Qt's QTabBar has functionality to set the colour of text on each tab.
I'd like my application to be able to set the background colour of each tab. From what I can see, QTabBar isn't easily modifiable (e.g. by inheritance or changing a property) to do this.
This leaves me with the option of copying the QTabBar code wholesale into my (GPL) application, then modifying the class name (i.e. MyQTabBar), then adding my functionality. Is this the preferred method, or is there a better way?
There is definitely a better way :) You should be able to do what you want using stylesheets. This article covers some of this with a QTabWidget which contains a QTabBar.
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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'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.
Is it possible to look up stylesheet values at runtime in Qt?
I'm working on a custom button derived from QPushButton that has some stylesheet properties set. I'd like to be able to look up some stylesheet settings like border width, margin, padding-top, padding-left, padding-right, etc. Is this at all possible to do without calling widget->getStyleSheet() and parsing out the values myself?
Internally, when you call QApplication::setStyleSheet() Qt creates a QStyle sub-class called QStyleSheetStyle.
That means you can query style sheet information via the normal QStyle methods. Just remember to fill in the options and widget parameters properly to ensure you get the right values from the style sheet.
Don't think so, you might be able to find something by stepping through the drawing code. But the parsing and the application of stylesheets is pretty optimised and uses a lot of preprocessing. I don't even think that you can get to the stylesheet of a widget if it was actually set in a parent.
I'm making a game GUI API. It is coming along very nicely except for one aspect. I want themes similar to how GTK works. The way I want it to work is that every GUI element will have a default Windows9X-like way of drawing themselves. If it is found that a theme is set for that type of widget, it will be drawn with those bitmaps.
My original concept was to create a Theme class which would have getters and setters for the bitmaps.
for example:
themeManager.setButtonHover(Bitmap *bitmap);
The problem with this, is that it is not flexable if I want to create new types of Widgets. I may eventually want to create a superButton which would use a different theme than a button. This is the flaw with that concept. The concept I'm thinking of going with is that each widget type has static methods to set the theme for itself and the constructor uses that.
Are there better ways of doing this that I'm not thinking of? Since it is an API, I want to avoid reading text files, so reading the theme from a text document is not an option.
Thanks
May be template the superButton on a policy and then have a default policy which does the default and the user has the option of providing a different policy? The policy could then define the attributes of the button (such as the hover image etc.) - does what I describe make sense?
I am using QT 4.3. I have created one custom widget plugin. I could be able to show it in the desiner tool box as well as use it on the form with no problem.
This custom widget internally holds QGroupBox, QLabel, QTextEdit.
Now I want to apply the styles to individual componets of this custom widget.
I want to expose these internal conrols as sub-control and style them. This would be similar to tear subcontrol of QTabWidget. In style sheet we can refer it as QTabWidget::tear...
Is there any way by which I can do similar thing with my custom widget?
The subcontrols are defined in the (internal to Qt) knownPseudoElements array in qstylesheetstyle.cpp, so you won't be able to add your own pseudoelements. However, you can use the ID Selector feature to address individual controls in your widget. For example, if the names of your QGroupBox, QLabel, and QTextEdit are group, label, and edit, you can use:
#group {color:green} #label {color:blue} #edit {background-color:red}
to change the sub-widgets