the updating frames portion of this to work, but was hoping to port it over to a delegate class instead of a QWidget so I could have it display data from a table and utilize the Model/View programming that QT has to offer.
class ScrollingThumbnail(QWidget):
def __init__(self,parent,image,rect):
super().__init__(parent)
self.image=image
self.paused=False
self.frame=5
self.frames=10
self.bar=False
self.vis=True
self.thumbRect=rect
self.setMouseTracking(True)
def leaveEvent(self):
self.stop()
def mouseMoveEvent(self,e):
if(e.pos().y()>self.height*0.6):
self.bar=True
self.pause()
self.frame=int(e.pos().x()/(self.width/self.frames))
self.repaint()
elif self.paused:
self.paused=False
self.bar=False
self.play()
def paintEvent(self,e):
qP=QPainter()
qP.begin(self)
if self.vis:
self.drawWidget(qP)
qP.end()
def drawWidget(self,qP):
if not self.image.isNull():
qP.drawPixmap(self.thumbRect,self.image,QRect(self.image.width()/self.frames*self.frame,0,self.image.width()/self.frames,self.image.height()))
if self.bar:
pen=QPen(QColor(255,255,255,50),self.height/60,cap=Qt.RoundCap)
qP.setPen(pen)
off=self.height/20
inc=((self.width-(off*2))/(self.frames-1))
qP.drawLine(off,self.height-off-20,off+(inc)*(self.frame),self.height-off-20)
def play(self):
if not self.paused:
self.frame=(self.frame+1)%self.frames
self.repaint()
self.timer=threading.Timer(0.1,self.play)
self.timer.start()
def pause(self):
try:
self.timer.cancel()
except:
pass
self.paused=True
def stop(self):
try:
self.timer.cancel()
except:
pass
self.frame=5
self.repaint()
It uses a threading timer as a cheap hacked way of playing frames in a loop. Probably will look more into better ways to achieve this (possibly using QThread?) Also a gif of it in action as far as desired behavior: i.imgur.com/aKoKs3m.gifv
Cheers,
Alex
Think I figured out a way to go about it using some signals and connecting some slots. Here are the proof of concept classes.
Created this editor class that will update the frame data via signal based upon the mouse position, and then will destroy the editor when your cursor leaves the widget/item. It doesn't really need a paintevent, but I just put one in there so I could see when editing was active.
class TestEditor(QWidget):
editingFinished = Signal()
updateFrame = Signal()
def __init__(self,parent):
super().__init__(parent)
self.setMouseTracking(True)
self.frame=5
def mouseMoveEvent(self,e):
currentFrame=int(e.pos().x()/(self.width()/10))
if self.frame!=currentFrame:
self.frame=currentFrame
self.updateFrame.emit()
def leaveEvent(self,e):
self.frame=5
self.updateFrame.emit()
self.editingFinished.emit()
def paintEvent(self,e):
painter=QPainter()
painter.begin(self)
painter.setBrush(QColor(255,0,0,100))
painter.drawRect(self.rect())
painter.end()
My Delegate connects the editor signals to some basic functions. One will close the editor and the other will update the Frame Data on my model.
class TestDelegate(QItemDelegate):
def __init__(self,parent):
super().__init__(parent)
self.height=200
self.width=300
def createEditor(self,parent,option,index):
editor=TestEditor(parent)
editor.editingFinished.connect(self.commitEditor)
editor.updateFrame.connect(self.updateFrames)
return editor
def setModelData(self, editor, model, index):
model.setData(index,editor.frame,TestData.FRAME)
def paint(self,painter,option,index):
painter.save()
painter.setBrush(QColor(0,255,0))
painter.drawRect(option.rect)
painter.setPen(QColor(255,255,255))
painter.setFont(QFont('Ariel',20,QFont.Bold))
painter.drawText(option.rect,Qt.AlignCenter,str(index.data(TestData.FRAME)))
painter.restore()
def sizeHint(self,option,index):
return QSize(self.width,self.height)
def commitEditor(self):
editor = self.sender()
self.closeEditor.emit(editor)
def updateFrames(self):
editor=self.sender()
self.commitData.emit(editor)
Then all I had to do is enable mouse tracking and connect the "entered" signal to the "edit()" slot on my viewer
dataView=QListView()
dataView.setViewMode(1)
dataView.setMovement(0)
dataView.setMouseTracking(True)
dataView.entered.connect(dataView.edit)
Also had a super simple class for constructing test data items. Basically just set an empty Role to 5 for frame data.
class TestData(QStandardItem):
FRAME=15
def __init__(self,data=None):
super().__init__(data)
self.setData(5,self.FRAME)
It currently isn't fully functional as far as including a "play" function that will scrub through frames automatically. But I think that should be easy enough to set up. Also need to figure out how to now handle selections because the editor becomes active when you move over an item effectively blocking it from being selected. Currently looking into maybe implementing a Mouse up event that will then update the selection model attached to my viewer.

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