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  4. Should I use QDialog widget to draw line?

Should I use QDialog widget to draw line?

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  • L Offline
    L Offline
    lansing
    wrote on 13 Aug 2020, 23:33 last edited by lansing
    #5

    I have been following the scribbling example to draw the image and line in a QGraphicsScene. But I don't know why my QPainter doesn't work in paintEvent();

    header

    class Canvas : public QGraphicsScene
    {
    ...
    protected:
        void mousePressEvent(QGraphicsSceneMouseEvent *event) override;
        void mouseMoveEvent(QGraphicsSceneMouseEvent *event) override;
        void mouseReleaseEvent(QGraphicsSceneMouseEvent *event) override;
        void drawForeground(QPainter *painter, const QRectF &rect) override;
    
        void paintEvent(QPaintEvent * event);
    }
    

    source

    void Canvas::paintEvent(QPaintEvent *event)
    {
        QPainter painter(this);
        QRect dirtyRect = event->rect();
        painter.drawImage(dirtyRect, image, dirtyRect);
    }
    

    I got the error

    canvas.cpp:69:14: error: no matching constructor for initialization of 'QPainter' qpainter.h:127:14: note: candidate constructor not viable: no known conversion from 'Canvas *' to 'QPaintDevice *' for 1st argument

    1 Reply Last reply
    0
    • B Offline
      B Offline
      Bonnie
      wrote on 13 Aug 2020, 23:48 last edited by Bonnie
      #6

      Just as the error told you: QGraphicsScene is not a QPaintDevice, you cannot use QPainter like that.
      There's even not a paintEvent in QGraphicsScene, only QGraphicsView have that.
      The example draws on a non-graphics QWidget, but you are not.
      If you want to draw like this, then don't use QGraphicsView / QGraphicsScene, just inherit a QWidget.

      L 1 Reply Last reply 14 Aug 2020, 00:10
      0
      • B Bonnie
        13 Aug 2020, 23:48

        Just as the error told you: QGraphicsScene is not a QPaintDevice, you cannot use QPainter like that.
        There's even not a paintEvent in QGraphicsScene, only QGraphicsView have that.
        The example draws on a non-graphics QWidget, but you are not.
        If you want to draw like this, then don't use QGraphicsView / QGraphicsScene, just inherit a QWidget.

        L Offline
        L Offline
        lansing
        wrote on 14 Aug 2020, 00:10 last edited by
        #7

        @Bonnie

        Sorry I got mixed up with the suggestion here to always use QGraphicsScene to draw. I will use QGraphicsView to see how it goes.

        B 1 Reply Last reply 14 Aug 2020, 00:17
        0
        • L lansing
          14 Aug 2020, 00:10

          @Bonnie

          Sorry I got mixed up with the suggestion here to always use QGraphicsScene to draw. I will use QGraphicsView to see how it goes.

          B Offline
          B Offline
          Bonnie
          wrote on 14 Aug 2020, 00:17 last edited by Bonnie
          #8

          @lansing
          Just pick from those two methods (QGraphicsScene + QGraphicsView / QWidget + QPainter), they are totally different.
          You shouldn't "paint" by yourself if you use QGraphicsScene + QGraphicsView.
          Use QGraphicsScene::addLine to add the line, the painting part will be finished by themselves.

          L 1 Reply Last reply 14 Aug 2020, 00:22
          1
          • B Bonnie
            14 Aug 2020, 00:17

            @lansing
            Just pick from those two methods (QGraphicsScene + QGraphicsView / QWidget + QPainter), they are totally different.
            You shouldn't "paint" by yourself if you use QGraphicsScene + QGraphicsView.
            Use QGraphicsScene::addLine to add the line, the painting part will be finished by themselves.

            L Offline
            L Offline
            lansing
            wrote on 14 Aug 2020, 00:22 last edited by
            #9

            @Bonnie

            Oh, I am looking to draw like in photoshop. So I should be using QWidget + QPainter?

            B 1 Reply Last reply 14 Aug 2020, 02:15
            0
            • L lansing
              14 Aug 2020, 00:22

              @Bonnie

              Oh, I am looking to draw like in photoshop. So I should be using QWidget + QPainter?

