Need help on Event handling to signalling in QTcreator - qt

So basically what I am trying to do is the following:
I want to create a directional arrows pad on the screen. When the user presses the up or 8 key, the UI should react as if I clicked the up button. I have googled and searched all over, but as I just started using QTCreator (and C++), I am very inexperienced and any help would be appreciated.
So far I have
class GamePadWidget : public QWidget
{
public:
GamePadWidget(QWidget *parent = 0);
protected:
virtual void keyPressEvent(QKeyEvent *event);
};
GamePadWidget::GamePadWidget(QWidget *parent)
: QWidget(parent)
{
int buttonWidth = 75;
int buttonHeight = 75;
QPushButton *down = new QPushButton(("Y-"), this);;
down->setGeometry(100, 200, 100, 100);
QIcon downicon;
downicon.addFile(QString::fromUtf8("C:/arrows/Aiga_downarrow.png"), QSize(),QIcon::Normal, QIcon::Off);
down->setIcon(downicon);
down->setIconSize(QSize(buttonWidth,buttonHeight));
down->setFocusPolicy(Qt::NoFocus);
QPushButton *up = new QPushButton(("Y+"), this);;
up->setGeometry(100, 50, 100, 100);
QIcon upicon;
upicon.addFile(QString::fromUtf8("C:/arrows/Aiga_uparrow.png"), QSize(),QIcon::Normal, QIcon::Off);
up->setIcon(upicon);
up->setIconSize(QSize(buttonWidth,buttonHeight));
up->setFocusPolicy(Qt::NoFocus);
}
void GamePadWidget::keyPressEvent(QKeyEvent *event)
{
if (event->key() == Qt::Key_8 || event->key() == Qt::Key_Up ) {
printf("key event in board");
}
else if (event->key() == Qt::Key_9 || event->key() == Qt::Key_Down ) {
qApp->quit();
}
}
int main(int argc, char *argv[])
{
QApplication app(argc, argv);
GamePadWidget widget;
widget.show();
return app.exec();
}
with my current code, if I press down or 2, the app exits as expected, yet here is part in which I am stuck at.
I want the same functionality as if I pressed the down (or up key), the pushbutton should light up briefly then shoot off a signal to who knows where
I realize it should have something to do with connect(quit, SIGNAL(clicked()), qApp, SLOT(quit()));
but cannot quite wrap my mind / find it.
Thank you for your time.

You can call a slot on an object as if it was a normal method (which it is as far as C++ is concerned). Obv you'll need to make your pushButton a member though, so you have access to it outside of the constructor.
Then yes, just connect the button's clicked() signal to the app's quit() slot. The code below should work for you (not tested though):
GamePadWidget::GamePadWidget(QWidget *parent)
: QWidget(parent)
{
...
mDownButton = new QPushButton(("Y-"), this);;
...
connect(mDownButton, SIGNAL(clicked()), qApp, SLOT(quit()));
}
void GamePadWidget::keyPressEvent(QKeyEvent *event)
{
if (event->key() == Qt::Key_Down ) {
qDebug() << "Down key pressed";
mDownButton.click();
}
}

Related

QTextEdit refresh after setText()/insertPlainText()

