QCompleter and Tab key - autocomplete

I'm trying to make a Completion when pressing tab, you get the first completion of all possibilities.
But, in a QWidget-based main window, pressing tab will make that QLineEdit lost focus, and completion popup hides after that.
Is there a way to fix it ?

Have you tried to subclass QLineEdit and intercept the key press event?
Alternatively you could set up an event filter.

Whew. It took me some time to figure this out :) Multiple times I have tried to solve this problem, but always gave up. Now, I dug enough to find the answer.
OP, please pardon me, because the code here is Python, but should be understandable and work for C++ as well.
Basically, the problem I had was "how to select an entry in the QCompleter"; I didn't notice before, but the answer is in the popup() method. QCompleter works with a model and a view, which contains the things to show.
You can change the current row as you wish, then get the index of that row in the model, then select it in the pop-up.
In my code, I subclassed QLineEdit, created a tabPressed signal which is emitted every time Tab is pressed. Then, connected this signal to a method of the same class which does this:
get the current index;
select the index in the popup;
advance to the next row.
As implementation, this is very trivial, but for my current purpose this is enough. Here's the skeleton (just for the tab part, it's missing the model and everything else).
class MyLineEdit(QLineEdit):
tabPressed = pyqtSignal()
def __init__(self, parent=None):
super().__init__(parent)
self._compl = QCompleter()
self.tabPressed.connect(self.next_completion)
def next_completion(self):
index = self._compl.currentIndex()
self._compl.popup().setCurrentIndex(index)
start = self._compl.currentRow()
if not self._compl.setCurrentRow(start + 1):
self._compl.setCurrentRow(0)
def event(self, event):
if event.type() == QEvent.KeyPress and event.key() == Qt.Key_Tab:
self.tabPressed.emit()
return True
return super().event(event)
You may need to adjust/fix few things, but this is the basic idea.
EDIT:
For details see
http://www.qtcentre.org/threads/23518-How-to-change-completion-rule-of-QCompleter
There's a little issue: when Return is pressed, the things don't work properly. Maybe you can find a solution to this problem in the link above, or in the referenced resources therein. I'll fix this in the next few days and update this answer.

There is probably a better solution but one that comes to mind is to change the focus policy for all other widgets on the form to something that doesn't include "tab" focus. The only options that don't use the tab key are Qt::ClickFocus and Qt::NoFocus.

Related

I need to create a Script in Unity 3D that change the text when I click a key button (1,2,3,4), then the text change

Example: A NPC greet you, and you have multiple choises that are questions for the NPC and if you want to know one answer of this questions, you click one button (1,2,3,4). Then the text change and give you the answer of the question.
I'm going to assume you have already set up your GUI and NPC Script.
Getting when a key is pressed is pretty simple in Unity: Use UnityEngine.Input
Example of use:
if(Input.GetKeyDown(KeyCode.Alpha1)) {
//do something
}
This is a basic example.
Input.GetKeyDown returns true only when the key is pressed at that specific moment of checking (the frame). KeyCode.Alpha1 is the key for '1' at the top of alphanumeric keyboards.
To get when the key is held down, for jumping or running, use Input.GetKey instead. This will be true if the key is held down at that instance, instead of only one at the beginning.
To get when the key is released, use 'Input.GetKeyUp'. This only runs once the key is let go.
For setting the color of a Textbox, use yourTextBox.color. I believe it works with both legacy Textboxes and TextMeshPro.
The way to do what you have is this:
In the Update call, check if an NPC is talking with the player.
If so, then check if the player has pressed 1 ,2, 3, or 4, using Input.GetKeyDown. (To make it nicer looking, have each option in a list and use the index of the result. KeyCode is an enum, so you can save it like any other variable.)
Call some function that returns the response to the answer. Return a string or something.
Override the text in the Textbox with the answer, and use yourTextBox.color to set the color as you wish.
This should cover it. I may have some typos or errors, but the basic principals should work. Also, make sure you implement it in a way that makes it easier to edit later. You don't want to write code that can't be added on later, trust me...

New unity input system - is there a way to not execute an action if a modifier is being pressed?

