Let's say, I have a QML Row which has some children objects (not necessarily of the same type). I would like to be able to reorder them at will. Bonus is, to be able to implement drag and drop behavior for the user. Here is a code sample, a Row with different components which I would like to reorder:
import QtQuick 2.5
import QtQuick.Controls 1.4
ApplicationWindow {
visible: true
width: 300
height: 300
Component {
id: rect
Rectangle {
color: "blue"
}
}
Component {
id: rectWithText
Rectangle {
property alias text: txt.text
color: "red"
Text {
id: txt
}
}
}
Row {
id: r
Component.onCompleted: {
rect.createObject(r,{"width": 60,"height":40})
rectWithText.createObject(r,{"width": 100,"height":40,text:"foo"})
rect.createObject(r,{"width": 40,"height":40})
}
}
}
In QtWidgets, there are some functions like layout->removeWidget(widget), layout->insertWidget(index,widget) and so on, but they seem to be missing in QML.
I found some examples that used ListView/GridView and model/delegate approach, but they usually can't handle different components and thus they are not really viable as a replacement for a Row.
Is there a way to do that in QML or am I out of luck?
This is a bit of a hack but works regardless. It does not require the use of a model.
import QtQuick 2.3
import QtQuick.Window 2.2
import QtQuick.Controls 1.1
Window {
visible: true
function shuffle(array) {
for (var i = array.length - 1; i > 0; i--) {
var j = Math.floor(Math.random() * (i + 1));
var temp = array[i];
array[i] = array[j];
array[j] = temp;
}
return array;
}
Column {
id: column
anchors.fill: parent
anchors.centerIn: parent
Button {
text: "shuffle"
onClicked: {
var array = [button1, button2, button3]
for (var a in array) { array[a].parent = null }
array = shuffle(array)
for (a in array) { array[a].parent = column }
}
}
Button {
id: button1
text: "I am button 1"
}
Button {
id: button2
text: "I am button 2 "
}
Button {
id: button3
text: "I am button 3"
}
}
}
import QtQuick 2.3
import QtQuick.Window 2.2
import QtQuick.Controls 1.1
Window {
visible: true
Component {
id: buttonComponent
Button { text: "I'm a button" }
}
Component {
id: labelComponent
Label { text: "I'm a label" }
}
property var buttonModel: [buttonComponent, labelComponent, buttonComponent, buttonComponent,labelComponent]
function shuffle(array) {
for (var i = array.length - 1; i > 0; i--) {
var j = Math.floor(Math.random() * (i + 1));
var temp = array[i];
array[i] = array[j];
array[j] = temp;
}
return array;
}
Column {
anchors.fill: parent
anchors.centerIn: parent
Repeater {
model: buttonModel
Loader {
sourceComponent: modelData
}
}
Button {
text: "shuffle"
onClicked: buttonModel = shuffle(buttonModel)
}
}
}
You can also use a ListView in the same way. That gives you even more flexibility when animating Items.
Related
I am using AG-Grid. How can we change the value of floating filters by clicking a button present outside the grid? Look this plnkr example. It has a date picker column. How can I change value of date picker column and set it to 10-May-2020 on click on a button & refresh the data in grid ?
{
headerName: "Date",
field: "date",
width: 145,
filter: "agDateColumnFilter",
filterParams: {
comparator: (filterLocalDateAtMidnight, cellValue) => {
var dateAsString = cellValue;
if (dateAsString == null) return -1;
var dateParts = dateAsString.split("/");
var cellDate = new Date(Number(dateParts[2]), Number(dateParts[1]) - 1, Number(dateParts[0]));
if (filterLocalDateAtMidnight.getTime() == cellDate.getTime()) {
return 0;
}
if (cellDate < filterLocalDateAtMidnight) {
return -1;
}
if (cellDate > filterLocalDateAtMidnight) {
return 1;
}
},
browserDatePicker: true
},
suppressMenu: true
}
Similar to this example from docs.
You can define your filter function like below and call it onclick of button.
filterDate() {
var dateFilterComponent = this.gridApi.getFilterInstance('date');
dateFilterComponent.setModel({
type: 'equals', //this is important
dateFrom: '2020-05-10', // set the value here
});
this.gridApi.onFilterChanged(); // this filters the grid
}
I'm looking for a way to insert a checkbox into a select and fetch each column individually, all using DataTables. I found an excellent example in https://jsfiddle.net/Lxytynm3/2/ but for some reason, when selecting all records, filtering does not display the data as expected. Would anyone have a solution to work properly?
Thanks in advance.