I have a QTextEdit widget in a private slot, which I update regularly with setText() and insertPlainText().
I have found that setText()/insertPlainText() does not update the QTextEdit widget immediately. Instead, the QTextWidget is updated when the slot function returns. To test this, I have put a sleep() just after the setText()/insertPlainText().
class MyWindow : public Widget
{
MyWindow()
{
my_button = new QPushButton(this);
my_edit = new QTextEdit(this);
connect(my_button,
&QPushButton::clicked,
this,
&MyWindow::my_callback);
}
private slots:
void my_callback()
{
my_edit->setText("sample text");
// nothing happens; the QTextEdit
// widget does not show "sample text"
sleep(10);
// the QTextEdit widget will show
// "sample text" AFTER the sleep,
// when my_callback returns.
}
private:
QPushButton* my_button;
QTextEdit* my_edit;
}
This is a problem for me because I need to print a message in my QTextEdit widget BEFORE launching a time-consuming process (using QProcess). Currently, this message is not being printed until after QProcess process has returned.
Does anyone know how I can get the QTextEdit widget to show its contents right after setText()/insertPlainText()?
Using Qt5 on Fedora 29.
Never execute a task that consumes a lot of time in the GUI thread. In general, the solution is to execute that task in another thread, but in your case it indicates that you use QProcess, so I assume that you are using one of the methods waitForFinished(), waitForStarted() or waitForReadyRead(), instead you should use the signals:
#include <QtWidgets>
class Widget: public QWidget{
Q_OBJECT
public:
Widget(QWidget *parent=nullptr):
QWidget(parent)
{
button.setText("Press me");
QVBoxLayout *lay = new QVBoxLayout{this};
lay->addWidget(&button);
lay->addWidget(&textedit);
connect(&button, &QPushButton::clicked, this, &Widget::onClicked);
connect(&process, &QProcess::readyReadStandardError, this, &Widget::onReadyReadStandardError);
connect(&process, &QProcess::readyReadStandardOutput, this, &Widget::onReadAllStandardOutput);
}
private Q_SLOTS:
void onClicked(){
textedit.setText("sample text");
process.start("ping 8.8.8.8");
}
void onReadyReadStandardError(){
textedit.append(process.readAllStandardError());
}
void onReadAllStandardOutput(){
textedit.append(process.readAllStandardOutput());
}
private:
QPushButton button;
QTextEdit textedit;
QProcess process;
};
int main(int argc, char *argv[])
{
QApplication a(argc, argv);
Widget w;
w.show();
return a.exec();
}
#include "main.moc"
I wonder if calling
QCoreApplication::processEvents()
right after the ->setText("sample text") would do the trick in your case.

Trouble displaying sequence of images with setPixmap in Qlabel

I'm trying to display a sequence of images through a Qlabel using setPixmap. I have a QStringList containing the image file names and a for loop which iterates through the images with a 5 second wait after each image. However, only the last image file is ever being displayed. Currently the screen remains blank during the wait of the first iterations until the last image is finally shown. I've read that using a for loop wont work and that I should be using signals and slots instead. I'm new to this concept though and I would really appreciate an example to point me in the right direction.
Here is my current code:
MainWindow::MainWindow(QWidget *parent) : QMainWindow(parent),ui(new Ui::MainWindow){
ui->setupUi(this);
QStringList images;
QString imageName;
images << "redScreen.png" << "blueScreen.png" << "greenScreen.png";
for(int x=0; x < images.size(); x++){
imageName = images.at(x);
this->displayScreen(imageName, 5);
}
}
void MainWindow::displayScreen(QString imageName, int wait){
QTimer t;
QEventLoop loop;
QPixmap myImage;
myImage.load(":/images/" + imageName);
ui->imageLabel->setPixmap(myImage);
ui->imageLabel->repaint();
// 5 second wait between next iteration
t.start(wait*1000);
connect(&t, SIGNAL(timeout()), &loop, SLOT(quit()));
loop.exec();
}
The reentrant wait-via-eventloop hack is a great source of hard-to-diagnose bugs. Don't use it. It's very, very rare that you'll need to instantiate your own event loop. Even rather complex projects can entirely avoid it.
You should simply run a timer and react to timer ticks. Here's one example:
#include <QApplication>
#include <QImage>
#include <QGridLayout>
#include <QLabel>
#include <QBasicTimer>
class Widget : public QWidget {
QGridLayout m_layout;
QLabel m_name, m_image;
QStringList m_images;
QStringList::const_iterator m_imageIt;
QBasicTimer m_timer;
void timerEvent(QTimerEvent * ev) {
if (ev->timerId() == m_timer.timerId()) tick();
}
void tick() {
display(*m_imageIt);
m_imageIt ++;
const bool loop = false;
if (m_imageIt == m_images.end()) {
if (loop)
m_imageIt = m_images.begin();
else
m_timer.stop();
}
}
void display(const QString & imageName) {
QImage img(":/images/" + imageName);
m_name.setText(imageName);
m_image.setPixmap(QPixmap::fromImage(img));
}
public:
Widget(QWidget * parent = 0) : QWidget(parent), m_layout(this) {
m_images << "redScreen.png" << "blueScreen.png" << "greenScreen.png";
m_imageIt = m_images.begin();
m_layout.addWidget(&m_name, 0, 0);
m_layout.addWidget(&m_image, 1, 0);
tick();
m_timer.start(5000, Qt::CoarseTimer, this);
}
};
int main(int argc, char *argv[])
{
QApplication a(argc, argv);
Widget w;
w.show();
return a.exec();
}
A code similar to the below must work for the task you mentioned. ( needs cleaning/class organization though )
QTimer timer;
int x=0;
QStringList images;
QString imageName;
MainWindow::MainWindow(QWidget *parent) : QMainWindow(parent),ui(new Ui::MainWindow){
ui->setupUi(this);
images << "redScreen.png" << "blueScreen.png" << "greenScreen.png";
connect( &timer, SIGNAL(timeout()), this, SLOT(ChangeImageSlot()) );
timer.start(5000);
}
void ChangeImageSlot()
{
imageName = images.at(x++);
this->displayScreen(imageName, 5);
if( x < images.size() )
timer.start(5000);
}
Best solution is DeepBlack with a couple of QTimer, but if you want at you risk you can try insert an processEvent() function inside the for loop of display image.

