def getRectangle(self, beginPoint, endPoint): pickRectWidth = int(qAbs(beginPoint.x() - endPoint.x())) pickRectHeight = int(qAbs(beginPoint.y() - endPoint.y())) pickRectTop = beginPoint.x() if beginPoint.x() < endPoint.x() else endPoint.x() pickRectLeft = beginPoint.y() if beginPoint.y() < endPoint.y() else endPoint.y() pickRect = QRect(pickRectTop, pickRectLeft, pickRectWidth, pickRectHeight) # 避免高度宽度为0时候报错 if pickRectWidth == 0: pickRect.setWidth(2) if pickRectHeight == 0: pickRect.setHeight(2) return pickRect
def get_rect(self, beginPoint, endPoint): width = qAbs(beginPoint.x() - endPoint.x()) height = qAbs(beginPoint.y() - endPoint.y()) x = beginPoint.x() if beginPoint.x() < endPoint.x() else endPoint.x() y = beginPoint.y() if beginPoint.y() < endPoint.y() else endPoint.y() selected_rect = QRect(x, y, width, height) # 避免宽或高为零时拷贝截图有误 # 可以看QQ截图,当选取截图宽或高为零时默认为2 if selected_rect.width() == 0: selected_rect.setWidth(1) if selected_rect.height() == 0: selected_rect.setHeight(1) return selected_rect
def getRect(self): width = qAbs(self.m_beginPoint.x() - self.m_endPoint.x()) height = qAbs(self.m_beginPoint.y() - self.m_endPoint.y()) x = self.m_beginPoint.x() if self.m_beginPoint.x() < self.m_endPoint.x( ) else self.m_endPoint.x() y = self.m_beginPoint.y() if self.m_beginPoint.y() < self.m_endPoint.y( ) else self.m_endPoint.y() selectedRect = QRect(x, y, width, height) if selectedRect.width() == 0: selectedRect.setWidth(1) if selectedRect.height() == 0: selectedRect.setHeight(1) return selectedRect
def timerEvent(self): # Don't move too far away. lineToCenter = QLineF(QPointF(0, 0), self.mapFromScene(0, 0)) if lineToCenter.length() > 150: angleToCenter = math.acos(lineToCenter.dx() / lineToCenter.length()) if lineToCenter.dy() < 0: angleToCenter = Mouse.TwoPi - angleToCenter; angleToCenter = Mouse.normalizeAngle((Mouse.Pi - angleToCenter) + Mouse.Pi / 2) if angleToCenter < Mouse.Pi and angleToCenter > Mouse.Pi / 4: # Rotate left. self.angle += [-0.25, 0.25][self.angle < -Mouse.Pi / 2] elif angleToCenter >= Mouse.Pi and angleToCenter < (Mouse.Pi + Mouse.Pi / 2 + Mouse.Pi / 4): # Rotate right. self.angle += [-0.25, 0.25][self.angle < Mouse.Pi / 2] elif math.sin(self.angle) < 0: self.angle += 0.25 elif math.sin(self.angle) > 0: self.angle -= 0.25 # Try not to crash with any other mice. dangerMice = self.scene().items(QPolygonF([self.mapToScene(0, 0), self.mapToScene(-30, -50), self.mapToScene(30, -50)])) for item in dangerMice: if item is self: continue lineToMouse = QLineF(QPointF(0, 0), self.mapFromItem(item, 0, 0)) angleToMouse = math.acos(lineToMouse.dx() / lineToMouse.length()) if lineToMouse.dy() < 0: angleToMouse = Mouse.TwoPi - angleToMouse angleToMouse = Mouse.normalizeAngle((Mouse.Pi - angleToMouse) + Mouse.Pi / 2) if angleToMouse >= 0 and angleToMouse < Mouse.Pi / 2: # Rotate right. self.angle += 0.5 elif angleToMouse <= Mouse.TwoPi and angleToMouse > (Mouse.TwoPi - Mouse.Pi / 2): # Rotate left. self.angle -= 0.5 # Add some random movement. if len(dangerMice) > 1 and (qrand() % 10) == 0: if qrand() % 1: self.angle += (qrand() % 100) / 500.0 else: self.angle -= (qrand() % 100) / 500.0 self.speed += (-50 + qrand() % 100) / 100.0 dx = math.sin(self.angle) * 10 self.mouseEyeDirection = 0.0 if qAbs(dx / 5) < 1 else dx / 5 self.setRotation(self.rotation() + dx) self.setPos(self.mapToParent(0, -(3 + math.sin(self.speed) * 3)))
def calculate_forces(self): if not self.scene() or self.scene().mouseGrabberItem() is self: self.newPos = self.pos() return # Sum up all forces pushing this item away. xvel = 0.0 yvel = 0.0 for item in self.scene().items(): if not isinstance(item, Node): continue line = QLineF(self.mapFromItem(item, 0, 0), QPointF(0, 0)) dx = line.dx() dy = line.dy() l = 2.0 * (dx * dx + dy * dy) if l > 0: xvel += (dx * 150.0) / l yvel += (dy * 150.0) / l # Now subtract all forces pulling items together. weight = (len(self.edgeList) + 1) * 10.0 for edge in self.edgeList: if edge.source_node() is self: pos = self.mapFromItem(edge.destination_node(), 0, 0) else: pos = self.mapFromItem(edge.source_node(), 0, 0) xvel += pos.x() / weight yvel += pos.y() / weight if qAbs(xvel) < 0.1 and qAbs(yvel) < 0.1: xvel = yvel = 0.0 sceneRect = self.scene().sceneRect() self.newPos = self.pos() + QPointF(xvel, yvel) self.newPos.setX( min(max(self.newPos.x(), sceneRect.left() + 10), sceneRect.right() - 10)) self.newPos.setY( min(max(self.newPos.y(), sceneRect.top() + 10), sceneRect.bottom() - 10))
