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+/****************************************************************************
+**
+** Copyright (C) 2009 Nokia Corporation and/or its subsidiary(-ies).
+** Contact: Qt Software Information (qt-info@nokia.com)
+**
+** This file is part of the documentation of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL$
+** No Commercial Usage
+** This file contains pre-release code and may not be distributed.
+** You may use this file in accordance with the terms and conditions
+** contained in the either Technology Preview License Agreement or the
+** Beta Release License Agreement.
+**
+** GNU Lesser General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU Lesser
+** General Public License version 2.1 as published by the Free Software
+** Foundation and appearing in the file LICENSE.LGPL included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU Lesser General Public License version 2.1 requirements
+** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
+**
+** In addition, as a special exception, Nokia gives you certain
+** additional rights. These rights are described in the Nokia Qt LGPL
+** Exception version 1.0, included in the file LGPL_EXCEPTION.txt in this
+** package.
+**
+** GNU General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU
+** General Public License version 3.0 as published by the Free Software
+** Foundation and appearing in the file LICENSE.GPL included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU General Public License version 3.0 requirements will be
+** met: http://www.gnu.org/copyleft/gpl.html.
+**
+** If you are unsure which license is appropriate for your use, please
+** contact the sales department at qt-sales@nokia.com.
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+/*!
+ \page designer-manual.html
+
+ \title Qt Designer Manual
+ \ingroup qttools
+ \keyword Qt Designer
+
+ \QD is Qt Software's tool for designing and building graphical user
+ interfaces (GUIs) from Qt components. You can compose and customize your
+ widgets or dialogs in a what-you-see-is-what-you-get (WYSIWYG) manner, and
+ test them using different styles and resolutions.
+
+ Widgets and forms created with \QD integrated seamlessly with programmed
+ code, using Qt's signals and slots mechanism, that lets you easily assign
+ behavior to graphical elements. All properties set in \QD can be changed
+ dynamically within the code. Furthermore, features like widget promotion
+ and custom plugins allow you to use your own components with \QD.
+
+ If you are new to \QD, you can take a look at the
+ \l{Getting To Know Qt Designer} document.
+
+ Qt Designer 4.5 boasts a long list of improvements. For a detailed list of
+ what is new, refer \l{What's New in Qt Designer 4.5}.
+
+ \image designer-multiple-screenshot.png
+
+ For more information on using \QD, you can take a look at the following
+ links:
+
+ \list
+ \o \l{Qt Designer's Editing Modes}
+ \list
+ \o \l{Qt Designer's Widget Editing Mode}{Widget Editing Mode}
+ \o \l{Qt Designer's Signals and Slots Editing Mode}
+ {Signals and Slots Editing Mode}
+ \o \l{Qt Designer's Buddy Editing Mode}
+ {Buddy Editing Mode}
+ \o \l{Qt Designer's Tab Order Editing Mode}
+ {Tab Order Editing Mode}
+ \endlist
+ \o \l{Using Layouts in Qt Designer}
+ \o \l{Saving, Previewing and Printing Forms in Qt Designer}
+ \o \l{Using Containers in Qt Designer}
+ \o \l{Creating Main Windows in Qt Designer}
+ \o \l{Editing Resources with Qt Designer}
+ \o \l{Using Stylesheets with Qt Designer}
+ \o \l{Using a Designer .ui File in Your Application}
+ \endlist
+
+ For advanced usage of \QD, you can refer to these links:
+
+ \list
+ \o \l{Customizing Qt Designer Forms}
+ \o \l{Using Custom Widgets with Qt Designer}
+ \o \l{Creating Custom Widgets for Qt Designer}
+ \o \l{Creating Custom Widget Extensions}
+ \o \l{Qt Designer's UI File Format}
+ \endlist
+
+
+ \section1 Legal Notices
+
+ Some source code in \QD is licensed under specific highly permissive
+ licenses from the original authors. Trolltech gratefully acknowledges
+ these contributions to \QD and all uses of \QD should also acknowledge
+ these contributions and quote the following license statements in an
+ appendix to the documentation.
+
+ \list
+ \i \l{Implementation of the Recursive Shadow Casting Algorithm in Qt Designer}
+ \endlist
+*/
+
+
+
+/*!
+ \page designer-whats-new.html
+ \contentspage {Qt Designer Manual}{Contents}
+
+
+ \title What's New in Qt Designer 4.5
+
+ \section1 General Changes
+
+
+ \table
+ \header
+ \i Widget Filter Box
+ \i Widget Morphing
+ \row
+ \i \inlineimage designer-widget-filter.png
+ \i \inlineimage designer-widget-morph.png
+ \i \inlineimage designer-disambiguation.png
+ \endtable
+
+ \list 1
+ \i Displaying only icons in the \gui{Widget Box}: It is now possible
+ for the \gui{Widget Box} to display icons only. Simply select
+ \gui{Icon View} from the context menu.
+ \i Filter for \gui{Widget Box}: A filter is now provided to quickly
+ locate the widget you need. If you use a particular widget
+ frequently, you can always add it to the
+ \l{Getting to Know Qt Designer#WidgetBox}{scratch pad}.
+ \i Support for QButtonGroup: It is available via the context
+ menu of a selection of QAbstractButton objects.
+ \i Improved support for item widgets: The item widgets' (e.g.,
+ QListWidget, QTableWidget, and QTreeWidget) contents dialogs have
+ been improved. You can now add translation comments and also modify
+ the header properties.
+ \i Widget morphing: A widget can now be morphed from one type to
+ another with its layout and properties preserved. To begin, click
+ on your widget and select \gui{Morph into} from the context menu.