Make a floating QDockWidget unfocusable

I'm creating a simple virtual keyboard in a QDockWidget...
When the widget is docked into the QMainWindow, the selected widget (for example a qdoublespinbox) is highlighted and if I click on the virtual keyboard clearFocus() works...
When the QDockWidget is floating above the window and I click a button, clearFocus doesn't work and I can't see the focused widget in QMainWindow...
How can I force the QDockWidget to not have any focus at all?
Thanks :-)
This is the code:
// class MyVirtualKeyboard : public QDockWidget
void MyVirtualKeyboard::sendKey(Qt::Key key, Qt::KeyboardModifier mod)
{
this->clearFocus();
QMainWindow *w = dynamic_cast<QMainWindow *>(this->parent());
if(w == NULL) return;
QWidget *widget = w->focusWidget();
QString repr = QKeySequence(key).toString();
QKeyEvent *pressEvent = new QKeyEvent(QEvent::KeyPress, key, mod, repr);
QKeyEvent *releaseEvent = new QKeyEvent(QEvent::KeyRelease, key, mod, repr);
qDebug("%s", pressEvent->text().toAscii().data());
MyApplication *app = MyApplication::myInstance();
app->postEvent(widget, pressEvent);
app->postEvent(widget, releaseEvent);
}
void MyVirtualKeyboard::on_BTN_1_clicked()
{
sendKey(Qt::Key_1);
}
...
The clearFocus() call should be unnecessary. Your dock widget and all of its widgets must have the Qt::NoFocus policy.
The code below shows how you might do it.
// https://github.com/KubaO/stackoverflown/tree/master/questions/vkb-focus-18558664
#include <QtGui>
#if QT_VERSION >= QT_VERSION_CHECK(5,0,0)
#include <QtWidgets>
#endif
class Keyboard : public QDockWidget {
Q_OBJECT
QWidget m_widget;
QGridLayout m_layout{&m_widget};
QToolButton m_buttons[10];
void sendKey(Qt::Key key, Qt::KeyboardModifier mod)
{
if (! parentWidget()) return;
auto target = parentWidget()->focusWidget();
if (! target) return;
auto repr = QKeySequence(key).toString();
auto pressEvent = new QKeyEvent(QEvent::KeyPress, key, mod, repr);
auto releaseEvent = new QKeyEvent(QEvent::KeyRelease, key, mod, repr);
qApp->postEvent(target, pressEvent);
qApp->postEvent(target, releaseEvent);
qDebug() << repr;
}
Q_SLOT void clicked() {
auto key = sender()->property("key");
if (key.isValid()) sendKey((Qt::Key)key.toInt(), Qt::NoModifier);
}
public:
explicit Keyboard(const QString & title, QWidget *parent = nullptr) : Keyboard(parent) {
setWindowTitle(title);
}
explicit Keyboard(QWidget *parent = nullptr) : QDockWidget(parent) {
int i{};
for (auto & btn : m_buttons) {
btn.setText(QString::number(i));
btn.setProperty("key", Qt::Key_0 + i);
m_layout.addWidget(&btn, 0, i, 1, 1);
connect(&btn, SIGNAL(clicked()), SLOT(clicked()));
btn.setFocusPolicy(Qt::NoFocus);
++i;
}
setWidget(&m_widget);
setFeatures(QDockWidget::DockWidgetFloatable | QDockWidget::DockWidgetMovable);
}
};
int main(int argc, char ** argv)
{
QApplication a(argc, argv);
QMainWindow w;
w.setCentralWidget(new QLineEdit);
w.addDockWidget(Qt::TopDockWidgetArea, new Keyboard("Keyboard", &w));
w.show();
return a.exec();
}
#include "main.moc"
