I am working on a Qt-UI with PyQt and found this nice snipped to create a custom collapsible box widget here: How to create collapsible box in PyQt
I have just replaced the internal QScrollArea by a QFrame.
It works perfectly, as long as the content of the layout that is added stays the same.
However, I allow the user to add or remove widgets from that layout dynamically during use. Here I need some help. I am adding a Grid Layout with, say, 3 widgets inside there (initial creation of the box with .setContentLayout) and once the user adds a 4th widget:
the layout is compressed and keeps its original size
all widgets inside are compressed to fit in the newly created one
overall size of the collapsible box is kept constant.
I have played with various options like updateGeometry() on the content_area and all surounding widgets. It seems I don't fully understand what this code does, I am not really familiar with these animations yet. My best guess is, that the animation somehow blocks the update of the height of the collapsible box, causing the layout to be compressed.
I would be really happy for a pointer where to look / what to adjust to get the size of the collapsible box reacting to the size of the containing layout.
Thanks!
I'm building a notes taking Vue app.
The note being edited is auto-saved every X secods.
Every time it auto saves, I want to show a small message on the bottom of the screen saying "Note Saved". This will fade in stay for 2 seconds and then fade out automatically.
I've done transitions in Vue before but not on-off transitions like this.
I can set a property linked to the element with v-if wrapped in a transition block. But then I need to change the property twice (true-false)? Would I need to set up a timer to wait the transition to be over before setting it to false again? Seems a bit hackish. What's the best way to approach this?
I think what you've described with v-if makes sense... you could change the property (or data) in a v-on:enter method on the related component. This would nicely isolate the behavior to the component and be pretty apparent to future-self.
A completely different approach would be defining a single animation with keyframes that transitions from hidden to display to hidden, but that might be somewhat confusing: what is the leave transition of an element with such an enter transition? Hmm.
I have a large problem disabling a slider in LabVIEW. Here is my minimal example:
I have a simple Slider, which is disabled and grayed out if the value is higher than 5. Otherwise the Slider is enabled.
If I drag the slider higher than 5, the Slider gets grayed out. But I am still able to move the slider around and change the value. Only after I dropped the Slider, the Slider is disabled to use.
In my opinion, this is a large bug of LabVIEW. Is there any way to disable the Slider correct during drag?
Thank you for your answers!
Additional information:
Like I said, the snippet is only my minimal example to show the basic problem. In my application the following is happening:
I have s statemachine with a state that enables the Slider and a state that disables my Slider. The state can change every moment, so it´s possible, the user is using the slider at the moment of statechange --> moment of disabling. At this moment the slider should be disabled (it only gets grayed out) directly ... not after releasing it. So limiting the maximum is not real target. I want to prohibit all slider actions for a user.
"Link to question asked on NI Discussion Forums"
As suggested by Alexander_Sobolev on the NI forum (but I promise I thought of it independently!), you can end the slider drag by generating a mouse up event. On Windows you can do this with Simulate Mouse.vi from the NI site, which calls mouse_event from user32.dll:
Note that one of that VI's mouse position inputs is erroneously marked as 'Required'; I fixed that before creating the code above.
I do think this is a UI technique that should only be used if it's really justified by the requirements of the system, and if the users will understand why it works like that; otherwise it could make for a frustrating and annoying user experience. I don't think it's a bug, rather a design decision, because the opposite behaviour could be equally undesired in other circumstances.
I guess you could set the slider value to 5 inside the case structure, alongside the greying out, by adding another property node. This should keep the slider stuck at 5, if the user tries to pull it above.
This appears to be strange behavior as the Value Change event is triggered while the mouse button is held down even when the control is Disabled & Grayed Out.
One way I can think of to limit the value would be to update the Data Entry Limits Maximum property for this control and setting the Response to Value Outside Limits for Maximum to be Coerce.
I'm quite new to blender, and I'm doing some experiments with it.
I've been searching for a way to make an object disappear from sight at a particular key-frame, without moving it out of the camera view. E.g. at frame 1, cube is there, at (0, 0, 0) and at frame 2, it's not visible anymore, but still there at position (0,0,0), at frame 3 it gets visible again.
After searching the web, I came upon this page which suggests to move the object to another layer, but since it applies to blender 2.49, it seems the software has changed since then: I'm unable to find the 'Layer' option when inserting a key-frame.