+ \i Disambiguation field: The property editor now shows this extra
+ field under the \gui{accessibleDescription} property. This field
+ has been introduced to aid translators in the case of two source
+ texts being the same but used for different purposes. For example,
+ a dialog could have two \gui{Add} buttons for two different
+ reasons. \note To maintain compatibility, comments in \c{.ui} files
+ created prior to Qt 4.5 will be listed in the \gui{Disambiguation}
+ field.
+ \endlist
+
+
+
+ \section1 Improved Shortcuts for the Editing Mode
+
+ \list
+ \i The \key{Shift+Click} key combination now selects the ancestor for
+ nested layouts. This iterates from one ancestor to the other.
+
+ \i The \key{Ctrl} key is now used to toggle and copy drag. Previously
+ this was done with the \key{Shift} key but is now changed to
+ conform to standards.
+
+ \i The left mouse button does rubber band selection for form windows;
+ the middle mouse button does rubber band selection everywhere.
+ \endlist
+
+
+ \section1 Layouts
+ \list
+ \i It is now possible to switch a widget's layout without breaking it
+ first. Simply select the existing layout and change it to another
+ type using the context menu or the layout buttons on the toolbar.
+
+ \i To quickly populate a \gui{Form Layout}, you can now use the
+ \gui{Add form layout row...} item available in the context menu or
+ double-click on the red layout.
+ \endlist
+
+
+ \section1 Support for Embedded Design
+
+ \table
+ \header
+ \i Comboboxes to Select a Device Profile
+ \row
+ \i \inlineimage designer-embedded-preview.png
+ \endtable
+
+ It is now possible to specify embedded device profiles, e.g., Style, Font,
+ Screen DPI, resolution, default font, etc., in \gui{Preferences}. These
+ settings will affect the \gui{Form Editor}. The profiles will also be
+ visible with \gui{Preview}.
+
+
+ \section1 Related Classes
+
+ \list
+ \i QUiLoader \mdash forms loaded with this class will now react to
+ QEvent::LanguageChange if QUiLoader::setLanguageChangeEnabled() or
+ QUiLoader::isLanguageChangeEnabled() is set to true.
+
+ \i QDesignerCustomWidgetInterface \mdash the
+ \l{QDesignerCustomWidgetInterface::}{domXml()} function now has new
+ attributes for its \c{<ui>} element. These attributes are
+ \c{language} and \c{displayname}. The \c{language} element can be
+ one of the following "", "c++", "jambi". If this element is
+ specified, it must match the language in which Designer is running.
+ Otherwise, this element will not be available. The \c{displayname}
+ element represents the name that will be displayed in the
+ \gui{Widget Box}. Previously this was hardcoded to be the class
+ name.
+
+ \i QWizard \mdash QWizard's page now has a string \c{id} attribute that
+ can be used to fill in enumeration values to be used by the
+ \c{uic}. However, this attribute has no effect on QUiLoader.
+ \endlist
+*/
+
+
+/*!
+ \page designer-to-know.html
+ \contentspage {Qt Designer Manual}{Contents}
+
+ \title Getting to Know Qt Designer
+
+ \tableofcontents
+
+ \image designer-screenshot.png
+
+ \section1 Launching Designer
+
+ The way that you launch \QD depends on your platform:
+
+ \list
+ \i On Windows, click the Start button, under the \gui Programs submenu,
+ open the \gui{Qt 4} submenu and click \gui Designer.
+ \i On Unix or Linux, you might find a \QD icon on the desktop
+ background or in the desktop start menu under the \gui Programming
+ or \gui Development submenus. You can launch \QD from this icon.
+ Alternatively, you can type \c{designer} in a terminal window.
+ \i On Mac OS X, double click on \QD in \gui Finder.
+ \endlist
+
+ \section1 The User Interface
+
+ When used as a standalone application, \QD's user interface can be
+ configured to provide either a multi-window user interface (the default
+ mode), or it can be used in docked window mode. When used from within an
+ integrated development environment (IDE) only the multi-window user
+ interface is available. You can switch modes in the \gui Preferences dialog
+ from the \gui Edit menu.
+
+ In multi-window mode, you can arrange each of the tool windows to suit your
+ working style. The main window consists of a menu bar, a tool bar, and a
+ widget box that contains the widgets you can use to create your user
+ interface.
+
+ \target MainWindow
+ \table
+ \row
+ \i \inlineimage designer-main-window.png
+ \i \bold{Qt Designer's Main Window}
+
+ The menu bar provides all the standard actions for managing forms,
+ using the clipboard, and accessing application-specific help.
+ The current editing mode, the tool windows, and the forms in use can
+ also be accessed via the menu bar.
+
+ The tool bar displays common actions that are used when editing a form.
+ These are also available via the main menu.
+
+ The widget box provides common widgets and layouts that are used to
+ design components. These are grouped into categories that reflect their
+ uses or features.
+ \endtable
+
+ Most features of \QD are accessible via the menu bar, the tool bar, or the
+ widget box. Some features are also available through context menus that can
+ be opened over the form windows. On most platforms, the right mouse is used
+ to open context menus.
+
+ \target WidgetBox
+ \table
+ \row
+ \i \inlineimage designer-widget-box.png
+ \i \bold{Qt Designer's Widget Box}
+
+ The widget box provides a selection of standard Qt widgets, layouts,
+ and other objects that can be used to create user interfaces on forms.
+ Each of the categories in the widget box contain widgets with similar
+ uses or related features.
+
+ \note Since Qt 4.4, new widgets have been included, e.g.,
+ QPlainTextEdit, QCommandLinkButton, QScrollArea, QMdiArea, and
+ QWebView.