You can prevent a widget from taking focus by setting QWidget::focusPolicy = Qt::NoFocus.
However, there are two concepts here that you're mixing - the focused control (per window), and the active window (per desktop). I think in the scenario you're describing (a torn-off popup window), the OS window manager is likely to still change the active top-level window even if Qt doesn't set a focused control. That will result in nobody having keyboard focus (which is a valid state!).
So I think a full answer to your question will involve some non-portable bits. I don't know what GUI environment you're working in, but I know some of the answer for Win32, so I'll keep going and hope that's useful:
Win32
There's a pretty good discussion of the state tracking for Win32 on MSDN in the article Win32 Activation and Focus. I'm not aware that Qt does anything to wrap this level, so you'd have to use QWidget::nativeEvent or QCoreApplication::installNativeEventFilter to get at the low-level event. If you can subclass the window, I'd prefer the former, since it's more self-contained.
bool FooWidget::nativeEvent(const QByteArray & eventType, void * message, long * result)
{
#ifdef Q_OS_WIN
if(eventType == "windows_generic_MSG") {
const MSG *msg = reinterpret_cast<MSG *>(message);
if(msg->message == WM_MOUSEACTIVATE) {
*result = MA_NOACTIVATE;
return true;
}
}
#else
#error Need platform-specific code to suppress click-activation
#endif
return false;
}
This should block the click from activating the window (MA_NOACTIVATE), and block Qt from processing it further (return true), while leaving other all events (including the the click, since we didn't use MA_NOACTIVATEANDEAT to block it too) to be processed into QEvents and Qt signals normally (return false at the end).
If you need further low-level access (though I don't think you will), see also QWidget::effectiveWinId() and QWidget::windowHandle
Thanks a lot to Martin Gräßlin for the answer!
My recommendation: check out the virtual keyboard code in KDE Plasma: http://quickgit.kde.org/?p=kdeplasma-addons.git&a=blob&h=5628d6325afe57f85917dad865a07d4116335726&hb=a658d1e257cfca2a43c12714d026ec26f1fdb755&f=applets%2Fplasmaboard%2Fwidget.cpp
Looks like the key is setWindowFlags(Qt::X11BypassWindowManagerHint) and setFocusPolicy(Qt::NoFocus)
MyVirtualKeyboard::MyVirtualKeyboard(QWidget *parent) :
QDockWidget(parent),
ui(new Ui::MyVirtualKeyboard)
{
ui->setupUi(this);
this->connect(this, SIGNAL(topLevelChanged(bool)), this, SLOT(topLevelChanged()));
}
void MyVirtualKeyboard::topLevelChanged()
{
if(this->isWindow())
{
this->setWindowFlags(Qt::Popup | Qt::WindowStaysOnTopHint | Qt::X11BypassWindowManagerHint);
this->setFocusPolicy(Qt::NoFocus);
this->show();
}
}
I think I've found a better way to do it!
Just use this->setAttribute(Qt::WA_X11DoNotAcceptFocus); and voila!
Example:
MyVirtualKeyboard::MyVirtualKeyboard(QWidget *parent) :
QDockWidget(parent),
ui(new Ui::MyVirtualKeyboard)
{
ui->setupUi(this);
this->setAttribute(Qt::WA_X11DoNotAcceptFocus);
}