The link application code is as follows:
$(document).ready(function() {
function cbDropdown(column) {
return $('<ul>', {
'class': 'cb-dropdown'
}).appendTo($('<div>', {
'class': 'cb-dropdown-wrap'
}).appendTo(column));
}
$('#example').DataTable({
initComplete: function() {
this.api().columns().every(function() {
var column = this;
var ddmenu = cbDropdown($(column.header()))
// -------------------------------------------------------
.on('change', ':checkbox', function() {
var active;
var vals = $(':checked', ddmenu).map(function(index, element) {
active = true;
return $.fn.dataTable.util.escapeRegex($(element).val());
}).toArray().join('|');
column
.search(vals.length > 0 ? '^(' + vals + ')$' : '', true, false)
.draw();
// -------------------------------------------------------
// Highlight the current item if selected.
if (this.checked) {
$(this).closest('li').addClass('active');
// If 'Select all / none' clicked ON
if ($(this).val() === "1") {
$(ddmenu).find('input[type="checkbox"]').prop('checked', this.checked)
//$(".cb-dropdown li").prop('checked', true);
//$('.cb-dropdown').closest('li').find('input[type="checkbox"]').prop('checked', true);
// $('this input[type="checkbox"]').prop('checked', true); works!
// $( 'input[type="checkbox"]' ).prop('checked', this.checked);
// $(this).find('input[type="checkbox"]').prop('checked', this.checked)
//$('div.cb-dropdown-wrap.active').children().find('input[type="checkbox"]').prop('checked', this.checked)
}
} else // 'Select all / none' clicked OFF
{
$(this).closest('li').removeClass('active');
// test if select none
if ($(this).val() === "1") {
// code to untick all
$(ddmenu).find('input[type="checkbox"]').prop('checked', false)
}
}
// Highlight the current filter if selected.
var active2 = ddmenu.parent().is('.active');
if (active && !active2) {
ddmenu.parent().addClass('active');
// Change Container title to "Filter on" and green
//$(this).parent().find('.cb-dropdown li:nth-child(n+1)').css('color','red');
$('active2 li label:contains("Filter OFF")').text('Yeees');
} else if (!active && active2) {
ddmenu.parent().removeClass('active');
}
});
// -------------------------------------------------------
var mytopcount = '0'; // Counter that ensures only 1 entry per container
// loop to assign all options in container filter
column.data().unique().sort().each(function(d, j) {
// Label
var $label = $('<label>'),
$text = $('<span>', {
text: d
}),
// Checkbox
$cb = $('<input>', {
type: 'checkbox',
value: d
});
$text.appendTo($label);
$cb.appendTo($label);
ddmenu.append($('<li>').append($label));
// -----------------
// Add 'Select all / none' to each dropdown container
if (mytopcount == '0') // Counter that ensures only 1 entry per container
{
$label = $('<label>'), $text = $('<span>', {
text: "Select all / none"
}),
$cb = $('<input>', {
type: 'checkbox',
value: 1
});
$text.prependTo($label).css('margin-bottom', '6px');
$cb.prependTo($label);
ddmenu.prepend($('<li>').prepend($label).css({
'border-bottom': '1px solid grey',
'margin-bottom': '6px'
}));
mytopcount = '1' // This stops this section running again in cotainer
}
});
});
}
});
});
It seems as though the issue was with the select all checkbox. One solution would be to check for "1" within the vals initialisation, this seems to work:
var vals = $(':checked', ddmenu).map(function(index, element) {
if($(element).val() !== "1"){
return $.fn.dataTable.util.escapeRegex($(element).val());
}
}).toArray().join('|');
That should see you with some results upon the top checkbox being checked. Hope that helps.
I have an item (a rectangle) which can be moved through the different positions of the grid (see code below).
The reference to decide whether the rectangle is in one cell or another is the top-left (x=0;y=0) of the rectangle. I want the reference to be the center of the rectangle. Any ideas?
Find the code below:
import QtQuick 2.5
import QtPositioning 5.5
import QtLocation 5.6
import QtGraphicalEffects 1.0
import QtQml 2.2
import QtQuick.Controls 1.0
Rectangle{
id: mainContainer
width:800; height:width
color: "red"
Grid {
id:gridA
anchors.centerIn: parent
width: parent.width; height:width;
columns: 2; rows: 2; spacing: 2
verticalItemAlignment: Grid.AlignHCenter
horizontalItemAlignment: Grid.AlignVCenter
Repeater {
id:cells
model: gridA.columns*gridA.rows
property int draggedItemIndex: -1
Rectangle {
width: gridA.width/gridA.columns; height: gridA.height/gridA.rows
color: "white"
DropArea {
id: dragTarget
property alias dropProxy: dragTarget
anchors.fill: parent
keys: [ "KEY_A" ]
Rectangle {
id: dropRectangle
anchors.fill: parent
states: [
State {
when: dragTarget.containsDrag
PropertyChanges { target: dropRectangle; color: "grey"}
PropertyChanges { target: cells; draggedItemIndex: index}
}
]
}
}
}
}
}
Rectangle{
id: icon
property var draggedIndex: 0
width: parent.width/3; height:width
color:"blue"
Drag.active: dragArea.drag.active
Drag.keys: [ "KEY_A" ]
MouseArea {
id: dragArea
anchors.fill: parent
drag.target: icon
cursorShape: drag.active ? Qt.ClosedHandCursor : Qt.OpenHandCursor
onReleased: {
console.log("Drag: " + cells.draggedItemIndex)
if (cells.draggedItemIndex != icon.draggedIndex) {
icon.draggedIndex = cells.draggedItemIndex
cells.draggedItemIndex = -1
}
icon.x = cells.itemAt(icon.draggedIndex).x
icon.y = cells.itemAt(icon.draggedIndex).y
}
}
}
}
You have the Drag-attached property, which has the hotSpot-property of type PointF.
