With PyQT and a QTreeView, I need to display a "loading" message or a "spinning wheel" when the user expands an item, because the childs are retrieved by making a http request.
Any ideas on how to implement this?
Thanks
If the time taken to retrieve the child items is relatively short (say, a few seconds), then by far the simplest solution is to display a busy/wait cursor.
You can either set the cursor on the treeview:
treeview.setCursor(QtCore.Qt.BusyCursor)
# retrieve and insert child items ...
treeview.unsetCursor()
or set it globally:
QtGui.QApplication.setOverrideCursor(QtCore.Qt.WaitCursor))
# retrieve and insert child items ...
QtGui.QApplication.restoreOverrideCursor()
But other solutions will be much more complicated than this.
For instance you could show a QProgressBar in the status bar, or perhaps use a QMovie to display an animated icon somehow.
Related
So I have a part of my game where the character is selecting an area of the map. And it opening up a panel. I have made it so that happens but an=m now stuck on the other part of it. I want only certain area of the map to be intractable, so that I can bar the player from selecting areas of the map that they aren't ready for. I have no idea how to make game objects in the game uninteractable. I have looked on Stack overflow, Youtube an d the Unity API to no success. Can someone help me with that.
How to make things un-interactable will vary depending on your situation. I'll be presuming that you're map is broken up into a grid of sorts.
The basic setup would involve a bool, probably called 'CanAccessZone'.
Then you'll need a class, to store any access info and popup logic, by popup logic I mean make the element either non-interactable or show a popup, with the shown popup being dependant on 'CanAccessZone'. This class can then be set up by your Map class when the level is loaded, or you could let the popup class grab the necessary values from the Map class.
If you're using Unity's UI buttons for the map pieces, then you could set interactable to false, until you want to let the player access the zone. If you want to display a popup informing the player that they can't access the zone, then your button will be interactable, but the click will delegate to your popup logic method.
It's a similiar principle if you're using gameobjects as buttons. You'd be using any of the OnMouse events to handle click events. https://docs.unity3d.com/ScriptReference/MonoBehaviour.html
Hopefully this'll lead you in the right direction.
Working on Coded UI testing and for scripts developed using Record Capture and playback feature (ctrl +I).
The problem is when the page has sub-menus (e.g. I need to hover over menu link then click sub-menu). When I record and capture element using Ctrl+I and executed a script it recognizes, but when I ran the script for the second time the element gets changed and it's not recognized.
I have tried simple x path utility posted here but coudn't able to use this feature. What would be the problem for always element id's getting changed. How to resolve it ?
Are you sure it isn't a nested object?
See http://executeautomation.com/blog/how-to-identify-all-the-child-elements-within-a-page-in-coded-ui-test-cuit/
You could also try EnsureClickable()
There could few reasons behind not recognizing an element:
List item Element is not visible when you are trying to click on it.
If Type of Parent Element is e.g. winclient then it’s difficult in coded UI to identify its child elements.
There could various solutions, you can try:
First Click on Menu Item and then click on Sub Menu Item, if you are directly clicking on sub menu item in your recorded script, this will make sub menu element visible.
Also you can check the visibility from Coded UI Test Builder-> Add Assertion button then going to UI Control Map, then select the element in tree and click on Refresh. It will show if element is visible or not.
If Ids are changing, then you can various other properties like Name, ClassName, InnerText, ControlType, TagInstance, ControlName etc. whichever is supported by Element.
I am trying to work with mouseover on a particular Item in my application by using the following command
{
ie.text_field(:xpath, "//a[contains(text(),'Deal')]").fire_event('onmouseover')
}
On doing mouseover on a item, two subitems are displayed.
Is there any way to capture the sub items which are part of the Item by doing mouseover with which we can report that our test is pass or fail.
Please suggest.
Additional Information :
If we take example,On the StackOver flow page, If i do mouseover on my name, i get a window where i see activity, privileges, Logout and other stuff. This is really what i was looking for. Is there a way to capture the items displayed on the window on doing mouseover.
I also tried to capture the subitems with the following :
{
text=ie.text_field(:xpath, "//a[contains(text(),'Deal')]").fire_event('onmouseover')
puts(text.inspect)
}
On doing this "text" value is displayed as 'nil'.
My general tactic for such things is a combination of using IRB and the IE Developer tool, or Firebug.
using IRB, type out (or cut and paste) the watir statement to fire the onmouseover command to the proper element on the page.
Then have the developer tool rescan the DOM (there's a little refresh icon you can click) The use the tool to point to an element to point to one of the items in the stuff exposed by the onmouseover. Using the info from that, you can then figure out how to address those elements to get the text from the proper div, etc.
If I do that here to the info that opens up when I float the mouse over my name I can find out that it is a table of class "profile-recent-summary" Furthermore I can then look at the way the table is made up and see for example that the 'today' reputation value is in the second cell on that row.. The row also has the text 'reputation' in it.. so
browser.table(:class, 'profile-recent-summary').row(:text, /reputation/).cell(:index, 2).flash
Should flash the cell I want (index might be 1 if using firewatir or webdriver) I can then replace the .flash with something else like .text if I want to get the text from that cell (which is actually inside a link that sits in the cell)..
without seeing your code, I would 'inspect' the element that you are trying to verify and when_present (text) assert that its true
I want to calculate length of horizontal scroll view and I want to identify when user scroll to its end.
I solved it.
we have to use Hscrollview.getMeasuredWidth();
this method have to be used after all child updated in that scrollview completely.
After UIThread completed its work.
I'm trying to handle events related to clicking on or pressing enter on a menu item using the Carbon API in OSX (Cocoa is not an option).
I know about EventTypeSpec and kEventClassMenu and i've dug through the header files looking for the relevant kind constant to use, but i'm still a bit confused as to how I respond to the selection of a menu item. Do I need to handle a key down or mouse down event at the same time as a kEventMenuTargetItem? Do I need to handle kEventMenuMatchKey separately for the enter key?
I'm an idiot.. Events caused by menu items are handled by class command. So:
eventTypes[0].eventClass = kEventClassCommand;
eventTypes[0].eventKind = kEventCommandProcess;
will handle menu events.