So I want 2 different things to happen for when SHIFT+Q is pressed and when merely 'q' is pressed.
Currently when I press SHIFT+Q both actions are being fired, and I don't want that. Is there a way to do this elegantly in the action mapping? I would prefer not to have to hardcode keys in my scripts, but if that's the only way then I will just check in script if shift is currently engaged. It will be a giant headache in the future though if I want to allow players to edit key mappings.
For anyone coming across this in the future - It looks like this feature is being implemented in InputSystem 1.4.0+
(ChangeLog: https://github.com/Unity-Technologies/InputSystem/blob/develop/Packages/com.unity.inputsystem/CHANGELOG.md)
From the changelog:
Added support for keyboard shortcuts and mutually exclusive use of modifiers.
In short, this means that a "Shift+B" binding can now prevent a "B" binding from triggering.
Just need to pick one of the new 'OneModifierComposite' or 'TwoModifierComposite'.
Edit: please scroll to the bottom of this post. It turns out there’s actually a way to do this natively
I’m not totally sure, but one thing that I know will for sure work is to have separate actions mapped to shift and to q. Then in your OnShift function, simply set a “shiftIsPressed” flag to true or false, depending on whether the context is starting or ending. Then your your OnQ function can look something like this:
void OnQ(CallbackContext ctx)
{
if(!ctx.actionStarted) return;
if(shiftPressed) ShiftQ();
else Q();
}
This will keep key remapping open to you. It’s not perfect, if the player remaps Q to, say R, it will also remap ShiftQ to ShiftR. Without knowing more about your application though, that sounds like a good thing.
Edit:
To get Shift+Q to register as a separate action from Q, all you need to do is click the plus button on your ShiftQ action and select “Button With One Modifier Composite”. Then set Shift as the modifier and Q as the button. If you want to rebind Shift+Q to, say R, then set the button to R and the modifier to “Any Button”.
Hope this helps!

Unity/NGUI Updating List at runtime

I was wondering if someone could explain to me how I update a list at runtime in Unity?
For example I have a spell book, which has 3 spells in it, when I drag them to my action bar they get re-parented to it, what I'm trying to do is get a list of each child under the actionbar transform,
My problem is where to actually do something like this if I try something like below in the update, it adds whatever's there many times, which I can understand since update runs every frame..
list = actionbarui.GetComponent(UIGrid).GetChildList();
for(var i =0;i < list.size; i++)
{
buttonList.Add(list[i].gameObject);
}
If I add a callback to the buttons so that whenever they're drag and dropped it runs the above code and add thing's additively, as in, if you drag just one "spell" on it will loop through once, which is fine, but as soon as you add another it loops through three times, that is, it already has one it then adds the same one again PLUS the new button that's just been dragged on for a total of 3.
I've tried changing the code to
list = actionbarui.GetComponent(UIGrid).GetChildList();
for each(var child : Transform in list.GetEnumerator())
{
buttonList.Add(child.gameObject);
}
But this simple doesn't add anything, I am unsure how to go about keep the lists update as they are dragged off and on, could anyone please explain how this is achieved?
Please ignore the second "list" code, it's implementing "BetterLists" as apart of NGUI, so doesn't follow standard list methods.
Thank you for reading
If I add a callback to the buttons so that whenever they're drag and dropped it runs the above code and add thing's additively, as in, if you drag just one "spell" on it will loop through once, which is fine, but as soon as you add another it loops through three times, that is, it already has one it then adds the same one again PLUS the new button that's just been dragged on for a total of 3.
That is the expected result here. You are running through the list of children and adding them to your buttonlist, so first time there is only one item to add, then when you add another child there are two items to add, thus resulting in three items.
Either don't have a for loop and do:
buttonList.Add(the_GameObject_that_was_just_added_to_the_bar);
Or clear your buttonList before the for loop:
list = actionbarui.GetComponent(UIGrid).GetChildList();
buttonList.Clear();
for(var i =0;i < list.size; i++)
{
buttonList.Add(list[i].gameObject);
}
Alternatively to Dover8's response, you can first check if the buttonList already contains a reference to the child to be added. If it does, continue. Otherwise add the new child.
However, given the expense of doing the checks, and since you are already looping through the list already, I'd recommend that you follow his suggestion to clear the list before running the loop. It will probably give you the best performance out of these examples.
If there's a reason you can't or shouldn't clear the buttonList, and you still need to run through it, I'd recommend my suggestion. It really depends on which implementation works best for what you are trying to do. The point is that there are several ways to do this, and they have different performance profiles you need to consider.