              B Offline
              B Offline
              Bonnie
              wrote on 14 Aug 2020, 02:15 last edited by Bonnie
              #10

              @lansing
              Depending on how complicated it will be.
              If you only want to draw like "press, drag, release, done", then you may use QWidget + QPainter.
              But you need to save the lines you draw as member variables (the Scribble example save them to a QImage).
              If you want move or do other transform operations to the drawn lines, you need to use QGraphicsScene + QGraphicsView.
              You may also look at this example: Diagram Scene Example
              It have some line drawing thing in a QGraphicsScene (but in this example the line will be deleted when releasing the mouse)

              1 Reply Last reply
              0
              • L Offline
                L Offline
                lansing
                wrote on 14 Aug 2020, 20:54 last edited by
                #11

                I have followed the scribble example to use QWidget and QPainter to draw line. I have used QPixmap to hold the line drawing instead of QImage from the example. The drawing works fine until I centered the QPixmap in paintEvent(), my drawing wasn't centered along with the QPixmap.

                void Canvas::mousePressEvent(QMouseEvent *a_pEvent)
                {
                    if (a_pEvent->button() == Qt::LeftButton) {
                        m_drawing = true;
                        m_lastPoint =  a_pEvent->pos();
                    }
                }
                
                void Canvas::mouseMoveEvent(QMouseEvent *a_pEvent)
                {
                    if ((a_pEvent->buttons() & Qt::LeftButton) && m_drawing) {
                        drawPointTo(a_pEvent->pos());        
                    }
                }
                
                void Canvas::paintEvent(QPaintEvent *event)
                {
                    QPainter painter(this);
                    /* center image */
                    painter.drawPixmap((rect().bottomRight() - m_drawingPixmap.rect().bottomRight()) / 2, m_drawingPixmap); 
                    painter.end();
                }
                
                void Canvas::drawPointTo(const QPointF &a_endPoint)
                {
                    QPainter painter(&m_drawingPixmap);
                    painter.setPen(QPen(Qt::black, 2));
                    painter.drawLine(m_lastPoint, a_endPoint);
                    update();
                    m_lastPoint = a_endPoint;
                }
                
                
                B 1 Reply Last reply 15 Aug 2020, 04:11
                0
                • L lansing
                  14 Aug 2020, 20:54

                  I have followed the scribble example to use QWidget and QPainter to draw line. I have used QPixmap to hold the line drawing instead of QImage from the example. The drawing works fine until I centered the QPixmap in paintEvent(), my drawing wasn't centered along with the QPixmap.

                  void Canvas::mousePressEvent(QMouseEvent *a_pEvent)
                  {
                      if (a_pEvent->button() == Qt::LeftButton) {
                          m_drawing = true;
                          m_lastPoint =  a_pEvent->pos();
                      }
                  }
                  
                  void Canvas::mouseMoveEvent(QMouseEvent *a_pEvent)
                  {
                      if ((a_pEvent->buttons() & Qt::LeftButton) && m_drawing) {
                          drawPointTo(a_pEvent->pos());        
                      }
                  }
                  
                  void Canvas::paintEvent(QPaintEvent *event)
                  {
                      QPainter painter(this);
                      /* center image */
                      painter.drawPixmap((rect().bottomRight() - m_drawingPixmap.rect().bottomRight()) / 2, m_drawingPixmap); 
                      painter.end();
                  }
                  
                  void Canvas::drawPointTo(const QPointF &a_endPoint)
                  {
                      QPainter painter(&m_drawingPixmap);
                      painter.setPen(QPen(Qt::black, 2));
                      painter.drawLine(m_lastPoint, a_endPoint);
                      update();
                      m_lastPoint = a_endPoint;
                  }
                  
                  
                  B Offline
                  B Offline
                  Bonnie
                  wrote on 15 Aug 2020, 04:11 last edited by Bonnie
                  #12

                  @lansing
                  I think that's not hard to understand.
                  If your pixmap's top left isn't the same with the widget, then they have different coordinate system.
                  You need to map your points' coordinates from the widget to the pixmap when saving.

                  L 1 Reply Last reply 15 Aug 2020, 04:37
                  0
                  • B Bonnie
                    15 Aug 2020, 04:11

                    @lansing
                    I think that's not hard to understand.
                    If your pixmap's top left isn't the same with the widget, then they have different coordinate system.
                    You need to map your points' coordinates from the widget to the pixmap when saving.

                    L Offline
                    L Offline
                    lansing
                    wrote on 15 Aug 2020, 04:37 last edited by
                    #13

                    @Bonnie

                    How do I do that? I did a few trials and errors but still couldn't get it right.