QT QLabel (used as an image container) fullscreen bug

A experienced the following bug in Qt 4.8.5, under Ubuntu 13.04 (and I'm nem to Qt)
I have have an application with the following structure:
Mainwondow
-CentralWidget
--VerticalLayout
---TabWidget
---QLabel (created with code, and added to the layout)
---StatusBar
In fullscreen mode I hide the TabWidget, and the Statusbar, then the QLabel stops refreshing. (i have a thread to do the refresh) The strange thing is, when i restore the TabWidget or the StatusBar it works fine. It also works good, if i add a 1x1 pixel label to the VerticalLayout.
The slot responsible for the gui change;
void Mainview::onToggleFullScreen()
{
if (this->isFullScreen())
{
this->showNormal();
this->statusbar->show();
this->tabWidget->show();
}
else
{
this->showFullScreen();
this->statusbar->hide();
this->tabWidget->hide();
}
}
But the thing I cant understand if I put a QLabel near the image, it works, and if I add this single line to the MainWindow constructor, it stops refreshing:
label_10->hide(); //this is the label
Any idea what is the problem?
(Thanks in advance)
You're probably doing it in some wrong way, but you don't show the code, so how can we know?
Below is a safe SSCCE of how one might do it. Works under both Qt 4.8 and 5.1.
Nitpick: The status bar should not be a part of the centralWidget()! QMainWindow provides a statusBar() for you.
The only safe way of passing images between threads is via QImage. You can not use QPixmap anywhere but in the GUI thread. End of story right there.
In the example below, all of the important stuff happens behind the scenes. The DrawThing QObject lives in another thread. This QThread's default implementation of the run() method spins a message loop. That's why the timer can fire, you need a spinning message loop for that.
Every time the new image is generated, it is transmitted to the GUI thread by implicitly posting a message to MainWindow. The message is received by Qt event loop code and re-synthesized into a slot call. This is done since the two ends of a connection (DrawThing and MainWindow instances) live in different threads.
That the beauty of Qt's "code less, create more" approach to design :) The more you leverage what Qt does for you, the less you need to worry about the boilerplate.
//main.cpp
#include <QMainWindow>
#include <QVBoxLayout>
#include <QStatusBar>
#include <QLabel>
#include <QThread>
#include <QPainter>
#include <QImage>
#include <QApplication>
#include <QBasicTimer>
#include <QPushButton>
class DrawThing : public QObject {
Q_OBJECT
int m_ctr;
QBasicTimer t;
void timerEvent(QTimerEvent * ev) {
if (ev->timerId() != t.timerId()) return;
QImage img(128, 128, QImage::Format_RGB32);
QPainter p(&img);
p.translate(img.size().width()/2, img.size().height()/2);
p.scale(img.size().width()/2, img.size().height()/2);
p.eraseRect(-1, -1, 2, 2);
p.setBrush(Qt::NoBrush);
p.setPen(QPen(Qt::black, 0.05));
p.drawEllipse(QPointF(), 0.9, 0.9);
p.rotate(m_ctr*360/12);
p.setPen(QPen(Qt::red, 0.1));
p.drawLine(0, 0, 0, 1);
m_ctr = (m_ctr + 1) % 12;
emit newImage(img);
}
public:
explicit DrawThing(QObject *parent = 0) : QObject(parent), m_ctr(0) { t.start(1000, this); }
Q_SIGNAL void newImage(const QImage &);
};
class MainWindow : public QMainWindow {
Q_OBJECT
QLabel *m_label;
public:
explicit MainWindow(QWidget *parent = 0, Qt::WindowFlags flags = 0) : QMainWindow(parent, flags) {
QWidget * cw = new QWidget;
QTabWidget * tw = new QTabWidget();
QVBoxLayout * l = new QVBoxLayout(cw);
l->addWidget(tw);
l->addWidget(m_label = new QLabel("Label"));
setCentralWidget(cw);
QPushButton * pb = new QPushButton("Toggle Status Bar");
tw->addTab(pb, "Tab 1");
connect(pb, SIGNAL(clicked()), SLOT(toggleStatusBar()));
statusBar()->showMessage("The Status Bar");
}
Q_SLOT void setImage(const QImage & img) {
m_label->setPixmap(QPixmap::fromImage(img));
}
Q_SLOT void toggleStatusBar() {
statusBar()->setHidden(!statusBar()->isHidden());
}
};
int main(int argc, char *argv[])
{
QApplication a(argc, argv);
QThread t;
DrawThing thing;
MainWindow w;
thing.moveToThread(&t);
t.start();
w.connect(&thing, SIGNAL(newImage(QImage)), SLOT(setImage(QImage)));
w.show();
t.connect(&a, SIGNAL(aboutToQuit()), SLOT(quit()));
int rc = a.exec();
t.wait();
return rc;
}
#include "main.moc"