I've found some other sites but either they suggest to use a technique similar to the one linked above, or they suggest to change the alpha of the texture, which I'm not interested in.
So, what's the preferred method to make an object invisible in blender 2.59?
Additional information (not relevant for the answer I'm expecting, IMO):
I'm using blender to make models for Unity.
I'm using 2.59 because that's the one that works with the unity version that I have.
There are lots of ways to achieve this effect.
The easiest way is to keyframe the visibility of the object.
To do this, you simply go to the outliner, and click the little eyeball next to your object name, then hover over the closed eyeball and hit "i" to keyframe. The eye will then turn yellow to indicate it's keyframed. Do the same with the camera icon (so that your render behaves the same way). Then go to the point where you want the object to appear, and click the eyball and camera again to make them reappear, then hit "i" again over each to keyframe them... Isn't blender a wonderful program? I love being able to keyframe just about everything! :D
There are also these less easy, but variously useful methods, which you may also use in case you want some sort of transition in your vanishing/appearing:
My perferred way is to just move the opbejct off the screen, keyframe position, then set the animation (in the Graph Editor) curve type to "constant" (Key -> Interpolation Mode -> Constant), and move the object into place and set the keyframe where you want it to appear. It will thus instantaneously appear.
Set the material properties of the object to Transparent, and choose "Z-Transparency" and set alpha to 0. Then simply keyframe the alpha (hover mouse over Alpha value and hit "i"), then go to where you want it to appear, change the alpha value to 1, and keyframe again. This will make it fade in over time, or you can change the curve to constant in the Graph editor, as described in method 1.
If you want to mask the object while it is still in place, you could make a cube around it, set the cube material transparency to "mask", and then move the cube off camera to unmask the object, rather than moving the object. This is handy for when you want to partially unmask something in the course of the animation. For example, if you are creating a text overlay for a video, where you want text to appear as if it's coming out of your hand, you can animate the masked object to follow the contour of your hand as it pulls away to reveal the text.
In Blender 2.65, you can animate the objects visibility toggle in your Outliner panel.
Next to your scene objects there will be three icons: an eye, a cursor, and a camera.
Follow these steps to animate viewport visibility:
Find the object you wish to animate in the Outliner Panel
Mouse over the eye icon and hit "i" on your keyboard to set a keyframe.
Go to the next frame and turn the eye off, then hit "i" moused over it again.
Do the same thing with the camera icon to animate render visibility. I will usually keyframe both the viewport and render visibility icons in tandem so as not to forget to have these toggled when its time to render.
In version 2.9 the eye icon cannot be used to set a keyframe. I've found the best way for me is to use the Object Properties tab and under Transform set the three scale values (X,Y,Z) to zero for invisibility. You can then click the diamond to the right to set the keyframe. To make the object re-appear return the scale values to their original and click on the diamond keyframe icon again.
Obviously you can make it a lot easier for yourself by applying scale to the objects first then just switch them between 0 and 1.
AFAIK there is no easy way to directly set an object invisible in your case. Although the visibility can be animated in Blender (in outline view mive your cursor on the eye and press i) Unity3D doesn't recognise it.
Possible workarounds:
Move it to (1000, 0, 0)
Scale it by a very small value
A more elaborated approach could be to use a driver like when turning FK/IK animation on and off dynamically via a variable.
I found out (today!) that, in Blender 2.8 (& presumably beyond), you can control visibility of objects in animations either in viewports and/or renders. Select the object and, in the Object Properties, open the Visibility section. You will see a dot beside the Viewports and Renders options. Click on the dot in either Viewports or Renders (or both). The relevant boxes should turn green. Either make the object visible or invisible by checking or clearing its box and then click 'i' to insert a keyframe. Repeat the process in other keyframes.
Another way to do this is to make a cube around it and add a boolean modifier to the object you want to disappear, set the operation to difference and select the cube as the modifier's object target. Then turn off the cube's visibility and animate the visibility of the modifier.
So I'm developing an app in PyQT and I need to implement user authentification. Basically I have drawn 3 layouts (all same size window)...on login layout, one layout for user A and one layout for user B. The the thing I want to achieve is that when user A logins he gets his specialized layout and so does B. And I want it to if possible happen in the same window (so it looks smooth...). Thanks in advance...
If the optional screens will contain completely different controls, I think a QStackedWidget with a page for each layout option would suit your needs provided that each optional layout will take up roughly the same size area.