How to disable next button in QWizard - c++

What I'm trying to do
I am trying to create a subclass of QWizardPage that looks somewhat like this,but has a slight tweak. I want to disable the next button when a counter variable is more than 0. (It can't be 0 from the get-go due to some functionality that requires it to go x..x-1...0).
What I've tried
Reimplement isComplete() and emit completeChanged() in the constructor
bool DemoWizardPage::isComplete()
{
return ! (counter > 0); //Also tried just return false;
}
Reimplement initializePage and disable the next button from there
void DemoWizardPage::initializePage()
{
qDebug() << "QWizardPage:: initialize page";
if (!this->isComplete())
{
qDebug() << "try to turn off next button";
wizard()->button(QWizard::NextButton)->setDisabled(true);
qDebug() << "next button enabled? "
<< wizard()->button(QWizard::NextButton)->isEnabled();
}
}
Results so far
From stepping through the code I can see that the next button is disabled when the page loads. But then it is enabled again due to these 2 lines in QWizardPrivate (taken from qwizard.cpp)
bool complete = page && page->isComplete();
btn.next->setEnabled(canContinue && complete);
I am quite baffled as to why isComplete() is returning true here. I mean, I set my counter to be 2 at the beginning and I never decrease it. (And yes, I do emit a completeChanged() whenever I set the counter).
Any ideas?

QWizard automatically manages the state of Next button based on the QWizardPage::isComplete(), you should not implement that functionality yourself in initializePage(). The reason your isComplete() is not being called is that it doesn't actually overwrite QWizardPage::isComplete const from QWizardPage. Declare your function const and it will properly overwrite the original function.

Related

Issues trying to make a filter using Qt

I'm trying to make my software filter a list of elements.
I think I need to put my data in a TableWidget because I have to display other information.
I also put 3 Line Edit to search respectively in each category (called leName, leSource, leDestination)
so I tried to implement my filter for the name property, for now I have :
void MyClass::on_leName_textEdited(const QString &arg1)
{
for (int i=0;ui->tableWidget->rowCount()-1;i++)
{
qDebug()<<"before if";
if(ui->tableWidget->item(0,1)->text().contains(arg1) //tried with &arg1, I have the same issue, for now
{
qDebug()<<"If validated";
ui->tableWidget->showRow(i);
}else{
qDebug()<<"If not validated"
ui->tableWidget->hideRow(i)
}
}
}
When I hit a key, my soft crashes
I get "Before if", "If (not) validated", "Before if" from qDebug
I launched with debbugger and got Segmentation fault as error
not sure what I could add as detail about my error
Maybe I did nothing in the good way, I'm no expert in Qt nor c++
If you have any idea of what I should do to correct this, I would appreciate it =)
The fact that a cell exists does not imply that it has an associated QTableWidgetItem, so you must verify that it is not null.
QTableWidgetItem * item = ui->tableWidget->item(0, 1);
if(item && item->text().contains(arg1))
{
qDebug() << "If validated";
ui->tableWidget->showRow(i);
}else{
qDebug() << "If not validated"
ui->tableWidget->hideRow(i)
}

(Qt C++) Send int value from dialog to MainWindow?

