Displaying an image when hovering a label - image

I'm wondering if there is a simple and quick way of displaying an image when the user hovers a QLabel...
Since QLabel can be used to display QPixmap, I would like to display some kind of "preview" when hovering a QLabel...
Do you guys know how I could manage this ?
Thanks in advance !

You can set the tooltip to use html, including <img> tags. Will that do what you need?
As described in the docs, you can override the object's event handler if you need to do something fancier in a tooltip than can be done by default. (such as selecting a particular area of an image to put in the tooltip)
As long as you set the button size large enough, you should be able to capture the mouse-over events and display on mouse-over... but this seems like a somewhat strange way to go about things. Why not display all the images at first?

For those who are interested in the result proposed by jkerian :
Simply :
MyLabel->setToolTip("<html><img src="+MyImagePathAsString+"/></html>");
Will result in :
Thanks again to jkerian.

I don't know what kind of layout your QLabel is in, but I'm guessing it will cause weird layout changes if you just set the pixmap on the label when mouseovering it. Rather use a tooltip or just display a pixmap freely on the canvas.

Related

Can images be block-hilighted? (like text)

I'm trying to adapt ckeditor, where the content is not text, but images only, where each image displays a character in the alphabet. (By creating an image from an off-screen canvas object)
Only problem is that users can't do block selections by dragging over them (like you would with text). Is this even possible in the contentEditble world? I was hoping that setting the draggable attribute to false for each tag would do it - but no dice :-(
Any ideas would be greatly appreciated.
Thanks!
Yes:
I've copied the image in the demo and then I'm able to drag select all of them.
I guess that it might be harder to control the selection like you do with text.
I got this to work now. Just had to listen for mouse & key events and handle the selection manually.

Set background to an listview

I want to set an background to my listview that have different size (depending the appearance of softkeyboard). My list view is in between the editboxes and I want my editboxes always to be visible (means I do not want to use adjustPan).
My problem comes in the moment when the android adjust the size of my listview and the background get tweaked. I want my background to remain the same, just to be cropped.
and I want to look something like this
Is there any style that I can add that will make the image act like this, the point is to do NOT do an resize and to fill the whole available area. And to DO something like a CROP , means to show as much as there is an space and then the rest just to be cropped.
I found some workaround for the problem I want to solve. I set the scaleType with "centerCrop" value and it seems to work fine.
I hope this will save time to someone else having this problem...
Try in your Manifest to add
android:windowSoftInputMode="adjustPan" or "adjustUnspecified"
for your <activity
Read more about values here:
http://developer.android.com/guide/topics/manifest/activity-element.html#wsoft
I would put the listview in a linearlayout and put the background on the linearlayout.
As for the textbox at the top, if you have not figured that out, use relativelayout.
Here is a good link about the view being re-sized by the keyboard:
http://groups.google.com/group/android-developers/browse_thread/thread/be5ffe40c2bc29f0?pli=1
Here is a good link for the button staying on top:
Add Image at above of listview

Grow Images on Hover like Google Images

Hey everyone, I am trying to accomplish something with images growing on hover like the fancy grow mouseover effect on google images.
Here is what I have:
http://www.1stbusinessneeds.com/tooltip/tooltip.html
The tooltip is offset and is based on the walter zorn tooltip. What's the best way to have the mouseover popup grow out just like google images (with the text), instead of following the mouse?
(I still need it done with the same tooltip - maybe overwrite it, but it must be present to pass the text and image, it's just the positioning and display method of it that I need help creating, any samples would be appreciated)
You might want to look at JQuery.
this might be a good start http://jsfiddle.net/ZwhEu/

Non-traditional input using CSS sprites and JavaScript: opinions sought

My client is very invested in using a bunch of non-traditional inputs in a form we are developing for him. The image below represents various states of the interface with the last indicated it is disabled in the current context. The end users will be trained in how to interact with the inputs.
alt text http://www.nolaflash.com/interface.gif
My idea is that we will develop an image map representing the clickable zones of the image and let the onclick event set a hidden field and change the CSS for the element to move the background sprite to the appropriate coordinates.
What do folks think of this? Obvious flaws other than folks with JavaScript disabled?
I want the end solution to be iPhone/other device friendly.
Your thoughts will be appreciated.
let the onclick event set a hidden field and
change the CSS for the element to move
the background sprite
sounds reasonable
Here is my solution using CSS Sprites and JS
http://egolfplan.com/testform.html

Qt - Drawing a Rect/Frame out of a bigger Pixmap image

I've been banging my head about this seemingly easy task and I could really use some help.
I have a wide Image loaded in the gui (using the designer..) and I want to be able to draw only a portion of it, a rectangle.
I need to be able to change this rectangle position over the large image, in order to draw a different part of the larger image at will. In this process the rect must maintain its size.
Using the Ui::MainWindow object I'm able to access the label holding the image and a solution that involves using this option is preferred (in order to keep up with the rest of the code I've already written )
Any solution will be much appreciated :)
Thanks,
Itamar
I would definitely (for ease of use) just place an empty label as placeholder in Designer.
Then implement the paintEvent for this label (delegate it to your own method). You'll have also have to look into QPainter, QPixMap, etc... Should be doable based on these hints and the documentation.
If you want more, I suggest you provide a small code snippet to work upon.
If you want to do this more or less purely through designer, you could put a QScrollArea where you want the portion of the image to appear. If you set the scroll area's scrollbar policy to be never shown, you can then manually change what part is visible via the scroll area widget. However, this would probably be more complex that creating a derived widget and reimplementing the paint function.

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