I have a QMenu for which I've created a QColorModel action widget (It's effectively just a QStandardItemModel). My desired behavior is that when a user clicks one of the colors in the model, that the action should trigger, and the menu close. However, it doesn't seem to do that, even when I trigger the action manually.
I've tried manually hiding the menu, but it's a kludge because it won't hide parent menus which th menu may be attached to.
Here's the relevant section of code:
// color menu
m_colorMenu = new QMenu("color", this);
m_colorView = new QColorView(m_colorMenu);
m_colorViewAction = new QWidgetAction(m_colorMenu);
m_colorViewAction->setDefaultWidget(m_colorView);
m_colorView->setModel(new QStandardColorModel);
connect(m_colorView, &QColorView::clicked, [&](QModelIndex index)
{
QColor color = qvariant_cast<QColor>(index.data(Qt::DecorationRole));
if (m_pen.color() != color)
{
m_pen.setColor(color);
drawIcon();
drawColorIcon();
update();
}
//this->hide(); // kludge, didn't close all parent menus
m_colorViewAction->trigger(); // doesn't seem to cause menu closure
});
m_colorMenu->addAction(m_colorViewAction);
EDIT
I've also tried adding something to the effect of:
QMenu* menu = m_colorMenu;
do
{
menu->close();
menu = dynamic_cast<QMenu*>(menu->parent());
} while (menu);
but it also is fragile/kludgey because it assumes a) all widgets are properly parented, and b) that all the parents are actually supposed to be menus. In my case, they aren't.
If the containing menus aren't in the parentage tree, and the menu you want to close isn't the top level menu, there is no easy way to do this. That said, there is:
THE NUCLEAR OPTION
Adding this to the end of the lambda function
auto topLevelWidgets = qApp->topLevelWidgets();
for (auto widget : topLevelWidgets)
{
QMenu* menu = dynamic_cast<QMenu*>(widget);
if (menu)
{
menu->close();
}
}
will cause ALL top level menus to close once the action is triggered. This is a relatively OK way to accomplish what you want because:
one of the top level menus will contain the menu in question, and
never say never, but I can't think of a single case where you would have (or want) more than one menu open at a time, so most likely the only open menu tree you would close is the intended one.
Related
I'm creating my first C++ wxWidgets application. I'm trying to create some kind of split button where the options are displayed in a grid. I have a custom button class which, when right-clicked on, opens a custom wxPopupTransientWindow that contains other buttons.
When I click on the buttons in the popup, I want to simulate a left click on the main button. I'm trying to achieve this through events, but I'm kinda confused.
void expandButton::mouseReleased(wxMouseEvent& evt)
{
if (pressed) {
pressed = false;
paintNow();
wxWindow* mBtn = this->GetGrandParent();
mBtn->SetLabel(this->GetLabel());
mBtn->Refresh();
wxCommandEvent event(wxEVT_BUTTON);
event.SetId(GetId());
event.SetEventObject(mBtn);
mBtn-> //make it process the event somehow?
wxPopupTransientWindow* popup = wxDynamicCast(this->GetParent(), wxPopupTransientWindow);
popup->Dismiss();
}
}
What is the best way to do this?
You should do mBtn->ProcessWindowEvent() which is a shorter synonym for mBtn->GetEventHandler()->ProcessEvent() already mentioned in the comments.
Note that, generally speaking, you're not supposed to create wxEVT_BUTTON events from your own code. In this particular case and with current (and all past) version(s) of wxWidgets it will work, but a cleaner, and guaranteed to also work with the future versions, solution would be define your own custom event and generate it instead.
Standard behaviour for CMFCToolBarComboBoxButton is to have a clickable button plus a drop-down arrow for displaying a submenu. I want to show the submenu independently of where the click was made. How can I do it?
My code to create the button is, more or less, the following (it has been extracted from a larger project, so I apologize for any missing not-too-important piece of code):
// In class declaration:
CMenu m_menu;
CMFCToolBar m_toolbar;
// Where toolbar initialization takes place:
m_menu.CreateMenu();
// ... populate menu
// ID_BUTTON is the ID in the resource file for the toolbar button, 0 is the index for the button icon
CMFCToolBarMenuButton button(ID_BUTTON, m_menu.GetSafeHmenu(), 0);
m_toolbar.ReplaceButton(ID_BUTTON, button);
I've been looking around for awhile and cannot find a related answer.
The solution happened to be very straightforward, just call the OnClick function of the CMFCToolBarComboBoxButton button from its associated ON_COMMAND.