Cannot get QSystemTrayIcon to work correctly with activation reason

I am using Ubuntu 12.04 and, while I can create a tray icon with a usable menu, I cannot control its actions:
trayIcon = new QSystemTrayIcon(this);
trayIcon->setIcon(QIcon(":/icons/Pictures/icon.png"));
trayIcon->setToolTip(QString("Hello there..."));
connect(trayIcon,SIGNAL(activated(QSystemTrayIcon::ActivationReason)),this,SLOT(clickSysTrayIcon(QSystemTrayIcon::ActivationReason)));
connect(this,SIGNAL(minimized()),this,SLOT(hide()),Qt::QueuedConnection);
QMenu *changer_menu = new QMenu;
Show_action = new QAction(tr("S&how"),this);
Show_action->setIconVisibleInMenu(true);
connect(Show_action, SIGNAL(triggered()), this, SLOT(showClicked()));
changer_menu->addAction(Show_action);
changer_menu->addSeparator();
Quit_action = new QAction(tr("&Quit"), this);
Quit_action->setIconVisibleInMenu(true);;
connect(Quit_action, SIGNAL(triggered()), this, SLOT(close_minimize()));
changer_menu->addAction(Quit_action);
trayIcon->setContextMenu(changer_menu);
trayIcon->show();
The clickSysTrayIcon(QSystemTrayIcon::ActivationReason) is the following:
void MainWindow::clickSysTrayIcon(QSystemTrayIcon::ActivationReason reason)
{
//reason is a variable that holds the type of activation or click done on the icon tray
qDebug() << "I'm in!";
}
and, defined at the header file as:
private Q_SLOTS:
void clickSysTrayIcon(QSystemTrayIcon::ActivationReason reason);
However, I cannot get the "I'm in!" message to be shown. I've tried to make it work with left/right clicks, with middle click and with mouse wheel, but I never see this message being outputed.
What is wrong?
EDIT: It seems that something's wrong with the specific system, Ubuntu 12.04, because it doesn't use tray icons any more and only indicators. So, there's a program which uses the tray icons and they convert them into indicators. But, then the features of indicators are gone. I know that it's the system to blame, because the same program, under the very same code, works perfectly under Lubuntu 12.04 with the LXDE desktop.
I blame Ubuntu for this. The sni-qt package doesn't do a very good migration from tray icons to indicators, providing that indicators can interact on click, on roller etc. It's a shame!
Any solutions to this problem?
My bounty ends, so if there's someone who can address the problem I would be thankful!
Bring up the issue to the people that have the most influence on the projects.
https://help.ubuntu.com/community/ReportingBugs#How_to_report_bugs
https://bugreports.qt.io/
Work-Around
I would make a floating frameless qwidget on top of the indicator area where your indicator gets painted, and then add the appropriate mouseEvent functions on to it.
Here is starting point for this style of work-around. I don't know how kosher this is, but it works pretty well in Windows. I know there are some UI tweaks and tools for Windows that use this style of layered elements, like DisplayFusion and TeamViewer. I haven't tested it in Ubuntu yet, but it should work the same way.
#include <QtGui/QWidget>
#include <QMenu>
#include <QSystemTrayIcon>