+
+ You can display all of the available objects in a category by clicking
+ on the handle next to the category label. When in
+ \l{Qt Designer's Widget Editing Mode}{Widget Editing
+ Mode}, you can add objects to a form by dragging the appropriate items
+ from the widget box onto the form, and dropping them in the required
+ locations.
+
+ \QD provides a scratch pad feature that allows you to collect
+ frequently used objects in a separate category. The scratch pad
+ category can be filled with any widget currently displayed in a form
+ by dragging them from the form and dropping them onto the widget box.
+ These widgets can be used in the same way as any other widgets, but
+ they can also contain child widgets. Open a context menu over a widget
+ to change its name or remove it from the scratch pad.
+ \endtable
+
+
+ \section1 The Concept of Layouts in Qt
+
+ A layout is used to arrange and manage the elements that make up a user
+ interface. Qt provides a number of classes to automatically handle layouts
+ -- QHBoxLayout, QVBoxLayout, QGridLayout, and QFormLayout. These classes
+ solve the challenge of laying out widgets automatically, providing a user
+ interface that behaves predictably. Fortunately knowledge of the layout
+ classes is not required to arrange widgets with \QD. Instead, select one of
+ the \gui{Lay Out Horizontally}, \gui{Lay Out in a Grid}, etc., options from
+ the context menu.
+
+ Each Qt widget has a recommended size, known as \l{QWidget::}{sizeHint()}.
+ The layout manager will attempt to resize a widget to meet its size hint.
+ In some cases, there is no need to have a different size. For example, the
+ height of a QLineEdit is always a fixed value, depending on font size and
+ style. In other cases, you may require the size to change, e.g., the width
+ of a QLineEdit or the width and height of item view widgets. This is where
+ the widget size constraints -- \l{QWidget::minimumSize()}{minimumSize} and
+ \l{QWidget::maximumSize()}{maximumSize} constraints come into play. These
+ are properties you can set in the property editor. Alternatively, to use
+ the current size as a size constraint value, choose one of the
+ \gui{Size Constraint} options from the widget's context menu. The layout
+ will then ensure that those constraints are met.
+
+ The screenshot below shows the breakdown of a basic user interface designed
+ using a grid. The coordinates on the screenshot show the position of each
+ widget within the grid.
+
+ \image addressbook-tutorial-part3-labeled-layout.png
+
+ \note Inside the grid, the QPushButton objects are actually nested. The
+ buttons on the right are first placed in a QVBoxLayout; the buttons at the
+ bottom are first placed in a QHBoxLayout. Finally, they are put into
+ coordinates (1,2) and (3,1) of the QGridLayout.
+
+ To visualize, imagine the layout as a box that shrinks as much as possible,
+ attempting to \e squeeze your widgets in a neat arrangement, and, at the
+ same time, maximize the use of available space.
+
+ Qt's layouts help when you:
+
+ \list 1
+ \i Resize the user face to fit different window sizes.
+ \i Resize elements within the user interface to suit different
+ localizations.
+ \i Arrange elements to adhere to layout guidelines for different
+ platforms.
+ \endlist
+
+ So, you no longer have to worry about rearranging widgets for different
+ platforms, settings, and languages.
+
+ The example below shows how different localizations can affect the user
+ interface. When a localization requires more space for longer text strings
+ the Qt layout automatically scales to accommodate this, while ensuring that
+ the user interface looks presentable and still matches the platform
+ guidelines.
+
+ \table
+ \header
+ \i A Dialog in English
+ \i A Dialog in French
+ \row
+ \i \image designer-english-dialog.png
+ \i \image designer-french-dialog.png
+ \endtable
+
+ The process of laying out widgets consists of creating the layout hierarchy
+ while setting as few widget size constraints as possible.
+
+ For a more technical perspective on Qt's layout classes, refer to the
+ \l{Layout Classes} document.
+*/
+
+
+/*!
+ \page designer-quick-start.html
+ \contentspage {Qt Designer Manual}{Contents}
+
+ \title A Quick Start to Qt Designer
+
+ Using \QD involves \bold four basic steps:
+
+ \list 1
+ \o Choose your form and objects
+ \o Lay the objects out on the form
+ \o Connect the signals to the slots
+ \o Preview the form
+ \endlist
+
+ \omit
+ \image rgbController-screenshot.png
+ \endomit
+
+ Suppose you would like to design a small widget (see screenshot above)
+ that contains the controls needed to manipulate Red, Green and Blue (RGB)
+ values -- a type of widget that can be seen everywhere in image
+ manipulation programs.
+
+ \table
+ \row
+ \i \inlineimage designer-choosing-form.png
+ \i \bold{Choosing a Form}
+
+ You start by choosing \gui Widget from the \gui{New Form} dialog.
+ \endtable
+
+ Then you drag three labels, three spin boxes and three vertical sliders
+ on to your form. You can roughly arrange them according to how you would
+ like them to be laid out.
+
+ \omit
+ \table
+ \row \o \inlineimage rgbController-widgetBox.png
+ \o \inlineimage rgbController-arrangement.png
+ \endtable
+ \endomit
+
+ To ensure that they are laid out exactly like this in your program, you
+ need to place these widgets into a layout. We will do this in groups of
+ three. Select the "RED" label. Then, hold down \key Shift while you select
+ its corresponding spin box and slider. In the \gui{Form} menu, select
+ \gui{Lay Out in a Grid}.
+
+ \omit
+ \table
+ \row
+ \i \inlineimage rgbController-form-gridLayout.png
+ \i \inlineimage rgbController-selectForLayout.png
+ \endtable
+ \endomit
+
+
+ Repeat the step for the other two labels along with their corresponding
+ spin boxes and sliders as well. Your form will now look similar to the
+ screenshot below.
