I've been wanting to program a simple game with a simple GUI using Qt (Its will be a VERY simple game, nothing fancy). What I've been wondering is, how can I create multiple windows and display them when needed? For an example, a battle screen and an inventory screen. The user should only see one of them, but should be able to access the other one when needed. I was using stacked widget but I'm not sure if that's the proper way. Also, is it better to design the windows in the designer or to code them?
A StackWidget certainly would accomplish what you want to do. The reason why it is not always used for this kind of thing, is that it all the screens are pre-created at the beginning and always exist. This means it takes a little longer to initialize, and you are using more resources than you need at any one time
But as you are saying, if this is a simple game, then I don't see a big problem with it. Just as easily, you could also, create an empty layout and swap the inventory and game panels as needed.
Add my vote to everyone else suggesting to use the designer. It is so much easier to manipulate layouts, actions, and such using the designer then through code.
You can see the Designer manual here
So this is what I would suggest:
Create your "battleScreen.ui" - which is the designer file for your battle screen and everything in it, and then create your "inventory.ui". Both of these could be QWidgets, or QFrames, or whatever makes sense.
Then create your "Game.ui" which will be your QMainWindow.
In your Game main window, you can then add your QStackWidget, and place your inventory, and battle screens in the stack widget.
If you don't know how to do that...
1) drag a QWidget into your form (into the stack widget)
2) select the new QWidget and right-click.
3) Select "Promote to..."
4) Fill out the information to promote the QWidget to your inventory class
Promoted Class Name: The name of your inventory class
Header File: The header file of your inventory class
5) Click add
6) Click Promote.
Hope that helps.
Since I'm not sure what your goals are I can't advise whether or not the stacked widget is appropriate but I think you can accomplish quite a lot using the designer and style sheets. If you need to code some parts of the GUI, you can always drop in a place holder widget and either replace it with coded items or make them children of the place holders.
A general answer for a general question:
Use the Designer to create your windows; hide and show the auxiliary windows as needed.
Use a flow manager class to manage the visibility of a related set of windows.
The stacked widget is useful for managing a button/icon whose appearance changes based on state; the different representations live in the stack.
Related
I have a project in Qt made with the QWizard and QWizardPage classes. There are two ways to create a widget i.e: a Label:
One is going to the *.ui file and search the element and put it where you want (visual way). Then you can access it on your code with ui->nameOfLabel.
The other one is going to your code and creating it like QLabel codedLabel;
Actually I'm using the second way (it's easier for me to create, show and use) but my question is: Is there any way that I can see my label codedLabel on the *.ui file?
I would like to move it to a space in the screen and in that case, it would be much easier for me to be able to do it through the visual way (but having the label created in the code instead of the ui).
Thank you so much.
Widgets created at runtime from your source code and being added to a widget as child CANNOT be seen in Qt Designer when you edit the .ui file of the widget they will be added to.
However, there could be an alternative (reading what you are trying to achieve: having some child widgets being present or not based on the context):
Create the widget from the .ui within Qt Designer and hide it (QWidget::hide()) or even remove it (QLayout::removeWidget()) programmatically if not needed at runtime.
If the real reason why you want to see it is because you want to "move it to a space in the screen and in that case, it would be much easier for me to be able to do it through the visual way". Then I recommend that you simply create an empty QWidget (or QLayout) in Qt Designer (graphically: easy to place where you want to) and later (programmatically) add your QLabel to it (rather than adding it to the main top-level widget): then, it goes in the place you determined from Qt Designer tool.
You should not need any complex code to programmatically display your QLabel in a specific place, just choose the right parent to have it be displayed in the right place!
In Qt widget application, I'd like to have a common base view for all my dialogs, so that I could inherit other classes from it.
This "base/common" view would contain initially a set of buttons at the bottom and a custom frame with data at the top. A place in the middle would be used by derived classes for placing view-specific contents. If the common dialog style changes in the future, changes will be applied in one class only.
Is there any way to use such approach in Qt, since ui files are processed with 'uic' to create classes? Ideally would be to not to lose the ability of using the gui designer, at least for the derived classes.
Any hints much appreciated.
You can make your "base view" as its own ui file with a big QFrame in the middle with nothing in it and name it contentsFrame. Then create your other widgets you want to place inside the empty contentsFrame in designer.
Now you have a couple options. You can have both open side by side in designer, click on your contents widget, select all, and drag everything to your contentsFrame. Then just hit save as and save it as a different widget. If you aren't afraid to leave designer for a tiny bit, you can add your contents widget to the base widget in code. Either way, make sure you are setting the layout for your contentsFrame or everything will look like garbage.
I am making a new graphical menu interface for a project I am making. I don't want to use the menu system provided by windows APIs and want to make one from scratch.
My question is, what is the best method for setting up the structure?
I'm thinking I will need a menu item object, each of which will have to have their own item array list, etc...
Is it considered sloppy to have recursive coding like that? (Ie an object which contains objects of itself, which contains objects of itself, etc...)
I'm thinking I can give the item object a draw interface which checks itself to see if it has an item array that is not null. If it does, it executes the draw command all the way down, thereby giving me a menu with (for my purposes) unlimited submenu level
In my opinion your approach is fine. In nearly all UI frameworks, views contain views as subviews after all.
But the thing is that writing drawing code is too much work for small projects I think. I would consider using a UI framework such as QT and use its view mechanism as a starting point. You can write your own Menu class which will be a subclass of generic View class in the framework.
I have made my own GUI API for games. One assumption that must be made is the user may want to use a derived version of a Widget I have made.
An example of how I dealt with this with ToolTips is, the user allocates a new ToolTip and sets a global one for the GUI. Ex: getGui().setToolTip(customToolTip);
The GUI then calls toolTip->show() when necessary. The problem with menus in general is that you can have many of them appearing at a given time.
I also would hate to have the user implement an interface:
PopUpFactory::createPopUp()
PopUpFactory::destroyPopup()
How is this usually dealt with? Who or how is the memory also managed for these?
There is always the option of limiting to something like 9 nested menus and have the user set an array of 9 PopUps but that seems messy.
Thanks
I have a project where I'd like to have many wxPanel which are displayed or hide, depending the selection of the user. All panel are on the same position, only one is displayed at a time.
On a code side, there is no problem at all. Where it gets tricky, is how to manage this with wxSmith and keep a clear view while having many wxpanel at the sample location?
One way which is really not proper is to user the wxNotebook, and then when you start the soft delete all tabs and then show the needed panel.
I have look around to try to have the panel on a "other" wxSmith window and then load it, like a class but haven't find anything good.
I'm sure, as wxSmith is really a great tool that it must have a way to do this.
Thanks for your help!
See ya
"One way which is really not proper is to user the wxNotebook, and then when you start the soft delete all tabs and then show the needed panel."
Why not? I use that technique for AtomWeaver, and it works fine. The plus side is that you can design each page normally on a RAD GUI builder.
I've created a class called GUI_NotebookPageData that holds a pointer to a single notebook page. Create an array of these, holding info about all notebook pages.
Then, by index, or by name, get the info of the page you want to show/hide, and use wxNotebook's RemovePage()/InsertPage() methods.
This method is specially good for having several pages shown at the same time.
Actually it's possible to use external ressources with wxSmith, then it's very simple to manage the frames.
It create a derived class from wxPanel (or other window) on a new wxSmith window, easy to manage then just required to include it on the project.