                    So I ended up subclassing a QLabel class and added it to the canvas, and then set the pixmap and move all the paintEvent, mouse event functions to this label class.

                    Do I not need to do this?

                    B 1 Reply Last reply 15 Aug 2020, 05:06
                    0
                    • L lansing
                      15 Aug 2020, 04:37

                      @Bonnie

                      How do I do that? I did a few trials and errors but still couldn't get it right.

                      So I ended up subclassing a QLabel class and added it to the canvas, and then set the pixmap and move all the paintEvent, mouse event functions to this label class.

                      Do I not need to do this?

                      B Offline
                      B Offline
                      Bonnie
                      wrote on 15 Aug 2020, 05:06 last edited by
                      #14

                      @lansing
                      If you feel the mapping difficult I think it is no problem to put a centered "painting QWidget" inside your canvas.
                      But what's wrong with just subclass a QWidget and add that to the canvas?
                      Do you have a reason that you must use a QLabel?

                      L 1 Reply Last reply 15 Aug 2020, 06:42
                      0
                      • B Bonnie
                        15 Aug 2020, 05:06

                        @lansing
                        If you feel the mapping difficult I think it is no problem to put a centered "painting QWidget" inside your canvas.
                        But what's wrong with just subclass a QWidget and add that to the canvas?
                        Do you have a reason that you must use a QLabel?

                        L Offline
                        L Offline
                        lansing
                        wrote on 15 Aug 2020, 06:42 last edited by
                        #15

                        @Bonnie

                        The QLabel is the "centered Qwidget" you talked of. Because it can hold a QPixmap for the line drawing, have all the mouse event functions and paintEvent, as well as able to retrieve the position.

                        canvas

                        Canvas::Canvas(QWidget *a_pParent): QWidget(a_pParent),  
                        {
                            m_drawingLabel = new DrawingLabel(this);
                            QHBoxLayout *layout = new QHBoxLayout();
                            layout->addWidget(m_drawingLabel );
                            setLayout(layout);
                        }
                        
                        void Canvas::drawFrame(const QPixmap &a_drawingPixmap)
                        {
                            // center the Qlabel when loading in the pixmap
                            int x = (rect().width() - a_drawingPixmap.width()) / 2 ;
                            int y = (rect().height() - a_drawingPixmap.height()) /2;
                            m_drawingLabel ->setGeometry (x, y, a_drawingPixmap.width(), a_drawingPixmap.height());
                        
                            m_drawingLabel ->setDrawingPixmap(a_drawingPixmap);
                        }
                        

                        qlabel

                        void DrawingLabel::paintEvent(QPaintEvent *event)
                        {
                            QPainter painter(this);
                            painter.drawPixmap(0,0,m_drawingPixmap);
                            painter.end();
                        }
                        
                        void DrawingLabel::setDrawingPixmap(const QPixmap & a_pixmap)
                        {
                            m_drawingPixmap= a_pixmap;
                            update();
                        }
                        
                        void DrawingLabel::mousePressEvent(QMouseEvent *a_pEvent)
                        {
                            if (a_pEvent->button() == Qt::LeftButton) {
                                m_drawing = true;
                                m_lastPoint = a_pEvent->pos();
                            }
                        }
                        ...
                        mousePressEvent()
                        mouseReleaseEvent()
                        drawPointTo()
                        
                        B 1 Reply Last reply 15 Aug 2020, 06:47
                        0
                        • L lansing
                          15 Aug 2020, 06:42

                          @Bonnie

                          The QLabel is the "centered Qwidget" you talked of. Because it can hold a QPixmap for the line drawing, have all the mouse event functions and paintEvent, as well as able to retrieve the position.

                          canvas

                          Canvas::Canvas(QWidget *a_pParent): QWidget(a_pParent),  
                          {
                              m_drawingLabel = new DrawingLabel(this);
                              QHBoxLayout *layout = new QHBoxLayout();
                              layout->addWidget(m_drawingLabel );
                              setLayout(layout);
                          }
                          
                          void Canvas::drawFrame(const QPixmap &a_drawingPixmap)
                          {
                              // center the Qlabel when loading in the pixmap
                              int x = (rect().width() - a_drawingPixmap.width()) / 2 ;
                              int y = (rect().height() - a_drawingPixmap.height()) /2;
                              m_drawingLabel ->setGeometry (x, y, a_drawingPixmap.width(), a_drawingPixmap.height());
                          
