Does anybody know why I would be getting "_line0" on certain points when using mplcursor hover on rectangles? I created a bunch of rectangles in a subplot and used the following code to create a cursor to show annotation when hovering over them:
def update_annotation(sel):
""" update the annotation belonging to the current selected item (sel) """
# get the label of the graphical element that is selected
label = sel.artist.get_label()
#point = sel.artist[sel.target.index]
# change the text of the annotation
sel.annotation.set_text(label)
sel.annotation.set(position=(1, 10), anncoords="offset points")
sel.annotation.get_bbox_patch().set(fc="yellow", alpha = 1)
sel.annotation.arrow_patch.set(arrowstyle="simple", fc="yellow", alpha=.5)
# create an mplcursor object that shows an annotation while hovering
cursor = mplcursors.cursor(axs[1], hover=True)
# call the function "update_annotation" each time a new element gets hovered over
cursor.connect("add", update_annotation)
However, when I hover over certain datapoint, not only is it REALLY slow to go to where I'm hovering over but it also shows me this:
My guess is that there are too many overlapping data points? If so, does anybody know a way around that and also can somebody explain to me what _line0 even means?
I realize the cursor is hovering over an empty space in the plot but it also shows _line0 when I hover over rectangles. Sometimes it will even show the label and then go back to _line0.
Related
The goal is to enable the player to drow the patch for the character.
So I start with simple think, set value for cell(0, 0) in tilemap
and replace the value when the user clicks on it
and it works as expected.
But when I change the camera zoom and try it again it set value in another cell:
I was trying to multiple/divide the click position by the zoom value but it also not resolve the problem
Can anyone give me the hint on how should I handle that?
repo: Github
Once you zoom, the coordinates you get from the input event (screen coordinates) do not match the world.
If you have an input event, the recommended way to do this is with make_input_local:
tilemap.world_to_map(tilemap.make_input_local(event).position)
However, if you don't, but you have screen coordinates, you can do this:
var transform = tilemap.get_canvas_transform() * tilemap.get_global_transform()
tilemap.world_to_map(transform.affine_inverse() * screen_coordinates)
I'm implementing the class diagram where the users can change the class' name, attributes and methods. I'm having trouble with resizing the class rectangle width depending on name, attribute or method length. These can overflow and go outside the rectangle, and I just can't find a method to get the correct size.
I also have added an element tool to the elementView, and set its x and y to "100%". According to documentation: "Use percentage strings (e.g. '40%') to position the button relatively to the element width/height." but I guess this isn't the model's size, as I typed JSON.stringify(graph.toJSON()) and got the following.
JSON.stringify(graph.toJSON())
The size is the default value I set (260x100).
I checked the size of the attribute using DevTools:
Size of attribute
The gray button detects the width number I need (330), so I guess that the x in element tools is the elementView's width. I looked at the documentation and can't find any method like .size() or .getSize() for the elementView. I need to resize the rectangle to the size of Max(name length, attribute length, method length) + some aditional space to not look cramped up. I have seen some solutions like "Use [number of letters] * [some constant]" but that is no good as typing 5 "W"s doesn't take the same space as typing 5 "i"s.
So how do I get the width of the whole element (in my case 330 from text length + the three pixels from the left border of the rectangle to the first text letter)?
Okay, so after searching through several Google Groups chats I found some pieces of code that helped me.
For getting the width I needed, I used elementView.getBBox().width.
Where I didn't have the element view right at hand, I at least had the model ID, and so I used paper.findViewByModel(modelId) to get the element view.
I'm new to coding in general and I'm trying to make a sprite change texture so it has a walking animation but I can't seem to figure out how to apply a wait() or something to my code.
if Input.is_action_pressed("move_up"):
vel.y -= 1
facingDir = Vector2(0, -1)
$LilBoiTexture.texture = load("res://LilBoiAssets/LilBoiBackward.png")
$LilBoiTexture.texture = load("res://LilBoiAssets/LilBoiBackward2.png")
Any help is appreciated. I'm trying to change from the first texture to the second one within idk 0.5, or something ill mess with it if i can figure out what to do.