+
+ \omit
+ \image rgbController-almostLaidOut.png
+ \endomit
+
+ The next step is to combine all three layouts into one \bold{main layout}.
+ It is important that your form has a main layout; otherwise, the widgets
+ on your form will not resize when your form is resized. To set the main
+ layout, \gui{Right click} anywhere on your form, outside of the three
+ separate layouts, and select \gui{Lay Out Horizontally}. Alternatively, you
+ could also select \gui{Lay Out in a Grid} -- you will still see the same
+ arrangement.
+
+ \note Main layouts cannot be seen on the form. To check if you have a main
+ layout installed, try resizing your form; your widgets should resize
+ accordingly.
+
+ When you click on the slider and drag it to a certain value, you want the
+ spin box to display the slider's position. To do this, you need to connect
+ the slider's \l{QAbstractSlider::}{valueChanged()} signal to the spin box's
+ \l{QSpinBox::}{setValue()} slot. You also need to make the reverse
+ connections, e.g., connect the spin box's \l{QSpinBox::}{valueChanged()}
+ signal to the slider's \l{QAbstractSlider::value()}{setValue()} slot.
+
+ To do this, you have to switch to \gui{Edit Signals/Slots} mode, either by
+ pressing \key{F4} or something \gui{Edit Signals/Slots} from the \gui{Edit}
+ menu.
+
+ \omit
+ \table
+ \row
+ \i \inlineimage rgbController-signalsAndSlots.png
+ \i \bold{Connecting Signals to Slots}
+
+ Click on the slider and drag the cursor towards the spin box. The
+ \gui{Configure Connection} dialog, shown below, will pop up. Select the
+ correct signal and slot and click \gui OK.
+ \endtable
+ \endomit
+
+ \omit
+ \image rgbController-configureConnection.png
+ \endomit
+
+ Repeat the step (in reverse order), clicking on the spin box and dragging
+ the cursor towards the slider, to connect the spin box's
+ \l{QSpinBox::}{valueChanged()} signal to the slider's
+ \l{QAbstractSlider::value()}{setValue()} slot.
+
+ Now that you have successfully connected the objects for the "RED"
+ component of the RGB Controller, do the same for the "GREEN" and "BLUE"
+ components as well.
+
+ Since RGB values range between 0 and 255, we need to limit the spin box
+ and slider to that particular range.
+
+ \omit
+ \table
+ \row
+ \i \inlineimage rgbController-property-editing.png
+ \i \bold{Setting Widget Properties}
+
+ Click on the first spin box. Within the \gui{Property Editor}, you will
+ see \l{QSpinBox}'s properties. Enter "255" for the
+ \l{QSpinBox::}{maximum} property. Then, click on the first vertical
+ slider, you will see \l{QAbstractSlider}'s properties. Enter "255" for
+ the \l{QAbstractSlider::}{maximum} property as well. Repeat this
+ process for the remaining spin boxes and sliders.
+ \endtable
+ \endomit
+
+ Now, we preview your form to see how it would look in your application. To
+ preview your form, press \key{Ctrl + R} or select \gui Preview from the
+ \gui Form menu.
+
+ \omit
+ \image rgbController-preview.png
+ \endomit
+
+ Try dragging the slider - the spin box will mirror its value too (and vice
+ versa). Also, you can resize it to see how the layouts used to manage the
+ child widgets respond to different window sizes.
+*/
+
+
+/*!
+ \page designer-editing-mode.html
+ \previouspage Getting to Know Qt Designer
+ \contentspage {Qt Designer Manual}{Contents}
+ \nextpage Using Layouts in Qt Designer
+
+ \title Qt Designer's Editing Modes
+
+ \QD provides four editing modes: \l{Qt Designer's Widget Editing Mode}
+ {Widget Editing Mode}, \l{Qt Designer's Signals and Slots Editing Mode}
+ {Signals and Slots Editing Mode}, \l{Qt Designer's Buddy Editing Mode}
+ {Buddy Editing Mode} and \l{Qt Designer's Tab Order Editing Mode}
+ {Tab Order Editing Mode}. When working with \QD, you will always be in one
+ of these four modes. To switch between modes, simply select it from the
+ \gui{Edit} menu or the toolbar. The table below describes these modes in
+ further detail.
+
+ \table
+ \header \i \i \bold{Editing Modes}
+ \row
+ \i \inlineimage designer-widget-tool.png
+ \i In \l{Qt Designer's Widget Editing Mode}{Edit} mode, we can
+ change the appearance of the form, add layouts, and edit the
+ properties of each widget. To switch to this mode, press
+ \key{F3}. This is \QD's default mode.
+
+ \row
+ \i \inlineimage designer-connection-tool.png
+ \i In \l{Qt Designer's Signals and Slots Editing Mode}
+ {Signals and Slots} mode, we can connect widgets together using
+ Qt's signals and slots mechanism. To switch to this mode, press
+ \key{F4}.
+
+ \row
+ \i \inlineimage designer-buddy-tool.png
+ \i In \l{Qt Designer's Buddy Editing Mode}{Buddy Editing Mode},
+ buddy widgets can be assigned to label widgets to help them
+ handle keyboard focus correctly.
+
+ \row
+ \i \inlineimage designer-tab-order-tool.png
+ \i In \l{Qt Designer's Tab Order Editing Mode}
+ {Tab Order Editing Mode}, we can set the order in which widgets
+ receive the keyboard focus.
+ \endtable
+
+*/
+
+
+/*!