                              m_drawingLabel ->setDrawingPixmap(a_drawingPixmap);
                          }
                          

                          qlabel

                          void DrawingLabel::paintEvent(QPaintEvent *event)
                          {
                              QPainter painter(this);
                              painter.drawPixmap(0,0,m_drawingPixmap);
                              painter.end();
                          }
                          
                          void DrawingLabel::setDrawingPixmap(const QPixmap & a_pixmap)
                          {
                              m_drawingPixmap= a_pixmap;
                              update();
                          }
                          
                          void DrawingLabel::mousePressEvent(QMouseEvent *a_pEvent)
                          {
                              if (a_pEvent->button() == Qt::LeftButton) {
                                  m_drawing = true;
                                  m_lastPoint = a_pEvent->pos();
                              }
                          }
                          ...
                          mousePressEvent()
                          mouseReleaseEvent()
                          drawPointTo()
                          
                          B Offline
                          B Offline
                          Bonnie
                          wrote on 15 Aug 2020, 06:47 last edited by Bonnie
                          #16

                          @lansing
                          I mean I don't think it is necessary to use a QLabel as the centered widget since you don't seem to use any QLabel functions.
                          Why can't you just subclass a QWidget as the "DrawingLabel"?

                          And also, why are you setting the geometry while you are using a layout?
                          That don't make any sense.

                          L 1 Reply Last reply 15 Aug 2020, 06:55
                          0
                          • B Bonnie
                            15 Aug 2020, 06:47

                            @lansing
                            I mean I don't think it is necessary to use a QLabel as the centered widget since you don't seem to use any QLabel functions.
                            Why can't you just subclass a QWidget as the "DrawingLabel"?

                            And also, why are you setting the geometry while you are using a layout?
                            That don't make any sense.

                            L Offline
                            L Offline
                            lansing
                            wrote on 15 Aug 2020, 06:55 last edited by lansing
                            #17

                            @Bonnie

                            I can change to that, I just need some wrapper that can do all the things I mentioned above.

                            The layout was used to add the QLabel to the canvas.

                            B T 2 Replies Last reply 15 Aug 2020, 07:04
                            0
                            • L lansing
                              15 Aug 2020, 06:55

                              @Bonnie

                              I can change to that, I just need some wrapper that can do all the things I mentioned above.

                              The layout was used to add the QLabel to the canvas.

                              B Offline
                              B Offline
                              Bonnie
                              wrote on 15 Aug 2020, 07:04 last edited by Bonnie
                              #18

                              @lansing
                              You either use a layout to keep the label centered, or set the geometry by yourself and don't use any layout.
                              Set geometry to a widget managed by a layout is meaningless, the layout may reset its geometry at any time.
                              You can use the layout like that:

                              layout->addWidget(m_drawingLabel, Qt::AlignCenter);
                              
                              void Canvas::drawFrame(const QPixmap &a_drawingPixmap)
                              {
                                  m_drawingLabel->setFixedSize(a_drawingPixmap.size());
                                  m_drawingLabel->setDrawingPixmap(a_drawingPixmap);
                              }
                              
                              1 Reply Last reply
                              0
                              • L lansing
                                15 Aug 2020, 06:55

                                @Bonnie

                                I can change to that, I just need some wrapper that can do all the things I mentioned above.

                                The layout was used to add the QLabel to the canvas.

                                T Offline
                                T Offline
                                Thomas Stein
                                wrote on 15 Aug 2020, 13:13 last edited by
                                #19
                                This post is deleted!
                                1 Reply Last reply
                                0
                                • L Offline
                                  L Offline
                                  lansing
                                  wrote on 16 Aug 2020, 00:40 last edited by
                                  #20

                                  I'm not spreading myself too thin right now, I'll stick to one method first until it worked well before I try other methods.

                                  So I got it working under normal condition. I have changed the canvas to subclass a QScrollArea because I need to zoom in. I did the zoom function in the wheelEvent(). However, the problem now is with the QPixmap.scaled function, the more I zoomed in, the more laggy the program got.

