Creating standart(copy,cut,paste) buttons qml - qt

I want to implement button Edit in menuBar with this 3 standart options: cut, copy, paste
That's my code(using examples from documentation and so on):
Action {
id: _copyAction
text: qsTr("&Copy")
shortcut: StandardKey.Copy
enabled: (!!_mainWindow.activeFocusItem && !! _mainWindow.activeFocusItem["copy"])
onTriggered: activeFocusItem.copy()
}
There are simillar for Cut and Paste and when I wanted to test them i've added simple TextArea object, wrote some text, highlated it and when clicked Edit button focus have been disappear from text and buttons were disabled .
My question is this possible to make some property of actions(buttons) that will not take focus while clicked on them and does my code for this buttons valid?

Yes, it is possible, I've done this. But I used QTextEdit which has signals for CopyAvailable and PasteAvailable and I made connect from these signals to action.setEnabled(true), try this:
connect(ui->m_textEdit, SIGNAL(copyAvailable(bool)), ui->actionCopy, SLOT(setEnabled(bool)));
connect(ui->m_textEdit, SIGNAL(copyAvailable(bool)), ui->actionCut, SLOT(setEnabled(bool)));
Not sure if it could be made your way and sorry if you needed it exactly your way.

Related

Best Practices to implement a menu system in a QML game?

I'm relatively new to QML/QtQuick 2 and I quite enjoy it. To start mastering it I am implementing a small fullscreen game. My idea is to have the (simple) game and when the uses presses up the ESC key to pop-up a graphical menu with some settings.
Now I have all the basics running but I'm not completely sure which is the best Declarative way of managing the menu and passing keyboard focus back and forth.
Is it better to statically create the menu and make it hidden in my main file, like this:
MyMenuSystem {
visible: false
}
and then set it to "visible" when I need it? Or defer loading it and use Loader and create a new instance? I prefer to have it declared in my QML code for cleanness, but what is the best practice here? Or is there some component to switch between views that I'm completely missing? I could find very little information and examples on this topic. Thanks!
Your question is kinda broad and could lead to opinionated answers, but since it's a topic close to my heart, I thought I'd try to give some advice.
Loader
I tend to only use Loader when the item I need to load is only relevant under certain circumstances. For example, if a document is open that doesn't support a certain feature, then the UI element that represents that feature can be put into a Loader. A benefit of this (besides a (usually) very small increase in performance) is that it avoids the need to add lots of null checks for that feature. For example, if you don't use a Loader in this case, you might end up with a lot of code that looks like this:
text: optionalFeature.foo ? optionalFeature.foo.bar : ""
With a Loader, you control when the item is loaded, such that it's only loaded when the optional feature is enabled. Then the code becomes much nicer:
text: optionalFeature.foo.bar
Popup
For an in-game menu, I'd use a Popup. This is good if you want the user to be able to see the game in the background, though you can also obscure that with an overlay, if you wanted.
StackView
If you don't want to use a popup, then I'd suggest StackView. You should probably be using this for each screen in your game anyway, as it is a perfect fit for it.
Here's how I managed to do a Menu System:
I used Component to create a Component and createObject() to turn it into an instance of that component.
MyMenu.qml:
import QtQuick 2.9
Popup {
/* Menu Item 1 */
/* etc etc */
}
Game.qml:
Component {
id: myMenuId
MyMenu {
}
}
Game {
id: myGameId
property var dynamicItem
Keys.onPressed: {
if (event.key == Qt.Key_ESC) {
dynamicItem = myMenuId.createObject(myGameId);
dynamicItem.open()
}
}
}

Identify Source Button of Modal Dialog

i got a simple scenario where i have an administrative list of DB-Entries. On click i call the remote-attribute and display the data.
Now the Modal Dialog contains Action-Buttons like "Delete", "Approve", "Nothing".
So whenever i click one of those buttons, i'd like to get the ID of the DB-Entry.
Going by this PullRequest on GitHub on Bootstrap 2.3 there was a relatedTarget attribute on the event. Apparently on v3 this has been removed. So i'm really wondering on how i should implement this kind of feature.
//Syntax Bootstrap v2.3
$('#modal').on('show.bs.modal', function(e){
console.log(e.relatedTarget);
});
//Syntax Bootstrap v3.0
????
A fiddle shouldn't really help to understand the question, but here's one anyways
Since i have identified buttons on the modal dialog, a functionality like this works. Though for some reason i feel for this to be a little messy and I'm still wondering if there's a different solution to this:
// Button to open the Modal Dialog
Foo
// Button inside the Modal view
delete
And then the JS to get the article ID on Delete-Button-Click:
$('#delete-article').on('click', function(){
var articleId = $('#modalDiv').data('bs.modal').options.articleId;
// artticleId = 1
});
Since i have to make another "query" onto the DOM, i feel for this method to be quite dirty. If there's any other way to get the data in a more performant way, I'd gladly take that information :)

Next and previous control button in winAPI to go to next page (c++)