+ \page designer-widget-mode.html
+ \previouspage Qt Designer's Editing Modes
+ \contentspage {Qt Designer Manual}{Contents}
+ \nextpage Qt Designer's Signals and Slots Editing Mode
+
+ \title Qt Designer's Widget Editing Mode
+
+ \image designer-editing-mode.png
+
+ In the Widget Editing Mode, objects can be dragged from the main window's
+ widget box to a form, edited, resized, dragged around on the form, and even
+ dragged between forms. Object properties can be modified interactively, so
+ that changes can be seen immediately. The editing interface is intuitive
+ for simple operations, yet it still supports Qt's powerful layout
+ facilities.
+
+
+ \tableofcontents
+
+ To create and edit new forms, open the \gui File menu and select
+ \gui{New Form...} or press \key{Ctrl+N}. Existing forms can also be edited
+ by selecting \gui{Open Form...} from the \gui File menu or pressing
+ \key{Ctrl+O}.
+
+ At any point, you can save your form by selecting the \gui{Save From As...}
+ option from the \gui File menu. The \c{.ui} files saved by \QD contain
+ information about the objects used, and any details of signal and slot
+ connections between them.
+
+
+ \section1 Editing A Form
+
+ By default, new forms are opened in widget editing mode. To switch to Edit
+ mode from another mode, select \gui{Edit Widgets} from the \gui Edit menu
+ or press the \key F3 key.
+
+ Objects are added to the form by dragging them from the main widget box
+ and dropping them in the desired location on the form. Once there, they
+ can be moved around simply by dragging them, or using the cursor keys.
+ Pressing the \key Ctrl key at the same time moves the selected widget
+ pixel by pixel, while using the cursor keys alone make the selected widget
+ snap to the grid when it is moved. Objects can be selected by clicking on
+ them with the left mouse button. You can also use the \key Tab key to
+ change the selection.
+
+ ### Screenshot of widget box, again
+
+ The widget box contains objects in a number of different categories, all of
+ which can be placed on the form as required. The only objects that require
+ a little more preparation are the \gui Container widgets. These are
+ described in further detail in the \l{Using Containers in Qt Designer}
+ chapter.
+
+
+ \target SelectingObjects
+ \table
+ \row
+ \i \inlineimage designer-selecting-widget.png
+ \i \bold{Selecting Objects}
+
+ Objects on the form are selected by clicking on them with the left
+ mouse button. When an object is selected, resize handles are shown at
+ each corner and the midpoint of each side, indicating that it can be
+ resized.
+
+ To select additional objects, hold down the \key Shift key and click on
+ them. If more than one object is selected, the current object will be
+ displayed with resize handles of a different color.
+
+ To move a widget within a layout, hold down \key Shift and \key Control
+ while dragging the widget. This extends the selection to the widget's
+ parent layout.
+
+ Alternatively, objects can be selected in the
+ \l{The Object Inspector}{Object Inspector}.
+ \endtable
+
+ When a widget is selected, normal clipboard operations such as cut, copy,
+ and paste can be performed on it. All of these operations can be done and
+ undone, as necessary.
+
+ The following shortcuts can be used:
+
+ \target ShortcutsForEditing
+ \table
+ \header \i Action \i Shortcut \i Description
+ \row
+ \i Cut
+ \i \key{Ctrl+X}
+ \i Cuts the selected objects to the clipboard.
+ \row
+ \i Copy
+ \i \key{Ctrl+C}
+ \i Copies the selected objects to the clipboard.
+ \row
+ \i Paste
+ \i \key{Ctrl+V}
+ \i Pastes the objects in the clipboard onto the form.
+ \row
+ \i Delete
+ \i \key Delete
+ \i Deletes the selected objects.
+ \row
+ \i Clone object
+ \i \key{Ctrl+drag} (leftmouse button)
+ \i Makes a copy of the selected object or group of objects.
+ \row
+ \i Preview
+ \i \key{Ctrl+R}
+ \i Shows a preview of the form.
+ \endtable
+
+ All of the above actions (apart from cloning) can be accessed via both the
+ \gui Edit menu and the form's context menu. These menus also provide
+ funcitons for laying out objects as well as a \gui{Select All} function to
+ select all the objects on the form.
+
+ Widgets are not unique objects; you can make as many copies of them as you
+ need. To quickly duplicate a widget, you can clone it by holding down the
+ \key Ctrl key and dragging it. This allows widgets to be copied and placed
+ on the form more quickly than with clipboard operations.
+
+
+ \target DragAndDrop
+ \table
+ \row
+ \i \inlineimage designer-dragging-onto-form.png
+ \i \bold{Drag and Drop}
+
+ \QD makes extensive use of the drag and drop facilities provided by Qt.
+ Widgets can be dragged from the widget box and dropped onto the form.
+
+ Widgets can also be "cloned" on the form: Holding down \key Ctrl and
+ dragging the widget creates a copy of the widget that can be dragged to
+ a new position.
+
+ It is also possible to drop Widgets onto the \l {The Object Inspector}
+ {Object Inspector} to handle nested layouts easily.
+ \endtable
+
+ \QD allows selections of objects to be copied, pasted, and dragged between
+ forms. You can use this feature to create more than one copy of the same
+ form, and experiment with different layouts in each of them.
+
+
+ \section2 The Property Editor
+
+ The Property Editor always displays properties of the currently selected
+ object on the form. The available properties depend on the object being
+ edited, but all of the widgets provided have common properties such as
+ \l{QObject::}{objectName}, the object's internal name, and
+ \l{QWidget::}{enabled}, the property that determines whether an
+ object can be interacted with or not.