// ... message map
ON_COMMAND(ID_BUTTON, OnToolbarMenuButtonClicked)
// ...
void MyWnd::OnToolbarMenuButtonClicked()
{
const int index = m_toolbar.CommandToIndex(ID_BUTTON);
auto button = (CMFCToolBarComboBoxButton*)m_toolbar.GetButton(index);
button->OnClick(NULL, TRUE);
}
This behaviour is not documented and, contrary to what common sense told me, it doesn't create an infinite recursive call. It seems that the "main" button is still controlled by CMFCToolBarButton, while just the "arrow-button" is controlled by the CMFCToolBarComboBoxButton.
PS: obviously, and out of the scope of the question, the OnToolbarMenuButtonClicked can be used for a very different purpose, such as the default action while the sub-menu contains other less-frequent options.
Is there a way in Qt to handle situation when any widget of Window goes out of sight. I.e if a widget was in tab control and user have changed active tab, or if user just scrolls and widget goes offscreen, and also when it goes back on screen.
Is that possible to add some code to this two events?
Best if this can be done globally...
Is there a way in Qt to handle situation when any widget of Window goes out of sight. I.e if a widget was in tab control and user have changed active tab, or if user just scrolls and widget goes offscreen, and also when it goes back on screen.
The way the question asked makes one think that the widget show-hide-expose state changes need to be handled:
bool MyWidget::event(QEvent* pEvent)
{
if (pEvent->type() == QEvent::Show)
{
// event "shown"
}
else if (pEvent->type() == QEvent::Hide)
{
// event "hidden"
}
else if (pEvent->type() == QEvent::Expose)
{
// event "exposure changed"
// deal with QExposeEvent and evaluate the exposed region
// QExposeEvent* pExposeEvent = reinterpret_cast<QExposeEvent*>(pEvent);
}
return QWidget::event(pEvent);
}
Best if this can be done globally...
Event filter at the top level widget may solve that. Or you can override event() function for the top level widget but finding what exact widget was affected is another thing.
Refer to QExposeEvent description.
So first of all here is a screenshot of the said menu of Evernote, localized in French:
[]
As you can see, all the menu items in the main menu (by main menu I mean the one whose name is the application name, like here it is Evernote) are localized in French. There are lots of menu items which the Evernote app itself brings, like Évaluez Evernote pour Mac (Rate Evernote for Mac), Information du compte... (Account Info...), etc. Plus there are the standard OS X provided menu items like Quit Evernote, Preferences, etc which are also localized.
My questions:
How do I add a new item in this main menu? How to access this menu to add items?
How do I localize these items based on my app localization, both OS X provided default ones and the ones I add?
In the Evernote menu, everything seems to be localized except the Services menu option (the submenu options are however localized!)? Can't this be localized as well?
What I have tried:
fMenuBar = fMainWindow->menuBar();
fMenuFile = fMenuBar->addMenu(QObject::tr(qPrintable(String_Class::FileMenu))); //"File" in English, translated into other languages
fAboutAppAct = new QAction(QObject::tr(qPrintable(String_Class::About_App)), fMainWindow); //prints "About App", localized in all languages
fMenuFile->addAction(fAboutAppAct);
fAboutAppAct->setMenuRole(QAction::AboutRole); //otherwise it sits with the other file menu options in the File menu
//reset UI language slot, called whenver UI language is reset. It retranslates all strings in all menus, except this
void AppMenu::reTranslateUISlot()
{
fAboutAppAct->setText(QObject::tr(qPrintable(String_Class::About_App)));
}
Maybe you could reimplement in MainWindow or in AppMenu the changeEvent.
void MainWindow::changeEvent(QEvent *event)
{
if (event->type() == QEvent::LanguageChange) {
this->retranslateUi(this);
quickStart->retranslateUi(quickStart);
//etc...
} else {
QMainWindow::changeEvent(event);
}
}
You could force Widgets to retranslate themselves. But you need to have registered some QTranslator first.
For example, in the constructor of MainWindow (or in some config dialog) if it's possible to change language at runtime (what I've done in my software):
CustomizeOptionsDialog::CustomizeOptionsDialog(QWidget *parent)
: QDialog(parent, Qt::Tool)
{
// Load the language of the application
customTranslator.load(languages.value( SettingsPrivate::instance()->language()) );
// Translate standard buttons (OK, Cancel, ...)
defaultQtTranslator.load("qt_" + SettingsPrivate::instance()->language(), QLibraryInfo::location(QLibraryInfo::TranslationsPath));
QApplication::installTranslator(&customTranslator);
QApplication::installTranslator(&defaultQtTranslator);
}
Where language() returns "fr", "gb" or "cs" (initialized from a signal emitted when one has chosen a new language in options).