Set this property to Qt.point(width / 2, height / 2)
I've used chart js library for make pie chart. I want to display tooltips always. I've done this. I've attached screenshot.
But now the tooltips are overlapped . How to solve this?
This is my code
myPieChart = new Chart(pie_chart).Pie(data_results.comp.pie, {
tooltipTemplate: "<%= value %> %",
scaleFontSize: 14,
scaleFontColor: "#333",
tooltipFillColor: "rgba(0,0,0,0)",
onAnimationComplete: function()
{
this.showTooltip(this.segments, true);
},
tooltipEvents: [],
tooltipFontColor: "#000",
});
I want to change tooltip position if already one present in that position.
Actually to detect overlapping tooltips is very difficult.
I solved it in the end by deactivating the color in the toolbox, reducing the size of the tooltip, moving the tooltip closer to the outer border and hiding all tooltips, which represent less than 2%. Example looks like that:
I used for that the following code:
Chart.Tooltip.positioners.outer = function(elements) {
if (!elements.length) {
return false;
}
var i, len;
var x = 0;
var y = 0;
for (i = 0, len = elements.length; i < len; ++i) {
var el = elements[i];
if (el && el.hasValue()) {
var elPosX = el._view.x+0.95*el._view.outerRadius*Math.cos((el._view.endAngle-el._view.startAngle)/2+el._view.startAngle);
var elPosY = el._view.y+0.95*el._view.outerRadius*Math.sin((el._view.endAngle-el._view.startAngle)/2+el._view.startAngle);
if (x < elPosX) {
x = elPosX;
}
if (y < elPosY) {
y = elPosY;
}
}
}
return {
x: Math.round(x),
y: Math.round(y)
};
},
Chart.pluginService.register({
beforeRender: function (chart) {
if (chart.config.options.showAllTooltips) {
// create an array of tooltips
// we can't use the chart tooltip because there is only one tooltip per chart
chart.pluginTooltips = [];
chart.config.data.datasets.forEach(function (dataset, i) {
chart.getDatasetMeta(i).data.forEach(function (sector, j) {
if ((sector._view.endAngle-sector._view.startAngle) > 2*Math.PI*0.02) {
chart.pluginTooltips.push(
new Chart.Tooltip({
_chart: chart.chart,
_chartInstance: chart,
_data: chart.data,
_options: chart.options.tooltips,
_active: [sector]
}, chart)
);
}
});
});
// turn off normal tooltips
chart.options.tooltips.enabled = false;
}
},
afterDraw: function (chart, easing) {
if (chart.config.options.showAllTooltips) {
// we don't want the permanent tooltips to animate, so don't do anything till the animation runs atleast once
if (!chart.allTooltipsOnce) {
if (easing !== 1)
return;
chart.allTooltipsOnce = true;
}
// turn on tooltips
chart.options.tooltips.enabled = true;
Chart.helpers.each(chart.pluginTooltips, function (tooltip) {
tooltip.initialize();
tooltip._options.position = "outer";
tooltip._options.displayColors = false;
tooltip._options.bodyFontSize = tooltip._chart.height*0.025;
tooltip._options.yPadding = tooltip._options.bodyFontSize*0.30;
tooltip._options.xPadding = tooltip._options.bodyFontSize*0.30;
tooltip._options.caretSize = tooltip._options.bodyFontSize*0.5;
tooltip._options.cornerRadius = tooltip._options.bodyFontSize*0.50;
tooltip.update();
// we don't actually need this since we are not animating tooltips
tooltip.pivot();
tooltip.transition(easing).draw();
});
chart.options.tooltips.enabled = false;
}
}
});
This is a 2D Jenga game.