I am quite new to C++ and Qt. I've gotten pretty far on my current project, but I've been putting off this one part. I have a pushbutton that opens a new dialog like this:
void MainWindow::on_fillAll_clicked()
{
int yo;
BlockSelect bSelect;
bSelect.setModal(true);
bSelect.exec();
if( bSelect.exec() == QDialog::Accepted )
{
//Get stuff here?
//I want to fill yo with the spinbox value
yo = bSelect.stuff();
return;
}
qDebug() << yo;
}
This works fine. In the dialog I have a spin box. I want to send that value inputted to the spin box to my main window when the user clicks OK.
I have been trying to get "int yo;" to have that value from the spinbox but everything I try just gets an error.
I added this to my BlockSelect public class:
int stuff();
And I made this function in my blockselect.cpp:
int BlockSelect::stuff()
{
qDebug() << "The function was called";
return ui->yolo->value();
}
But qDebug never shows anything???
So how can I fill yo from the main window with yolo from the dialog?
Sorry if I didn't explain this well :( I'm still learning.
Thanks for your time :)
First of all, there is no need to call exec() twice, just use it once within the if statement.
To answer your question, you still have the bSelect dialog object (and I'm assuming BlockSelect is a class you define?), so make an accessor function inside it to retrieve the values you want.
if( bSelect.exec() == QDialog::Accepted )
{
//Get stuff here?
//I want to fill yo with the spinbox value
yo = bSelect.stuff();
return;
}
EDIT:
Your BlockSelect class needs to contain an accessor function, this means a function that returns a value.
int stuff() { return ui->yolo->value();}
What I'm doing here is retrieving the spinbox's value (assuming it is named 'yolo') and returning it as a result of calling the 'stuff' function.

Capturing modifier keys Qt

I am trying to understand how to handle various events with Qt and have found an issue I cannot understand with key modifiers e.g. Ctrl Shift Alt etc. I have made a default Qt GUI Application in Qt Creator extending QMainWindow and have found that the following example does not produce understandable results.
void MainWindow::keyPressEvent(QKeyEvent *event)
{
qDebug() << "Modifier " << event->modifiers().testFlag(Qt::ControlModifier);
qDebug() << "Key " << event->key();
qDebug() << "Brute force " << (event->key() == Qt::Key_Control);
}
Using the modifiers() function on the event never is true while the brute force method returns the correct value.
What have I done wrong?
Try using this to check for shift:
if(event->modifiers() & Qt::ShiftModifier){...}
this to check for control:
if(event->modifiers() & Qt::ControlModifier){...}
and so on. That works well for me.
EDIT:
To get the modifiers of a wheel event, you need to check the QWheelEvent object passed to your wheelEvent() method:
void MainWindow::wheelEvent( QWheelEvent *wheelEvent )
{
if( wheelEvent->modifiers() & Qt::ShiftModifier )
{
// do something awesome
}
else if( wheelEvent->modifiers() & Qt::ControlModifier )
{
// do something even awesomer!
}
}
According to the documentation, QKeyEvent::modifiers cannot always be trusted. Try to use QApplication::keyboardModifiers() static function instead.
From Qt 5 Doc. – Qt::KeyboardModifiers QKeyEvent::modifiers() const:
Warning: This function cannot always be trusted. The user can confuse it by pressing both Shift keys simultaneously and releasing one of them, for example.

Get target of cascades TouchEvent not working

I'm having problems trying to reach for the target of the Touch Event from BB10 cascades API. I have several containers, one below the other, and each one of them have the same Touch signal and slot assigned. Everything is being dynamically loaded from C++. So, in order to catch each touch event, I need to know which container triggered the event. I've read that I just need to use the TARGET property from the TouchEvent, but is not working and I dont know why. So I'm asking for help
Here's my code:
for (int i = 0; i < 10; i++) {
QmlDocument *qml = QmlDocument::create("asset:///customComponents/TableRow.qml").parent(this);
Container *passivesRow = qml->createRootObject<Container>();
passivesRow->setProperty("labelTextOne", "Hello_" + i);
bool res = QObject::connect(passivesRow,
SIGNAL(touch(bb::cascades::TouchEvent*)), this,
SLOT(handleAccountTouch(bb::cascades::TouchEvent*)));
Q_ASSERT(res);
Q_UNUSED(res);
myCurrentPageContainer->add(passivesScroll);
}
void PosicionConsolidada::handleAccountTouch(bb::cascades::TouchEvent* event) {
if (event->touchType() == TouchType::Up) {
qDebug() << "event catched";
VisualNode *p = event->target();
qDebug() << "object p: " << p->property("labelTextOne"); //Print nothing
}
}
Everything else is working just fine. My list of Containers is being created fine with their respective texts. When I click one of them, the event is being catched successfuly. I also tried to cast the VisualNode object to Container and it didn't work either. Please help!.
I would advice you an alternate approach which I used before. You can set objectName of control like this:
passiveRow->setObjectName("Hello_" + i");
QObject::connect(passiveRow, SIGNAL(touch(bb::cascades::TouchEvent*)), this,
SLOT(handleAccountTouch(bb::cascades::TouchEvent*)));
& in SLOT using it you can know which control emitted the signal:
if (event->touchType() == TouchType::Up) {
qDebug() << "object: " << QObject::sender()->objectName();
}
Here, sender() returns the control which emitted the signal.
In the API reference, there is no onTouch signal for the container.
On the contrary of other element like CustomControl
I do not know how your signal was successfully connected to your slot, but I guess that it was propagated from another component inside the container. So the target may be a Label or something else inside it.