                                  void Canvas::wheelEvent(QWheelEvent *a_pEvent)
                                  {
                                      QPoint delta = a_pEvent->angleDelta();
                                      // zooming
                                      if (delta.y() > 0) {
                                          m_zoomRatio += 0.6;
                                      } else {
                                          m_zoomRatio -= 0.6;
                                      }
                                      m_drawingLabel->setFixedSize(m_drawingPixmap.size() * m_zoomRatio);
                                  
                                      QSize zoomSize = m_drawingPixmap.size() * m_zoomRatio;
                                      m_drawingLabel->setDrawingPixmap(m_drawingPixmap.scaled(zoomSize));
                                  }
                                  
                                  void Canvas::drawFrame(const QPixmap &a_drawingPixmap)
                                  {
                                      m_drawingPixmap = a_drawingPixmap; // save a copy for zooming
                                      
                                      m_drawingLabel->setFixedSize(a_drawingPixmap.size());
                                      m_drawingLabel->setDrawingPixmap(a_drawingPixmap);
                                  }
                                  
                                  1 Reply Last reply
                                  0
                                  • B Offline
                                    B Offline
                                    Bonnie
                                    wrote on 16 Aug 2020, 05:08 last edited by
                                    #21

                                    Oh, if you need QScrollArea + zoom, I'm afraid QGraphics* classes are more suitable for that.
                                    For current method, I don't know if this will take any affect, but you can try not scaling the pixmap, but the painter.
                                    Change your paintEvent to

                                    void DrawingLabel::paintEvent(QPaintEvent *event)
                                    {
                                            QPainter painter(this);
                                            painter.scale(m_zoomRatio, m_zoomRatio);
                                            painter.drawPixmap(0,0,m_drawingPixmap);
                                    }
                                    

                                    And in your wheelEvent, dont' create and set new pixmap, just set the zoomed fixed size.

                                    L 1 Reply Last reply 16 Aug 2020, 09:45
                                    0
                                    • B Bonnie
                                      16 Aug 2020, 05:08

                                      Oh, if you need QScrollArea + zoom, I'm afraid QGraphics* classes are more suitable for that.
                                      For current method, I don't know if this will take any affect, but you can try not scaling the pixmap, but the painter.
                                      Change your paintEvent to

                                      void DrawingLabel::paintEvent(QPaintEvent *event)
                                      {
                                              QPainter painter(this);
                                              painter.scale(m_zoomRatio, m_zoomRatio);
                                              painter.drawPixmap(0,0,m_drawingPixmap);
                                      }
                                      

                                      And in your wheelEvent, dont' create and set new pixmap, just set the zoomed fixed size.

                                      L Offline
                                      L Offline
                                      lansing
                                      wrote on 16 Aug 2020, 09:45 last edited by lansing
                                      #22

                                      @Bonnie

                                      Hi, setting the scale factor inside paintEvent() solved the lagging issue. But now I have problem mapping to the scaled position on the drawing. I tried multiplying the x, y with the same zoom ratio, but they still doesn't line up when I tried to draw. What did I do wrong?

                                      void DrawingLabel::mousePressEvent(QMouseEvent *a_pEvent)
                                      {
                                          if (a_pEvent->button() == Qt::LeftButton) {
                                              m_drawing = true;
                                      
                                              double x = double(a_pEvent->pos().x()) * m_zoomRatio;
                                              double y = double(a_pEvent->pos().y()) * m_zoomRatio;  
                                              m_lastPoint = QPointF(x, y);
                                          }
                                      }
                                      
                                      void DrawingLabel::mouseMoveEvent(QMouseEvent *a_pEvent)
                                      {
                                          if ((a_pEvent->buttons() & Qt::LeftButton) && m_drawing) {
                                              double x = double(a_pEvent->pos().x()) * m_zoomRatio;
                                              double y = double(a_pEvent->pos().y()) * m_zoomRatio;
                                              QPointF zoomPos(x,y);
                                      
                                              drawPointTo(zoomPos);
                                          } else {
                                              QWidget::mouseMoveEvent(a_pEvent);
                                          }
                                      }
                                      
                                      void DrawingLabel::drawPointTo(const QPointF &a_endPoint)
                                      {
                                          QPainter painter(&m_drawingPixmap);
                                          painter.setPen(QPen(Qt::black, 2));
                                      
                                          painter.drawLine(m_lastPoint, a_endPoint);
                                          update();
                                          m_lastPoint = a_endPoint;
                                      }
                                      

                                      Also a cosmetic problem, the drew line was also scaled with the pixmap, making it look pixelated when zoomed in, how do I make its look independent from the zoom?