+
+
+ \target EditingProperties
+ \table
+ \row
+ \i \inlineimage designer-property-editor.png
+ \i \bold{Editing Properties}
+
+ The property editor uses standard Qt input widgets to manage the
+ properties of jbects on the form. Textual properties are shown in line
+ edits, integer properties are displayed in spinboxes, boolean
+ properties are displayed in check boxes, and compound properties such
+ as colors and sizes are presented in drop-down lists of input widgets.
+
+ Modified properties are indicated with bold labels. To reset them, click
+ the arrow button on the right.
+
+ Changes in properties are applied to all selected objects that have the
+ same property.
+ \endtable
+
+ Certain properties are treated specially by the property editor:
+
+ \list
+ \o Compound properties -- properties that are made up of more than one
+ value -- are represented as nodes that can be expanded, allowing
+ their values to be edited.
+ \o Properties that contain a choice or selection of flags are edited
+ via combo boxes with checkable items.
+ \o Properties that allow access to rich data types, such as QPalette,
+ are modified using dialogs that open when the properties are edited.
+ QLabel and the widgets in the \gui Buttons section of the widget box
+ have a \c text property that can also be edited by double-clicking
+ on the widget or by pressing \gui F2. \QD interprets the backslash
+ (\\) character specially, enabling newline (\\n) characters to be
+ inserted into the text; the \\\\ character sequence is used to
+ insert a single backslash into the text. A context menu can also be
+ opened while editing, providing another way to insert special
+ characters and newlines into the text.
+ \endlist
+
+
+ \section2 Dynamic Properties
+
+ The property editor can also be used to add new
+ \l{QObject#Dynamic Properties}{dynamic properties} to both standard Qt
+ widgets and to forms themselves. Since Qt 4.4, dynamic properties are added
+ and removed via the property editor's toolbar, shown below.
+
+ \image designer-property-editor-toolbar.png
+
+ To add a dynamic property, clcik on the \gui Add button
+ \inlineimage designer-property-editor-add-dynamic.png
+ . To remove it, click on the \gui Remove button
+ \inlineimage designer-property-editor-remove-dynamic.png
+ instead. You can also sort the properties alphabetically and change the
+ color groups by clickinig on the \gui Configure button
+ \inlineimage designer-property-editor-configure.png
+ .
+
+ \section2 The Object Inspector
+ \table
+ \row
+ \i \inlineimage designer-object-inspector.png
+ \i \bold{The Object Inspector}
+
+ The \gui{Object Inspector} displays a hierarchical list of all the
+ objects on the form that is currently being edited. To show the child
+ objects of a container widget or a layout, click the handle next to the
+ object label.
+
+ Each object on a form can be selected by clicking on the corresponding
+ item in the \gui{Object Inspector}. Right-clicking opens the form's
+ context menu. These features can be useful if you have many overlapping
+ objects. To locate an object in the \gui{Object Inspector}, use
+ \key{Ctrl+F}.
+
+ Since Qt 4.4, double-clicking on the object's name allows you to change
+ the object's name with the in-place editor.
+
+ Since Qt 4.5, the \gui{Object Inspector} displays the layout state of
+ the containers. The broken layout icon ###ICON is displayed if there is
+ something wrong with the layouts.
+
+ \endtable
+*/
+
+
+/*!
+ \page designer-layouts.html
+ \previouspage Qt Designer's Widget Editing Mode
+ \contentspage
+ \nextpage Qt Designer's Signals and Slots Editing Mode
+
+ \title Using Layouts in Qt Designer
+
+ Before a form can be used, the objects on the form need to be placed into
+ layouts. This ensures that the objects will be displayed properly when the
+ form is previewed or used in an application. Placing objects in a layout
+ also ensures that they will be resized correctly when the form is resized.
+
+
+ \tableofcontents
+
+ \section1 Applying and Breaking Layouts
+
+ The simplest way to manage objects is to apply a layout to a group of
+ existing objects. This is achieved by selecting the objects that you need
+ to manage and applying one of the standard layouts using the main toolbar,
+ the \gui Form menu, or the form's context menu.
+
+ Once widgets have been inserted into a layout, it is not possible to move
+ and resize them individually because the layout itself controls the
+ geometry of each widget within it, taking account of the hints provided by
+ spacers. Instead, you must either break the layout and adjust each object's
+ geometry manually, or you can influence the widget's geometry by resizing
+ the layout.
+
+ To break the layout, press \key{Ctrl+0} or choose \gui{Break Layout} from
+ the form's context menu, the \gui Form menu or the main toolbar. You can
+ also add and remove spacers from the layout to influence the geometries of
+ the widgets.
+
+
+ \target InsertingObjectsIntoALayout
+ \table
+ \row
+ \i \inlineimage designer-layout-inserting.png
+ \i \bold{Inserting Objects into a Layout}
+
+ Objects can be inserted into an existing layout by dragging them from
+ their current positions and dropping them at the required location. A
+ blue cursor is displayed in the layout as an object is dragged over
+ it to indicate where the object will be added.
+ \endtable
+
+
+ \section2 Setting A Top Level Layout
+
+ The form's top level layout can be set by clearing the slection (click the
+ left mouse button on the form itself) and applying a layout. A top level
+ layout is necessary to ensure that your widgets will resize correctly when
+ its window is resized. To check if you have set a top level layout, preview
+ your widget and attempt to resize the window by dragging the size grip.
+
+ \table
+ \row
+ \i \inlineimage designer-set-layout.png
+ \i \bold{Applying a Layout}
+
+ To apply a layout, you can select your choice of layout from the
+ toolbar shown on the left, or from the context menu shown below.
+ \endtable
+
+ \image designer-set-layout2.png
+
+
+ \section2 Horizontal and Vertical Layouts
+
+ The simplest way to arrange objects on a form is to place them in a
+ horizontal or vertical layout. Horizontal layouts ensure that the widgets
+ within are aligned horizontally; vertical layouts ensure that they are
+ aligned vertically.
