Qt 跟踪 QGraphicsScene::itemAt() 回到数据模型
我有一个对象列表,用于将对象添加到 QGraphicsScene 中:
for(int i = 0; i < levelObjects.length(); i++)
{
QRect objRect;
objRect = spriteSheetLocations.value(levelObjects.at(i).value("frame_name"));
//Q_ASSERT_X(objRect != QRect(0,0,0,0), "MainWindow::loadFile()", "Could not find sprite location!");
QImage img = spriteSheet.copy(objRect);
int height = levelObjects.at(i).value("height").toInt();
int width = levelObjects.at(i).value("width").toInt();
int x = levelObjects.at(i).value("x").toInt();
int y = levelObjects.at(i).value("y").toInt();
img = img.scaled(QSize(width, height), Qt::IgnoreAspectRatio);
item = scene->addPixmap(QPixmap::fromImage(img));
int xPos = x - width/2;
int yPos = levelPlist.value("level_height").toInt() - (y + height/2);
item->setPos(xPos, yPos);
}
稍后,在 GraphicsScene 类中,我检测用户何时单击某个项目并拖动它来移动它:
void LevelGraphicsView::mousePressEvent(QMouseEvent *event)
{
if (QGraphicsItem *item = itemAt(event->pos())) {
qDebug() << "You clicked on item" << item;
draggedItem = item;
int mouseX = draggedItem->pos().x() - mapToScene(event->pos()).x();
int mouseY = draggedItem->pos().y() - mapToScene(event->pos()).y();
mouseOffset = QPointF(mouseX, mouseY);
} else {
qDebug() << "You didn't click on an item.";
draggedItem = NULL;
mouseOffset = QPointF(0,0);
}
}
void LevelGraphicsView::mouseMoveEvent(QMouseEvent *event)
{
if(!draggedItem) // no item selected
return;
QPointF pos = mapToScene(event->pos()) + mouseOffset;
draggedItem->setPos(pos);
}
这对于移动图形中的项目效果很好视图,但我无法将 QGraphicsItem 追溯到创建它的列表项。
将 QGraphicsItem 与生成它的列表项链接起来的最佳方法是什么,以便可以更改列表项以反映位置的变化?
I have a list of objects that I use to add objects into a QGraphicsScene:
for(int i = 0; i < levelObjects.length(); i++)
{
QRect objRect;
objRect = spriteSheetLocations.value(levelObjects.at(i).value("frame_name"));
//Q_ASSERT_X(objRect != QRect(0,0,0,0), "MainWindow::loadFile()", "Could not find sprite location!");
QImage img = spriteSheet.copy(objRect);
int height = levelObjects.at(i).value("height").toInt();
int width = levelObjects.at(i).value("width").toInt();
int x = levelObjects.at(i).value("x").toInt();
int y = levelObjects.at(i).value("y").toInt();
img = img.scaled(QSize(width, height), Qt::IgnoreAspectRatio);
item = scene->addPixmap(QPixmap::fromImage(img));
int xPos = x - width/2;
int yPos = levelPlist.value("level_height").toInt() - (y + height/2);
item->setPos(xPos, yPos);
}
Later on, in the GraphicsScene class, I detect when the user clicks on an item and drags it to move it:
void LevelGraphicsView::mousePressEvent(QMouseEvent *event)
{
if (QGraphicsItem *item = itemAt(event->pos())) {
qDebug() << "You clicked on item" << item;
draggedItem = item;
int mouseX = draggedItem->pos().x() - mapToScene(event->pos()).x();
int mouseY = draggedItem->pos().y() - mapToScene(event->pos()).y();
mouseOffset = QPointF(mouseX, mouseY);
} else {
qDebug() << "You didn't click on an item.";
draggedItem = NULL;
mouseOffset = QPointF(0,0);
}
}
void LevelGraphicsView::mouseMoveEvent(QMouseEvent *event)
{
if(!draggedItem) // no item selected
return;
QPointF pos = mapToScene(event->pos()) + mouseOffset;
draggedItem->setPos(pos);
}
This works fine for moving the items in the graphics view, but I'm having trouble tracing the QGraphicsItem back to the list item that created it.
What's the best way to link the QGraphicsItem with the list item from which it was made so that the list item can be changed to reflect the change of position?
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您可以为域对象中的每个项目分配一个
QUuid
属性,并将其传递给QGraphicsItem
中的属性。我已经在一个项目中使用过它并且效果很好。我在域模型中添加了一个QHash
查找表,以提高其效率,但这对于较短的列表来说不是必需的。You could assign each item in your domain object a
QUuid
property and pass this along to a property in yourQGraphicsItem
. I have used this on a project and it works quite well. I added aQHash
lookup table to my domain model to make it more efficient, but this would not be necessary for shorter lists.最好的方法是不需要手动同步列表中的项目和场景中的项目。
做到这一点的最佳方法取决于您的设计 - 可能您的物品可以成为指向场景中物品的指针,或者它们可以容纳物品。
The best way would be a way that does not require to manualy sync items from your list and items on the scene.
The best way to do that depends on your design - may be your items can become pointers to the items on the scene or they can hold ones.