def calculateForces(self): if not self.scene() or self.scene().mouseGrabberItem() is self: self.newPos = self.pos() return # Sum up all forces pushing this item away. xvel = 0.0 yvel = 0.0 for item in self.scene().items(): if not isinstance(item, Node): continue line = QLineF(self.mapFromItem(item, 0, 0), QPointF(0, 0)) dx = line.dx() dy = line.dy() l = 2.0 * (dx * dx + dy * dy) if l > 0: xvel += (dx * 150.0) / l yvel += (dy * 150.0) / l # Now subtract all forces pulling items together. weight = (len(self.edgeList) + 1) * 10.0 for edge in self.edgeList: if edge.sourceNode() is self: pos = self.mapFromItem(edge.destNode(), 0, 0) else: pos = self.mapFromItem(edge.sourceNode(), 0, 0) xvel += pos.x() / weight yvel += pos.y() / weight if qAbs(xvel) < 0.1 and qAbs(yvel) < 0.1: xvel = yvel = 0.0 sceneRect = self.scene().sceneRect() self.newPos = self.pos() + QPointF(xvel, yvel) self.newPos.setX(min(max(self.newPos.x(), sceneRect.left() + 10), sceneRect.right() - 10)) self.newPos.setY(min(max(self.newPos.y(), sceneRect.top() + 10), sceneRect.bottom() - 10))
def handleWheelDelta(self, delta): if (delta <= -120): self.zoomOut() elif (delta >= 120): self.zoomIn() else: # We're dealing with a finer-resolution mouse. Allow it to have finer # control over the zoom level. factor = 1 + 0.3 * qAbs(delta / 8 / 15) if (delta < 0): factor = 1 / factor scale = qBound(self.mZoomFactors.first(), self.mScale * factor, self.mZoomFactors.back()) # Round to at most four digits after the decimal point self.setScale(math.floor(scale * 10000 + 0.5) / 10000)
def timerEvent(self): # Don't move too far away. lineToCenter = QLineF(QPointF(0, 0), self.mapFromScene(0, 0)) if lineToCenter.length() > 150: angleToCenter = math.acos(lineToCenter.dx() / lineToCenter.length()) if lineToCenter.dy() < 0: angleToCenter = Mouse.TwoPi - angleToCenter angleToCenter = Mouse.normalizeAngle((Mouse.Pi - angleToCenter) + Mouse.Pi / 2) if angleToCenter < Mouse.Pi and angleToCenter > Mouse.Pi / 4: # Rotate left. self.angle += [-0.25, 0.25][self.angle < -Mouse.Pi / 2] elif angleToCenter >= Mouse.Pi and angleToCenter < ( Mouse.Pi + Mouse.Pi / 2 + Mouse.Pi / 4): # Rotate right. self.angle += [-0.25, 0.25][self.angle < Mouse.Pi / 2] elif math.sin(self.angle) < 0: self.angle += 0.25 elif math.sin(self.angle) > 0: self.angle -= 0.25 # Try not to crash with any other mice. dangerMice = self.scene().items( QPolygonF([ self.mapToScene(0, 0), self.mapToScene(-30, -50), self.mapToScene(30, -50) ])) for item in dangerMice: if item is self: continue lineToMouse = QLineF(QPointF(0, 0), self.mapFromItem(item, 0, 0)) angleToMouse = math.acos(lineToMouse.dx() / lineToMouse.length()) if lineToMouse.dy() < 0: angleToMouse = Mouse.TwoPi - angleToMouse angleToMouse = Mouse.normalizeAngle((Mouse.Pi - angleToMouse) + Mouse.Pi / 2) if angleToMouse >= 0 and angleToMouse < Mouse.Pi / 2: # Rotate right. self.angle += 0.5 elif angleToMouse <= Mouse.TwoPi and angleToMouse > (Mouse.TwoPi - Mouse.Pi / 2): # Rotate left. self.angle -= 0.5 # Add some random movement. if len(dangerMice) > 1 and (qrand() % 10) == 0: if qrand() % 1: self.angle += (qrand() % 100) / 500.0 else: self.angle -= (qrand() % 100) / 500.0 self.speed += (-50 + qrand() % 100) / 100.0 dx = math.sin(self.angle) * 10 self.mouseEyeDirection = 0.0 if qAbs(dx / 5) < 1 else dx / 5 self.setRotation(self.rotation() + dx) self.setPos(self.mapToParent(0, -(3 + math.sin(self.speed) * 3)))