+
+ Horizontal and vertical layouts can be combined and nested to any depth.
+ However, if you need more control over the placement of objects, consider
+ using the grid layout.
+
+
+ \section3 The Grid Layout
+
+ Complex form layouts can be created by placing objects in a grid layout.
+ This kind of layout gives the form designer much more freedom to arrange
+ widgets on the form, but can result in a much less flexible layout.
+ However, for some kinds of form layout, a grid arrangement is much more
+ suitable than a nested arrangement of horizontal and vertical layouts.
+
+
+ \section3 Splitter Layouts
+
+ Another common way to manage the layout of objects on a form is to place
+ them in a splitter. These splitters arrange the objects horizontally or
+ vertically in the same way as normal layouts, but also allow the user to
+ adjust the amount of space allocated to each object.
+
+ \image designer-splitter-layout.png
+
+ Although QSplitter is a container widget, \QD treats splitter objects as
+ layouts that are applied to existing widgets. To place a group of widgets
+ into a splitter, select them
+ \l{Qt Designer's Widget Editing Mode#SelectingObjects}{as described here}
+ then apply the splitter layout by using the appropriate toolbar button,
+ keyboard shortcut, or \gui{Lay out} context menu entry.
+
+
+ \section3 The Form Layout
+
+ Since Qt 4.4, another layout class has been included -- QFormLayout. This
+ class manages widgets in a two-column form; the left column holds labels
+ and the right column holds field widgets such as line edits, spin boxes,
+ etc. The QFormLayout class adheres to various platform look and feel
+ guidelines and supports wrapping for long rows.
+
+ \image designer-form-layout.png
+
+ The \c{.ui} file above results in the previews shown below.
+
+ \table
+ \header
+ \i Windows XP
+ \i Mac OS X
+ \i Cleanlooks
+ \row
+ \i \inlineimage designer-form-layout-windowsXP.png
+ \i \inlineimage designer-form-layout-macintosh.png
+ \i \inlineimage designer-form-layout-cleanlooks.png
+ \endtable
+
+
+ \section2 Shortcut Keys
+
+ In addition to the standard toolbar and context menu entries, there is also
+ a set of keyboard shortcuts to apply layouts on widgets.
+
+ \target LayoutShortcuts
+ \table
+ \header
+ \i Layout
+ \i Shortcut
+ \i Description
+ \row
+ \i Horizontal
+ \i \key{Ctrl+1}
+ \i Places the selected objects in a horizontal layout.
+ \row
+ \i Vertical
+ \i \key{Ctrl+2}
+ \i Places the selected objects in a vertical layout.
+ \row
+ \i Grid
+ \i \key{Ctrl+5}
+ \i Places the selected objects in a grid layout.
+ \row
+ \i Form
+ \i \key{Ctrl+6}
+ \i Places the selected objects in a form layout.
+ \row
+ \i Horizontal splitter
+ \i \key{Ctrl+3}
+ \i Creates a horizontal splitter and places the selected objects
+ inside it.
+ \row
+ \i Vertical splitter
+ \i \key{Ctrl+4}
+ \i Creates a vertical splitter and places the selected objects
+ inside it.
+ \row
+ \i Adjust size
+ \i \key{Ctrl+J}
+ \i Adjusts the size of the layout to ensure that each child object
+ has sufficient space to display its contents. See
+ QWidget::adjustSize() for more information.
+ \endtable
+
+ \note \key{Ctrl+0} is used to break a layout.
+
+*/
+
+
+/*!
+ \page designer-preview.html
+ \contentspage {Qt Designer Manual}{Contents}
+ \previouspage Using Layouts in Qt Designer
+ \nextpage Qt Designer's Buddy Editing Mode
+ \title Saving, Previewing and Printing Forms in Qt Designer
+
+ Although \QD's forms are accurate representations of the components being
+ edited, it is useful to preview the final appearance while editing. This
+ feature can be activated by opening the \gui Form menu and selecting
+ \gui Preview, or by pressing \key{Ctrl+R} when in the form.
+
+ \image designer-dialog-preview.png
+
+ The preview shows exactly what the final component will look like when used
+ in an application.
+
+ Since Qt 4.4, it is possible to preview forms with various skins - default
+ skins, skins created with Qt Style Sheets or device skins. This feature
+ simulates the effect of calling \c{QApplication::setStyleSheet()} in the
+ application.
+
+ To preview your form with skins, open the \gui Edit menu and select
+ \gui{Preferences...}
+
+ You will see the dialog shown below:
+
+ \image designer-preview-style.png
+
+ The \gui{Print/Preview Configuration} checkbox must be checked to activate
+ previews of skins. You can select the styles provided from the \gui{Style}
+ drop-down box.
+
+ \image designer-preview-style-selection.png
+
+ Alternatively, you can preview custom style sheet created with Qt Style
+ Sheets. The figure below shows an example of Qt Style Sheet syntax and the
+ corresponding output.
+
+ \image designer-preview-stylesheet.png
+
+ Another option would be to preview your form with device skins. A list of
+ generic device skins are available in \QD, however, you may also use
+ other QVFB skins with the \gui{Browse...} option.
+
+ \image designer-preview-deviceskin-selection.png
+
+
+ \section1 Viewing the Form's Code
+
+ Since Qt 4.4, it is possible to view code generated by the User Interface
+ Compiler (uic) for the \QD form.
+
+ \image designer-form-viewcode.png
+
+ Select \gui{View Code...} from the \gui{Form} menu and a dialog with the
+ generated code will be displayed. The screenshot below is an example of
+ code generated by the \c{uic}.
