I'm trying to create an animation effect for a Photo Booth application, and I'm 
having trouble getting the animation to paint over child widgets.  Here's the 
setup:

I've got a QMainWindow with 5 QLabels on it and a QPushButton.  Call the 
QLabels "camera" and "image1" - "image4".  So the idea is that the "camera" 
label is always showing a live feed from the digital camera.  When the user 
presses the pushbutton, a timer starts that snaps four images over a period of 
time and puts those images in labels "image1" - "image4", respectively.  This 
all works fine, but I wanted to make it look a little more polished by adding 
an animation.

So what I'd like to happen is when the timer fires off to grab an image, I want 
that image to appear to move from the "camera" label to the correct "image" 
label. So it should appear to jump off from the "camera" label, float over the 
top of everything, and land on the desired "image" label.

So my first attempt was to override the paintEvent() of my QMainWindow, create 
a QPainter and use drawPixmap() to draw my floating image.  It's drawing my 
image, but the image is showing up under all the child widgets, instead of over 
the top of everything.

Here's my paintEvent() code:

void MainWindow::paintEvent(QPaintEvent *e)
{
    QMainWindow::paintEvent(e);
    if (showMovingPixmap == true)
    {
        QPainter painter(this);
        painter.setClipping(false);
        painter.drawPixmap(movingPixmapXPos,movingPixmapYPos,movingPixmap);
        movingPixmapXPos++;
        movingPixmapYPos++;
    }
}

So what am I missing?  Would it be easier to change my application to have a 
QGraphicsView as the child widget of the QMainWindow, and do everything on a 
QGraphicsScene?

Sean
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