There is an easier way of doing this instead of changing sprite image manually. You can use "AnimatedSprite" node as shown in the tutorial. Here are the steps:
1- Add an AnimatedSprite node to your character.
2- In properties of AnimatedSprite, Frames-> select new SpriteFrames.
3- Click SpriteFrames you just created, another menu will appear at the bottom of editor. Drag and drop your animation images to center of this menu.
4- Change animation name from default to something else (for example walkback).
5- In your code you just need to do this:
if Input.is_action_pressed("move_up"):
$AnimatedSprite.play("walkback")
else:
# you can also play an idle animation if you have one
$AnimatedSprite.stop()
I need to get the indices of all data items that are currently in view in a Kivy RecycleView widget. I want to display many Image widgets for which I render a texture and apply it to them. To save memory I need to delete these textures if they are not in view any more. I tried using the Kivy RecycleView example and modify it for my needs:
class SelectableImage(RecycleDataViewBehavior, Image):
def refresh_view_attrs(self, rv, index, data):
#Catch and handle the view changes
#print in view
print(index)
#call initial function of image class
return super(SelectableImage, self).refresh_view_attrs(rv, index, data)
The problem here is that refresh_view_attrs() only fires when a new Image widget gets added to the view. Thus I can only know what that last Image is, but not if there are any other in view. For this I'd also need to know which widget disappeared from the view. Is there any function in the RecycleView widget that I can use to obtain such information? Maybe there is a function that gets called whenever the view changes?
Okay, I found three possible solutions for my issue:
1. Solution
Calculate the position of all the Image widgets yourself and compare it with the position of the scrollbar to get the widgets that are currently displayed.
This is quite hacky and the RecycleView already does this internally. Thus I'd save the unnecessary computing and avoid this approach.
2. Solution
Use the get_visible_view(index) function of the view_adapter property of a RecycleView. This returns the currently visible view associated with index. If it return None, the view associated with index is not visible right now. This is how it's called for example:
self.myRecycleView.view_adapter.get_visible_view(index)
You could loop through the entire length of your data list and check for each item (the index in the list) if it is currently displayed or not.
3. Solution
My favourite approach: Use get_view_index_at(pos) of the layout_manager property to check what view index is at the given coordinates. This way you could check which item is at the top of the RecycleLayout widget and which one is at the bottom. You need to use coordinate transformation though. Example:
#get position at top center of RecycleView (upper limit)
pos = self.myRecycleView.to_local(self.myRecycleView.center_x, self.myRecycleView.height)
#check which items collides with the given position
print(self.myRecycleView.layout_manager.get_view_index_at(pos))
I hope this clears some things up!
How do I set z-index on the shapes that I'm adding to Kinetic.Group? My group contains rectangles and images. I want to do this:
rectangle.setZIndex(1);
image.setZIndex(2);
This gives me the following error: Uncaught TypeError: Cannot read property 'children' of undefined.
I'm using drag and drop and then grouping the objects together. I want the images to be on top of the rectangle. the moveToTop() method gives errors when I call it inside my code.
EDIT :
http://jsfiddle.net/Dcevd/ . Try this use case: drag&drop two rects, then drag the image and drop it on the first rect, then move it to the second one (when you do it inversely it works). it moves to top only on dragend.
Answer to your edit
You are calling moveToTop() on a child of the group, so it will only put the image on the op of that specific group. Once you place the second rectangle on the right stage, it gets a higher z-index then the first one your placed and will therefor be 'on top of' the first rectangle (including it's images). To solve this I've set the parent of the image (the group) to move to top on the dragstart, this fixes it for me:
cloneImg.on('dragstart', function(){
this.startX=this.x();
this.startY=this.y();
this.getParent().moveToTop();
});
See also the fiddle: http://jsfiddle.net/Dcevd/3/
PS. If you look in the KineticJS docs, you see that setZIndex is available on Kinetic images (as with all other Shapes). http://kineticjs.com/docs/Kinetic.Image.html