I am creating an winAPI application in c++ I have a photo in preview pane and I want to create two buttons NEXT and PREVIOUS on clicking them I will go to the next page .
Could you please give me the idea how to do that in c++ ??
Do I need to use QT libraray or it can be done using the in built function of WinAPI like -
HWND hwndButton1 = CreateWindow(L"BUTTON",L"NEXT",WS_TABSTOP | WS_VISIBLE | WS_CHILD | BS_DEFPUSHBUTTON,550,800,100,30,m_hwndPreview,(HMENU)buttonid1,(HINSTANCE)GetWindowLong(m_hwndPreview, -6),NULL);
HWND hwndButton2 = CreateWindow(L"BUTTON",L"PREVIOUS",WS_TABSTOP | WS_VISIBLE | WS_CHILD | BS_DEFPUSHBUTTON,650,800,100,30,m_hwndPreview,(HMENU)buttonid2,(HINSTANCE)GetWindowLong(m_hwndPreview, -6),NULL);
and then using WM_COMMAND for both the button clicks.
Am I going right?
I just want my API application work like a .pdf extension file...as in PDF files we have up and down arrow and on clicking upon them we can go to the next page..In winAPIc++ I couldn't find any such arrow function.. please tell me if there is any such arrow up/down function present to go to next page (because I am very less interested in creating NEXT and PREVIOUS button using createwindow function.. It looks odd).
You have not mentioned what tools you are using, so we don't know if you have a resouce editor. You should research that in a forum appropriate for the tools. If you think writing one line of code to create a button is "very complicated" then you need a better tool.
If you do not want the buttons to appear on top of the picture then you need another place to put them. One common possibility is a toolbar. It is a strip for buttons along the top or bottom of the main window:
http://msdn.microsoft.com/en-us/library/windows/desktop/bb760435(v=vs.85).aspx
With a resource editor you can draw an arrow on the button. Without a resource editor you can set the button text to a unicode arrow:
SetWindowText(hwndButton1, L"\x25bc"); // down arrow, use 25b2 for up arrow
Most buttons (and other controls) are created using a resource editor, placing the controls on a dialog template or a toolbar resource. If you do that Windows will create the buttons when you create the dialog or toolbar. This method is much preferred because Windows will adjust the size of the buttons as required for the screen settings in use.
If you can't do that you must use CreateWindow as you are doing.
Finally it is done.. I have created the buttons neither using Qt or nor using any createWindowEx..The best and easy approach to follow is resource editor ...just put some button on dialog and use IDD_MAINDIALOG (in my case)
m_hwndPreview = CreateDialogParam( g_hInst,MAKEINTRESOURCE(IDD_MAINDIALOG), m_hwndParent,(DLGPROC)DialogProc, (LPARAM)this);
and then
BOOL CALLBACK AMEPreviewHandler::DialogProc(HWND m_hwndPreview, UINT Umsg, WPARAM wParam, LPARAM lParam)
{
switch(Umsg) // handle these messages
{ .........
}
....
}
and thats done. Very easy task.

Qt : Tooltip on wrong input

I have a QLineEdit, on which I have set a QRegExpValidator, that allows the user to input only one whitespace between words.
Now I want that whenever the user tries to enter more than one whitespaces, the tooltip of the QLineEdit should show up, but I'm not getting any method to implement it.
Thanx :)
It seems there is no direct method to perform what you want. One way to do above is to handle QLineEdit's textChanged() signal. Then you can check that string against your regular expression using QRegExp::exactMatch() function and if it don't match then show tooltip.
Connect the signal..
...
connect(ui->lineEdit,SIGNAL(textChanged(QString)),this,SLOT(onTextChanged(QString)));
...
Here your slot goes..
void MainWindow::onTextChanged(QString text)
{
QRegExp regExp;
regExp.setPattern("[^0-9]*"); // For example I have taken simpler regex..
if(regExp.exactMatch(text))
{
m_correctText = text; // Correct text so far..
QToolTip::hideText();
}
else
{
QPoint point = QPoint(geometry().left() + ui->lineEdit->geometry().left(),
geometry().top() + ui->lineEdit->geometry().bottom());
ui->lineEdit->setText(m_correctText); // Reset previous text..
QToolTip::showText(point,"Cannot enter number..");
}
}
I don't remember explicit API for showing a tooltip. I'm afraid you'll have to go with popping up a custom tool window (i.e. a parent-less QWidget) to achieve the desired result.
If you want to style your own popup window like a standard tooltip, QStyle should have something for that. If in doubt, read into the Qt source code where it renders the tooltip. That'll tell you which style elements to use.

How to disable a Perl/Tk window close ('X') button on Windows

Is there a way to make a Perl/Tk window's close ('X') button disabled?
I know how to ignore clicking it using the technique described here, but I would much rather have it disabled.
I'm using Perl/Tk on Windows.
Thanks,
splintor
If you are in a Unix environment you are out of luck. The "close" button is managed by the Window Manager of the desktop which is a completely different process that you have no control on.
Even if by a hack you disable the "close" button the user can always bring it back
if the window manager permits this. The enlightenment window manager for example can
enable/disable all window buttons on demand.
The technique you give in the link is doing exactly this. It does not remove
the "close" button. It just gives a hint to the window manager (WM_DELETE_WINDOW).
It is up to the window manager if this hint will be honoured or not.
See also the icccm and NetWM pages.
What you want might be possible on Windows, but my experience with this OS
is limited so perhaps another poster will know this.
I have an app that I wrote, i was wondering about the same thing, and i don't disableit, but i have a call back to a subroutine, that simply does return;
$Mw->protocol('WM_DELETE_WINDOW',sub{return;});
According to the Perl Monks, it looks like the following works on Windows:
#!/usr/bin/perl
use warnings;
use strict;
use Tk;
my $window = new MainWindow;
$window ->title("Close test");
$window ->geometry("400x250");
#prevents window from closing
$window->protocol('WM_DELETE_WINDOW' => sub {
print "Do stuff before exiting\n";
exit;
});
MainLoop;
In the above code, you are intercepting the signal sent when the user presses 'X' and can then write your own subroutine to execute when the button is pressed.
If you want to disable the close icon, set sub to empty (effectively telling it to "do nothing when pressed"): 'WM_DELETE_WINDOW' => sub {}
If you don't manage to really disable the close button (I mean to grey it out or even remove it from the window decoration), it might be the most intuitive thing to iconify your window instead of closing it. This is what I did.
$window->protocol('WM_DELETE_WINDOW', sub { $window->iconify(); } );

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