How does MFC's "Update Command UI" system work?

I'd like to know more about how this system works, specifically when and how the framework actually decides to update a UI element.
My application has a 'tools' system where a single tool can be active at a time. I used the "ON_UPDATE_COMMAND_UI" message to 'check' the tool's icon/button in the UI, which affected both the application menu and the toolbars. Anyway, this was all working great until some point in the last couple of days, when the toolbar icons stopped getting highlighted properly.
I investigated a little and found that the update command was only being received when the icon was actually clicked. What's strange is this is only affecting the toolbars, not the menu, which is still working fine. Even when the buttons in the menu are updated the toolbar icon stays the same.
Obviously I've done something to break it - any ideas?
EDIT:
Never mind. I'd overwritten the Application's OnIdle() method and hadn't called the original base class method - that is, CWinApp::OnIdle() - which I guess is where the update gets called most of the time. This code snippet from https://msdn.microsoft.com/en-us/library/3e077sxt.aspx illustrates:
BOOL CMyApp::OnIdle(LONG lCount)
{
// CWinApp's original method is involved in the update message handling!
// Removing this call will break things
BOOL bMore = CWinApp::OnIdle(lCount);
if (lCount == 0)
{
TRACE(_T("App idle for short period of time\n"));
bMore = TRUE;
}
// ... do work
return bMore;
// return TRUE as long as there are any more idle tasks
}
Here's a good article that kinda explains how to do it. Don't use his code example with WM_KICKIDLE though, instead scroll down to the comments section. There are two code samples that explain how to do it better. I quote:
//Override WM_INITMENUPOPUP
void CDialog::OnInitMenuPopup(CMenu* pPopupMenu, UINT nIndex, BOOL bSysMenu)
{
CDialog::OnInitMenuPopup(pPopupMenu, nIndex, bSysMenu);
// TODO: Add your message handler code here
if(pPopupMenu &&
!bSysMenu)
{
CCmdUI CmdUI;
CmdUI.m_nIndexMax = pPopupMenu->GetMenuItemCount();
for(UINT i = 0; i < CmdUI.m_nIndexMax; i++)
{
CmdUI.m_nIndex = i;
CmdUI.m_nID = pPopupMenu->GetMenuItemID(i);
CmdUI.m_pMenu = pPopupMenu;
// There are two options:
// Option 1. All handlers are in dialog
CmdUI.DoUpdate(this, FALSE);
// Option 2. There are handlers in dialog and controls
/*
CmdUI.DoUpdate( this, FALSE );
// If dialog handler doesn't change state route update
// request to child controls. The last DoUpdate will
// disable menu item with no handler
if( FALSE == CmdUI.m_bEnableChanged )
CmdUI.DoUpdate( m_pControl_1, FALSE );
...
if( FALSE == CmdUI.m_bEnableChanged )
CmdUI.DoUpdate( m_pControl_Last, TRUE );
*/
}
}
}
See if this helps - http://msdn.microsoft.com/en-us/library/essk9ab2(v=vs.80).aspx