DataGridViewComboBoxCell selectioindexchange event

I have a data-grid and three column in it. one column is type of DataGridViewComboBoxCell, three items are in this grid combo box, now i have to invoke selection index changed event to change value according to combo value change in grid.
also help me to make a new event ....
please help...
thanks
I really can't understand your question.
But maybe these informations can help:
A ComboBoxColumn has always two kinds of controls. A presenting one (in most cases a label) which is individually for each row. And a editing one that will be shared for the whole column. So take a look into this documentation and the IDataGridViewEditingControl Interface.
Maybe these will give you a starting point on how to solve your problem.
In the Load event for the form, you need to get the cell that you want to add the handler to and cast it as a regular combo box. You can then add the event handler on SelectedIndexChanged, but it must be done programmatically, and depending on the language you are using.

GTK detecting window resize from the user

In GTK (or pygtk or gtkmm...)
How can I detect that an application window has been manually resized by the user, as is typically done by dragging the window's edge?
I need to find a way to differentiate manual resizes from resizes that originate from gtk, such as changes in window content.
Have you tried connecting to the GDK_CONFIGURE event?
Check out this example under the
"Moving window" section. The example shows a callback doing something when the window is moved, but the configure event is a catch-all for moving, resizing and stack order events.
I managed to pull this off by watching for size_allocate and size_request signals on the GtkWindow. If size_request ever got smaller, I called resize(1,1). If size_allocate was ever bigger than expected, I turned the system off.
One thing I made sure to handle was size_request returning big, then small, and having size_allocate be big and then small. I don't know if this is possible, but I fixed it by making sure to only decrease the expected values for size_allocate when I got a smaller size_allocate, not when I got a smaller size_request.
Make sure that your size_request handler comes after the base class' handler so that you get the right values. I did this by overriding the method and then calling the base class method first.
I've tried this in both 1 and 2 dimensions and it seems to work either way.
In my case I was trying to distinguish between a user resizing a Gtk.Paned from the user resizing the whole window. Both emitted the notify::position signal.
My solution was, since I can't know if the user is resizing the window from the widget, reverse what I wanted to know. Record if the user has re-positioned the widget and ignore updates if the user didn't initiate them on my widget.
That is to say, instead of testing "if window being resized" I recorded the button-press-event and button-release-event's locally so I could instead test "if widget being re-positioned"
from gi.repository import Gtk
class MyPaned(Gtk.Paned):
_user_activated = False
def on_position(self, _, gparamspec):
if self._user_activated:
# widget touched
else:
# window resized (probably)
def on_button_press(self, *_):
self._user_activated = True
def on_button_release(self, *_):
self._user_activated = False
dev __init__(self, *args):
super(MyPaned, self).__init__(*args)
self.connect('notify::position', self.on_position)
self.connect('button-press-event', self.on_button_press)
self.connect('button-release-event', self.on_button_release)
Effectively by recorded when the user started and ended interacting with my widget directly, I could assume the rest of the time was due to the window being resized. (Until I find more cases)
In PyGTK, I've always watched for the expose_event for a window resize, then use the get_allocation method to get the new size.
You may be able to throw something together by using gdk_window_get_root_origin to get the top left corner of the window and gdk_window_get_geometry to get the width and height. Then you could hook a callback into the GDK_BUTTON_PRESS_MASK and check to see if the button press occurs near/on one of the edges of the window.
Of course, this seems quite hackish and it really bothers me that I couldn't find some simple way in the documentation for GdkWindow to do this. There is a gdk_window_begin_resize_drag function which really makes me think there's a cleaner way to do this, but I didn't see anything more obvious than my answer.