                                      B 1 Reply Last reply 16 Aug 2020, 12:01
                                      0
                                      • L lansing
                                        16 Aug 2020, 09:45

                                        @Bonnie

                                        Hi, setting the scale factor inside paintEvent() solved the lagging issue. But now I have problem mapping to the scaled position on the drawing. I tried multiplying the x, y with the same zoom ratio, but they still doesn't line up when I tried to draw. What did I do wrong?

                                        void DrawingLabel::mousePressEvent(QMouseEvent *a_pEvent)
                                        {
                                            if (a_pEvent->button() == Qt::LeftButton) {
                                                m_drawing = true;
                                        
                                                double x = double(a_pEvent->pos().x()) * m_zoomRatio;
                                                double y = double(a_pEvent->pos().y()) * m_zoomRatio;  
                                                m_lastPoint = QPointF(x, y);
                                            }
                                        }
                                        
                                        void DrawingLabel::mouseMoveEvent(QMouseEvent *a_pEvent)
                                        {
                                            if ((a_pEvent->buttons() & Qt::LeftButton) && m_drawing) {
                                                double x = double(a_pEvent->pos().x()) * m_zoomRatio;
                                                double y = double(a_pEvent->pos().y()) * m_zoomRatio;
                                                QPointF zoomPos(x,y);
                                        
                                                drawPointTo(zoomPos);
                                            } else {
                                                QWidget::mouseMoveEvent(a_pEvent);
                                            }
                                        }
                                        
                                        void DrawingLabel::drawPointTo(const QPointF &a_endPoint)
                                        {
                                            QPainter painter(&m_drawingPixmap);
                                            painter.setPen(QPen(Qt::black, 2));
                                        
                                            painter.drawLine(m_lastPoint, a_endPoint);
                                            update();
                                            m_lastPoint = a_endPoint;
                                        }
                                        

                                        Also a cosmetic problem, the drew line was also scaled with the pixmap, making it look pixelated when zoomed in, how do I make its look independent from the zoom?

                                        B Offline
                                        B Offline
                                        Bonnie
                                        wrote on 16 Aug 2020, 12:01 last edited by Bonnie
                                        #23

                                        @lansing
                                        Well, I think you don't need to map the points in the mouse events.
                                        Just set the painter of the pixmap to be scaled reversely.
                                        And in order to keep the line width, set the pen width accordingly.

                                            QPainter painter(&m_drawingPixmap);
                                            painter.scale(1/m_zoomRatio, 1/m_zoomRatio);
                                            painter.setPen(QPen(Qt::black, 2/m_zoomRatio));
                                            painter.drawLine(lastPoint, endPoint);
                                        

                                        But I feel it look not "smooth"...

                                        If this line width issue can't be solved, then you should use back your old way, but try to optimize the wheelEvent part.
                                        I think the lagging issue is caused by scaling be called rapidly in a short time (from several wheel events).

                                        L 1 Reply Last reply 16 Aug 2020, 19:09
                                        0
                                        • B Bonnie
                                          16 Aug 2020, 12:01

                                          @lansing
                                          Well, I think you don't need to map the points in the mouse events.
                                          Just set the painter of the pixmap to be scaled reversely.
                                          And in order to keep the line width, set the pen width accordingly.

                                              QPainter painter(&m_drawingPixmap);
                                              painter.scale(1/m_zoomRatio, 1/m_zoomRatio);
                                              painter.setPen(QPen(Qt::black, 2/m_zoomRatio));
                                              painter.drawLine(lastPoint, endPoint);
                                          

                                          But I feel it look not "smooth"...

                                          If this line width issue can't be solved, then you should use back your old way, but try to optimize the wheelEvent part.
                                          I think the lagging issue is caused by scaling be called rapidly in a short time (from several wheel events).

                                          L Offline
                                          L Offline
                                          lansing
                                          wrote on 16 Aug 2020, 19:09 last edited by
                                          #24

                                          @Bonnie

                                          Hi yes this doesn't work well, the drew line get softer and softer with more zoom, and it gets bigger when zoomed out. I have to revert back to the wheelEvent controlled zoom.

                                          Oh and I just observed that the lagging issue are also presented on Photoshop too. When the zoom factor get to about 7x, zoom will get less responsive. So I'm all good now, if even Photoshop is having the same problem, that's nothing more I can do about it. I'll call this a day.

                                          Thanks for the help.

                                          1 Reply Last reply
                                          0

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