#include <QMouseEvent>
#include <QPixmap>
#include <QAction>
#include <QDebug>
#include <QPaintEvent>
#include <QPainter>
#include <QApplication>
#include <QTimerEvent>
class Widget : public QWidget
{
Q_OBJECT
public:
Widget(QWidget *parent = 0)
: QWidget(parent)
{
// setup this widget to be borderless, transparent around the image
// and always on top
// and not to have a presence in the "visible window list"
this->setWindowFlags( Qt::WindowStaysOnTopHint |
Qt::FramelessWindowHint | Qt::Tool);
this->setAttribute(Qt::WA_TranslucentBackground);
// necessary if you want to track when you enter and leave the widget's rect with the mouse
this->setMouseTracking(true);
m_trayIcon = new QSystemTrayIcon(this);
m_trayIcon->setIcon(QIcon("icon1.ico"));
m_trayIcon->setToolTip(QString("Hello there..."));
m_changer_menu = new QMenu;
m_show_action = new QAction(tr("S&how"),this);
m_show_action->setIconVisibleInMenu(true);
connect(m_show_action, SIGNAL(triggered()), this, SLOT(showClicked()));
m_changer_menu->addAction(m_show_action);
m_changer_menu->addSeparator();
m_quit_action = new QAction(tr("&Quit"), this);
m_quit_action->setIconVisibleInMenu(true);;
connect(m_quit_action, SIGNAL(triggered()), this, SLOT(close_minimize()));
m_changer_menu->addAction(m_quit_action);
m_trayIcon->setContextMenu(m_changer_menu);
m_trayIcon->show();
QPixmap p("icon2.ico");
m_pix = p.scaled(QSize(m_trayIcon->geometry().width(),
m_trayIcon->geometry().height()),
Qt::IgnoreAspectRatio,
Qt::SmoothTransformation);
this->move(m_trayIcon->geometry().x() ,m_trayIcon->geometry().y());
this->resize(m_trayIcon->geometry().width(), m_trayIcon->geometry().height());
// qDebug() << m_trayIcon->geometry();
// qDebug() << this->geometry();
// This assumes that the notification is stationary. If you want it to move
// with the tray icon underneath, you will need to subclass QSystemTrayIcon
// and track its move and resize and probably also its show and hide events
// raise itself 15x a second
this->startTimer(1000/15);
}
~Widget(){ }
public slots:
void mouseDoubleClickEvent(QMouseEvent *)
{
qDebug() << Q_FUNC_INFO;
}
void mouseReleaseEvent(QMouseEvent * me)
{
qDebug() << Q_FUNC_INFO;
switch(me->button())
{
case Qt::LeftButton:
qDebug() << "Left Click";
break;
case Qt::RightButton:
qDebug() << "Right Click";
m_changer_menu->popup(this->geometry().topLeft() + me->pos());
break;
default:
qDebug() << "other click";
break;
}
}
void showClicked()
{
qDebug() << Q_FUNC_INFO;
}
void close_minimize()
{
qDebug() << Q_FUNC_INFO;
qApp->exit();
}
void paintEvent(QPaintEvent *)
{
QPainter aPainter(this);
aPainter.drawPixmap(rect(), m_pix);
}
void timerEvent(QTimerEvent *)
{
if(!m_changer_menu->isVisible())
this->raise();
}
private:
QPixmap m_pix;
QSystemTrayIcon * m_trayIcon;
QMenu * m_changer_menu;
QAction * m_quit_action;
QAction * m_show_action;
};
and here is the main function...
#include <QtGui/QApplication>
#include "widget.h"
int main(int argc, char *argv[])
{
QApplication a(argc, argv);
Widget w;
w.show();
return a.exec();
}

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