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| == Qt Designer User Interfaces in KDE ==
| | {{Note|This is now located at https://community.kde.org/Get_Involved/development/Tutorials/Using_Qt_Designer}} |
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| In this tutorial, we will explore how to programatically insert user interfaces
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| (UIs) created with Qt Designer, into your KDE project.
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| === Designing the UI ===
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| [http://www.trolltech.com/products/qt/features/designer Qt Designer] is a
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| graphical program which allows you to easily build user interfaces, using an
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| intuitive "drag n drop" interface. Designer has its own excellent
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| [http://doc.trolltech.com/4.2/designer-manual.html user documentation].
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| It might make sense to provide a brief example of using Designer here, but
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| for now I will leave most of that to the Designer manual itself.
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| === Adding the UI File to Your KDE Project ===
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| For our purposes, the most important part of using Designer is the
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| <tt>*.ui</tt> file that it creates. This is simply an XML file that
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| encodes the user interface in a machine-readable (and human-readable!) way.
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| Let's imagine that you've created a UI named "MyDialog" with Designer, and
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| saved it as the file <tt>mydialog.ui</tt>. To add this UI to your KDE
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| project, simply add a command like the following to your CMakeLists.txt file:
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| <code>
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| kde4_add_ui_files(myapp_SRCS myialog.ui)
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| </code>
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| Replace "<tt>myapp_SRCS</tt>" with the name of the main block in
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| your CMakeLists.txt file, defining all of the source code files. It is usually the
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| name of your application, with "<tt>_SRCS</tt>" appended.
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| When you do this, the build system will run the Qt program <tt>uic</tt>
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| on <tt>mydialog.ui</tt>, to auto-generate a C++ header file that
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| defines the UI. The generated file will be named <tt>ui_mydialog.h</tt>.
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| === Using the UI in Your Code ===
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| The <tt>ui_mydialog.h</tt> file defines a class named
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| "<tt>Ui_MyDialog</tt>", that contains all of the widgets you created in
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| Designer as public members of the class. It also contains the public function
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| "<tt>setupUi(QWidget*)</tt>", which instantiates all of the widgets,
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| sets up their properties, and inserts them into layout managers, all according
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| to what you specified in Designer.
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| Note that <tt>setupUi()</tt> takes a <tt>QWidget*</tt> | |
| argument. This argument represents the parent container widget, into which
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| all of the widgets in your UI will be inserted. In other words,
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| '''<tt>Ui_MyDialog</tt> is not itself derived from QWidget''', and
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| '''it does not contain a toplevel widget itself'''. You have to supply the toplevel widget
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| when you call <tt>setupUi()</tt>. This is an important point.
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| One more important semantic detail: the <tt>Ui_MyDialog</tt> class
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| also creates a <tt>Ui</tt> namespace, which simply creates an alias
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| for the class. So you can use <tt>Ui::MyDialog</tt> to refer to the
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| same class.
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| Now, on to actually using the generated UI in your code. There are a few ways
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| to do this; for now I will only discuss one method, in which we create a class
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| that inherits from both <tt>Ui::MyDialog</tt> and a Qt container class
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| like {{qt|QFrame}}. Create a class definition file named
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| "<tt>mydialog.h</tt>", and add the following:
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| <code cppqt>
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| #ifndef MYDIALOG_H
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| #define MYDIALOG_H
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| #include <kdialog.h>
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| #include "ui_mydialog.h"
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| class MyDialogUI : public QFrame, public Ui::MyDialog
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| {
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| Q_OBJECT
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| public:
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| MyDialogUI( QWidget *parent=0 );
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| };
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| class MyDialog : public KDialog
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| {
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| Q_OBJECT
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| public:
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| MyDialog( QWidget *parent=0 );
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| ~MyDialog();
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| private slots:
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| void slotButtonClicked();
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| private:
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| MyDialogUI *ui;
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| };
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| #endif
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| </code>
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| So we have defined two classes. <tt>MyDialogUI</tt> is simply a
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| {{qt|QFrame}} with your UI elements placed inside it.
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| <tt>MyDialog</tt> is a {{class|KDialog}} window, whose main
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| widget will be the <tt>MyDialogUI</tt> instance named
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| <tt>ui</tt> above. Here is the "<tt>mydialog.cpp</tt>"
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| C++ definition file:
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| <code cppqt>
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| #include <klocale.h>
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| #include <kmessagebox.h>
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| #include "mydialog.h"
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| MyDialogUI::MyDialogUI( QWidget *parent )
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| : QFrame( parent )
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| {
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| setupUi( this );
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| }
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| MyDialog::MyDialog( QWidget *parent )
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| : KDialog( parent )
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| {
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| ui = new MyDialogUI( this );
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| setMainWidget( ui );
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| setCaption( i18n("This is my Dialog window!") );
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| setButtons( KDialog::Close );
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| //Example Signal/Slot connection using widgets in your UI.
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| //Note that you have to prepend "ui->" when referring to your UI widgets.
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| connect( ui->MyButton, SIGNAL( clicked() ), this, SLOT( slotButtonClicked() ) );
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| } | |
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| MyDialog::~MyDialog()
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| {
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| delete ui;
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| } | |
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| void MyDialog::slotButtonClicked()
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| {
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| KMessageBox::information( this, i18n("You pressed the button!" ), i18n( "Hooray!" ) );
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| }
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| #include "mydialog.moc"
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| </code>
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| So, basically, we call <tt>setupUi(this)</tt> in the <tt>MyDialogUI</tt>
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| constructor, which places your UI elements into that widget. Then, in the
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| <tt>MyDialog</tt> constructor, we create the <tt>MyDialogUI</tt>
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| instance named <tt>ui</tt> and set it to be our dialog's main widget.
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| We can then interact with all of the UI elements by prepending
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| "<tt>ui-></tt>" to their names.
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| === Final Thoughts ===
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| The cascade of files and classes in this tutorial may seem daunting at
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| first, but the naming scheme I've layed out here has one nice intuitive
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| feature: the three source code files that you will be editing
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| directly (either as text or with Designer) are all named with the same
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| simple filename stem: <tt>mydialog.ui</tt>, <tt>mydialog.h</tt>, and
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| <tt>mydialog.cpp</tt>. Just remember that you'll be using the
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| <tt>MyDialog</tt> class almost exclusively. Setting up the
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| <tt>MyDialogUI</tt> class is easy (it only contains a one-line
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| constructor), and once it's set up you can pretty well ignore it.
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