/** Change language at runtime. */
void CustomizeOptionsDialog::changeLanguage(const QString &language)
{
QString lang = languages.value(language);
SettingsPrivate *settings = SettingsPrivate::instance();
// If the language is successfully loaded, tells every widget that they need to be redisplayed
if (!lang.isEmpty() && lang != settings->language() && customTranslator.load(lang)) {
settings->setLanguage(language);
defaultQtTranslator.load("qt_" + lang, QLibraryInfo::location(QLibraryInfo::TranslationsPath));
QApplication::installTranslator(&customTranslator);
/// TODO: reload plugin UI
QApplication::installTranslator(&defaultQtTranslator);
} else {
labelStatusLanguage->setText(tr("No translation is available for this language :("));
}
}
I hope it's helping.
I still haven't found the complete answer to my problems. But here some of the observations I have made over the last few days:
To be able to add menu items in the main menu, you have to set the menu role accordingly, i.e after adding it wherever you want to (it won't matter, because it will move out), you set the menu role like this:
fYourAction->setMenuRole(QAction::ApplicationSpecificRole);
This will add the menu item in the main menu. If you add more than item in this way, they will appear in the order in which you set their menu roles.
There are few specific roles Qt already provides - i.e for the About <app> item, Quit <app> item, Preferences... item, etc. They are mentioned here.
For example, if your action has a text "Foo", and you add it somewhere as a menu item, and set the role like
fFooAction->setMenuRole(QAction:: PreferencesRole);
then it will automatically move to the main menu and show as Preferences..., what text you actually put in the action will be immaterial. Whatever slot you have attached to it as a response to the triggered() signal will still fire correctly, though. Same goes for QAction::AboutRole as well, whatever text you add in that action, it will move to the main menu and show as About <your_app_name>.
The problem with QAction::AboutRole or QAction:: PreferencesRole is like I said, they won't localize even if you try. They will get localized only when the system locale changes, if you change it just within your app by installing a new translator, it won't change. The workaround? Avoid them and use QAction::ApplicationSpecificRole for all items you want to appear in the main menu. Then they will get properly localized as per your custom translator, and will respect whatever text you provide in the action, i.e if you give foo as text in the action, it will appear as foo in the main menu, and get localized accordingly. Again, mind you, when you are adding multiple items, set the role of the items in order of their appearance, i.e to simulate the Evernote menu above, first set the menu role for the about_app action, then the preferences action. Where you are adding them will be of no importance since they will be moved to a new menu, so the order in which you set the menu role for the items will determine the order in which they appear in the main menu.
The problem with the above approach is that I don't know how to insert separators between the items I am adding in the main menu. It is easy to do that in the menus we add, since we have access to the menu object, but here we don't have access (we add the items somewhere else, and make them move to the main menu by setting the menu role), so I don't know yet how to add multiple separators in the main menu.
Question:
I am looking for an effective way to disable(grey) mutiple items in a MFC C++ application. Depending on if the user is signed into a SQL Server or Oracle account, I wish to disable a section of GUI items.
What I have tried:
I have used the following code to disable one of my two "Create User" buttons.
if(checkIsSQLServer())
{
CWnd *oraCreateUser = GetDlgItem(BTN_ORA_CREATE);
oraCreateUser->EnableWindow(false); //Disable Oracle "Create User" button
}
else
{
CWnd *sqlCreateLogin = GetDlgItem(BTN_SQL_CREATE);
sqlCreateLogin->EnableWindow(false); //Disable SQL Server "Create User" button.
}
.
This code works perfectly, however it only disables the button. I wish to disable all items within either groupbox.
Do I need to create a CWnd* object for every item I wish to disable? Is there a more effective way, such as a way to disable all items that are contained within a group box?
I use this:
void EnableDlgItem (CWnd *dlg, int items[], BOOL bEnable)
{
int i = 0, item ;
while ((item = items[i++]) != 0)
{
CWnd *pControl = dlg->GetDlgItem(item) ;
if (pControl != NULL)
pControl->EnableWindow(bEnable) ;
}
}
...
And in some CYourDialog::OnSomethingFunction()
static int ids[] = {IDOK, IDC_EDIT1, IDC_EDIT2, 0};
EnableDlgItem(this, ids, FALSE);
As others have said, MFC does not expose a method that allows you to enable/disable a group of controls. You'll need to craft your own code to do that.
I was faced with the very same situation and decided to handle it by deriving my own groupbox class. In my situation, the groupbox enable/disable functioning was tied to the state of a checkbox as seen below.
(I've redacted some information from it).
Clicking on the checkbox will toggle the enable/disable of all controls within the groupbox. There's nothing stopping you from deriving your own class for the groupbox and exposing a method that can be called (rather than a checkbox) to enable/disable controls. The advantage to this approach is that if you create the class in a generic manner, you can re-use it in other situations where a groupbox is the "parent" of other controls.