So I am currently making a Jenga game in createjs. When users take a block out from the Jenga building they can move it around, ultimately users are suppose to be able to take the piece and move it to the top like a typical Jenga game. The problem is you can take any piece out move it towards the bottom it appears to be in front of the Jenga building, but once you move a block towards the top it goes behind the building. I have a piece class which creates one block looks like this:
var GamepeiceComponent = (function() {
var assets = {};
var offset;
var gamePeice;
var currentX;
var currentY;
var newContainer;
this.makePiece = function(ingredient) {
gamePeice = new createjs.Container();
assets.peice = new createjs.Bitmap(queue.getResult(ingredient));
gamePeice.on('pressmove', handlePieceDrag);
gamePeice.on("pressup", handlePieceUp);
gamePeice.on("mousedown", handleMouseDown);
gamePeice.cursor = 'pointer';
gamePeice.addChild(assets.peice);
}
function handleMouseDown(e) {
// Game.block.swapChildren(e.currentTarget, Game.block);
for(var i = 0; i < Game.stage.children.length; i++){
console.log(Game.stage.children[i]);
//Game.stage.swapChildren(e.currentTarget, Game.stage.children[i])
}
//Game.stage.addChildAt(gamePeice,1);
offset = {x: e.target.x - e.stageX, y: e.target.y - e.stageY};
createjs.EventDispatcher.initialize(GamepeiceComponent.prototype);
gamePeice.dispatchEvent("pieceClicked");
}
function handlePieceDrag(e) {
e.target.x = e.stageX + offset.x;
e.target.y = e.stageY + offset.y;
}
function handlePieceUp(e) {
e.target.x = 0;
e.target.y = 0;
}
this.addPiece = function() {
return gamePeice;
}
return this;
});
I then have a block class which creates a block using the piece class because it creates 3 pieces per block (just like Jenga) heres what that is:
var GameblockComponent = (function() {
var gameBlock;
this.makeBlock = function(ingredient, yOffset, xOffset) {
gameBlock = new createjs.Container();
for(var i=0;i<3;i++) {
var gamePieces = new GamepeiceComponent();
var makePiece = gamePieces.makePiece(ingredient);
gamePieces.addPiece().y = yOffset * i;
gamePieces.addPiece().x = xOffset * i;
gamePieces.addPiece().on('pieceClicked', handleClick);
gameBlock.addChild(gamePieces.addPiece());
}
}
function handleClick(e) {
console.log('Game Piece Clicked');
}
this.addBlock = function() {
return gameBlock;
}
return this;
});
Lastly I have a building which organizes all the blocks in order:
var GamebuildingComponent = (function(game) {
var jengaContainer;
var left = ['burger_l', 'cheese_l', 'egg_l', 'ham_l', 'lettuce_l', 'onion_l', 'pickle_l', 'salmon_l', 'sausage_l', 'tomato_l'];
var right = ['burger_r', 'cheese_r', 'egg_r', 'ham_r', 'lettuce_r', 'onion_r', 'pickle_r', 'salmon_r', 'sausage_r', 'tomato_r'];
var bread = ['bread_l', 'bread_r'];
var seed = [];
var offsets = {
xOffsetLeft: 15,
yOffsetLeft: -33,
xPosLeft: 170,
xOffsetRight: 17,
yOffsetRight: 33,
yPosRight:100
};
function init() {
jengaContainer = new createjs.Container();
createBread(15);
createSubBlock(40);
createBread(160);
createSubBlock(185);
createBread(305);
}
function createBread(yOffset) {
var block = new GameblockComponent();
var breadLeft = block.makeBlock(bread[0], offsets.xOffsetLeft, offsets.yOffsetLeft);
block.addBlock().x = 170;
block.addBlock().y = yOffset;
jengaContainer.addChildAt(block.addBlock(), 0);
}
// LEFT: left side facing to left
// RIGHT: right side facing to right
function createSubBlock(yOffset) {
for(var i=0;i<5;i++) {
var block = new GameblockComponent();
var random = Math.floor(Math.random()*left.length);
// prevents duplicates
while(seed.indexOf(random) > -1) {
var random = Math.floor(Math.random()*left.length);
}
if(i%2 != 0) {
var ingredient = block.makeBlock(left[random], offsets.xOffsetLeft, offsets.yOffsetLeft);
block.addBlock().x = 170;
} else {
var ingredient = block.makeBlock(right[random], offsets.xOffsetRight, offsets.yOffsetRight);
block.addBlock().x = 105;
}
seed.push(random);
block.addBlock().y = 23 * i + yOffset;
jengaContainer.addChildAt(block.addBlock(), 0);
}
}
this.addBuilding = function() {
return jengaContainer;
}
init();
return this;
});
It all works fine except for when you move a lower piece towards the top the piece goes behind the jenga building, and of course its how the displaylist works, how would I be able to swap the piece correctly and where? I was listing all my child elements that are on the stage and it gave me one child (the jenga building). That child gave me 13 children (each block).
Then I just add the Jenga building to a view, and that view gets called from a controller.
You're probably looking for the setChildIndex method of the Container object.
function handleMouseDown(e) {
Game.block.setChildIndex(e.currentTarget, Game.block.children.length - 1);
}