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project, simply add a command like the following to your CMakeLists.txt file: | project, simply add a command like the following to your CMakeLists.txt file: | ||
| − | < | + | <syntaxhighlight lang="text"> |
kde4_add_ui_files(myapp_SRCS mydialog.ui) | kde4_add_ui_files(myapp_SRCS mydialog.ui) | ||
</code> | </code> | ||
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Tässä opastusohjeessa tutkimme kuinka ohjelmallisesti lisätään Qt Designerilla luotuja käyttöliittymiä KDE-projektiisi.
Qt Designer on graafinen ohjelma, joka sallii sinun helposti rakentaa käyttöliittymiä käyttäen intuitiivista "raahaa-ja-pudota"-käyttöliittymää. Designerilla on erinomainen käyttäjädokumentaatio. Saattaisi olla järkevää tarjota lyhyt esimerkki Designerin käytöstä tässä, mutta toistaiseksi tämä artikkeli jättää enimmän sellaisesta itse Designer-käsikirjalle.
For our purposes, the most important part of using Designer is the *.ui file that it creates. This is simply an XML file that encodes the user interface in a machine-readable (and human-readable!) way.
Let's imagine that you've created a UI named "MyDialog" with Designer, and saved it as the file mydialog.ui. To add this UI to your KDE project, simply add a command like the following to your CMakeLists.txt file:
kde4_add_ui_files(myapp_SRCS mydialog.ui)
</code>
Replace "<tt>myapp_SRCS</tt>" with the name of the main block in
your CMakeLists.txt file, defining all of the source code files. It is usually the
name of your application, with "<tt>_SRCS</tt>" appended.
When you do this, the build system will run the Qt program <tt>uic</tt>
on <tt>mydialog.ui</tt>, to auto-generate a C++ header file that
defines the UI. The generated file will be named <tt>ui_mydialog.h</tt>.
== Käyttöliittymän käyttö koodissasi ==
The <tt>ui_mydialog.h</tt> file defines a class named
"<tt>Ui_MyDialog</tt>", that contains all of the widgets you created in
Designer as public members of the class. It also contains the public function
"<tt>setupUi(QWidget *parent)</tt>", which instantiates all of the widgets,
sets up their properties, and inserts them into layout managers, all according
to what you specified in Designer.
Note that <tt>setupUi()</tt> takes a <tt>QWidget*</tt>
argument. This argument represents the parent container widget, into which
all of the widgets in your UI will be inserted. In other words,
'''<tt>Ui_MyDialog</tt> is not itself derived from QWidget''', and
'''it does not contain a toplevel widget itself'''. You have to supply the toplevel widget when you call <tt>setupUi()</tt>. This is an important point.
One more important semantic detail: the <tt>Ui_MyDialog</tt> class
also creates a <tt>Ui</tt> namespace, which simply creates an alias
for the class. So you can use <tt>Ui::MyDialog</tt> to refer to the
same class.
Now, on to actually using the generated UI in your code. The Qt documentation
shows three ways of [http://doc.trolltech.com/latest/designer-using-a-component.html how to use ui-files];
here only the ''direct approach'' is discussed. The goal is to create a KDialog
which embeds the UI from the ui-file. First, we have to subclass MyDialog from
KDialog and add a member variable of type Ui::MyDialog. The header file of
"<tt>mydialog.h</tt>" looks like the following:
<syntaxhighlight lang="cpp-qt">
#ifndef MYDIALOG_H
#define MYDIALOG_H
#include <KDialog>
// include the automatically generated header file for the ui-file
#include "ui_mydialog.h"
class MyDialog : public KDialog
{
Q_OBJECT
public:
MyDialog( QWidget *parent=0 );
~MyDialog();
private slots:
void slotButtonClicked();
private:
// accessor to the ui. we can access all gui elements
// specified in Designer. If mydialog.ui contains a
// button "myButton", we will be able to access it
// with ui.myButton in the cpp file.
Ui::MyDialog ui;
};
#endif
</code>
Now we are going to look at the implementation of MyDialog, which is in the file
"<tt>mydialog.cpp</tt>".
<syntaxhighlight lang="cpp-qt">
#include <KLocale>
#include <KMessageBox>
// include the header file of the dialog
#include "mydialog.h"
MyDialog::MyDialog( QWidget *parent )
: KDialog( parent )
{
QWidget *widget = new QWidget( this );
// create the user interface, the parent widget is "widget"
ui.setupUi(widget); // this is the important part
// set the widget with all its gui elements as the dialog's
// main widget
setMainWidget( widget );
// other KDialog options
setCaption( i18n("This is my Dialog window!") );
setButtons( KDialog::Close );
// Example Signal/Slot connection using widgets in your UI.
// Note that you have to prepend "ui." when referring
// to your UI elements.
connect( ui.myButton, SIGNAL( clicked() ),
this, SLOT( slotButtonClicked() ) );
}
MyDialog::~MyDialog()
{
}
void MyDialog::slotButtonClicked()
{
KMessageBox::information( this,
i18n("You pressed the button!" ),
i18n( "Hooray!" ) );
}
#include "mydialog.moc"
</code>
So, basically, we create a new Ui::MyDialog and then call
<tt>ui.setupUi(widget)</tt> in the constructor of <tt>MyDialog</tt>. This
places the UI elements into the given widget. Then we set the parent-widget
as the KDialog's main widget. We can then interact with all of the UI elements
by prepending "<tt>ui.</tt>" to their names, just like it is often done
with the prefix "<tt>m_</tt>".
== Loppuajatukset ==
The cascade of files and classes in this tutorial may seem daunting at
first, but the naming scheme layed out here has one nice intuitive
feature: the source code files that you will be editing directly (either as
text or with Designer) are all named with the same scheme:
* '''mydialog.ui''': Designerilla luotu käyttöliittymä
* '''ui_mydialog.h''': Qt:n käyttöliittymäkääntäjän uic:n automaattisesti generoima
* '''mydialog.h/cpp''': Viestiruututoteutus
Vaiheet ovat lyhyesti seuraavat
# luo <tt>mydialog.ui</tt>
# luo <tt>mydialog.h/cpp</tt>
# lisää muuttuja Ui::MyDialog ui; kohteessa <tt>mydialog.h</tt>
# kutsu <tt>ui.setupUi(widget);</tt>
# hae ui-elementtejä <tt>ui.</tt>:llä
== Qt-dokumentaatio ==
Qt-dokumentaatio sisältää hyvän artikkelin aiheesta
[http://doc.trolltech.com/latest/designer-using-a-component.html Käytetään komponenttia sovelluksessasi].
[[Category:C++]]
[[Category:KDE4]]