+
+ \image designer-code-viewer.png
+
+ \section1 Saving and Printing the Form
+
+ Forms created in \QD can be saved to an image or printed.
+
+ \table
+ \row
+ \i \inlineimage designer-file-menu.png
+ \i \bold{Saving Forms}
+
+ To save a form as an image, choose the \gui{Save Image...} option. The file
+ will be saved in \c{.png} format.
+
+ \bold{Printing Forms}
+
+ To print a form, select the \gui{Print...} option.
+
+ \endtable
+*/
+
+
+/*!
+ \page designer-connection-mode.html
+ \contentspage {Qt Designer Manual}{Contents}
+ \previouspage Using Layouts in Qt Designer
+ \nextpage Qt Designer's Buddy Editing Mode
+
+
+ \title Qt Designer's Signals and Slots Editing Mode
+
+ \image designer-connection-mode.png
+
+ In \QD's signals and slots editing mode, you can connect objects in a form
+ together using Qt's signals and slots mechanism. Both widgets and layouts
+ can be connected via an intuitive connection interface, using the menu of
+ compatible signals and slots provided by \QD. When a form is saved, all
+ connections are preserved so that they will be ready for use when your
+ project is built.
+
+
+ \tableofcontents
+
+ For more information on Qt's signals and sltos mechanism, refer to the
+ \l{Signals and Slots} document.
+
+
+ \section1 Connecting Objects
+
+ To begin connecting objects, enter the signals and slots editing mode by
+ opening the \gui Edit menu and selecting \gui{Edit Signals/Slots}, or by
+ pressing the \key F4 key.
+
+ All widgets and layouts on the form can be connected together. However,
+ spacers just provide spacing hints to layouts, so they cannot be connected
+ to other objects.
+
+
+ \target HighlightedObjects
+ \table
+ \row
+ \i \inlineimage designer-connection-highlight.png
+ \i \bold{Highlighted Objects}
+
+ When the cursor is over an object that can be used in a connection, the
+ object will be highlighted.
+ \endtable
+
+ To make a connectionn, press the left mouse button and drag the cursor
+ towards the object you want to connect it to. As you do this, a line will
+ extend from the source object to the cursor. If the cursor is over another
+ object on the form, the line will end with an arrow head that points to the
+ destination object. This indicates that a connection will be made between
+ the two objects when you release the mouse button.
+
+ You can abandon the connection at any point while you are dragging the
+ connection path by pressing \key{Esc}.
+
+ \target MakingAConnection
+ \table
+ \row
+ \i \inlineimage designer-connection-making.png
+ \i \bold{Making a Connection}
+
+ The connection path will change its shape as the cursor moves around
+ the form. As it passes over objects, they are highlighted, indicating
+ that they can be used in a signal and slot connection. Release the
+ mouse button to make the connection.
+ \endtable
+
+ The \gui{Configure Connection} dialog (below) is displayed, showing signals
+ from the source object and slots from the destination object that you can
+ use.
+
+ \image designer-connection-dialog.png
+
+ To complete the connection, select a signal from the source object and a
+ slot from the destination object, then click \key OK. Click \key Cancel if
+ you wish to abandon the connection.
+
+ \note If the \gui{Show all signals and slots} checkbox is selected, all
+ available signals from the source object will be shown. Otherwise, the
+ signals and slots inherited from QWidget will be hidden.
+
+ You can make as many connections as you like between objects on the form;
+ it is possible to connect signals from objects to slots in the form itself.
+ As a result, the signal and slot connections in many dialogs can be
+ completely configured from within \QD.
+
+ \target ConnectingToTheForm
+ \table
+ \row
+ \i \inlineimage designer-connection-to-form.png
+ \i \bold{Connecting to a Form}
+
+ To connect an object to the form itself, simply position the cursor
+ over the form and release the mouse button. The end point of the
+ connection changes to the electrical "ground" symbol.
+ \endtable
+
+
+ \section1 Editing and Deleting Connections
+
+ By default, connection paths are created with two labels that show the
+ signal and slot involved in the connection. These labels are usually
+ oriented along the line of the connection. You can move them around inside
+ their host widgets by dragging the red square at each end of the connection
+ path.
+
+ \target ConnectionEditor
+ \table
+ \row
+ \i \inlineimage designer-connection-editor.png
+ \i \bold{The Signal/Slot Editor}
+
+ The signal and slot used in a connection can be changed after it has
+ been set up. When a connection is configured, it becomes visible in
+ \QD's signal and slot editor where it can be further edited. You can
+ also edit signal/slot connections by double-clicking on the connection
+ path or one of its labels to display the Connection Dialog.
+ \endtable
+
+ \target DeletingConnections
+ \table
+ \row
+ \i \inlineimage designer-connection-editing.png
+ \i \bold{Deleting Connections}
+
+ The whole connection can be selected by clicking on any of its path
+ segments. Once selected, a connection can be deleted with the
+ \key Delete key, ensuring that it will not be set up in the \c{.ui}
+ file.
+ \endtable
+*/
+
+
+/*!
+ \page designer-buddy-mode.html
+ \contentspage{Qt Designer Manual}{Contents}
+ \previouspage Qt Designer's Signals and Slots Editing Mode
+ \nextpage Qt Designer's Tab Order Editing Mode
+
+ \title Qt Designer's Buddy Editing Mode
+
+ \image designer-buddy-mode.png
+
+ One of the most useful basic features of Qt is the support for buddy
+ widgets. A buddy widget accepts the input focus on behalf of a QLabel when
+ the user types the label's shortcut key combination. The buddy concept is
+ also used in Qt's \l{Model/View Programming}{model/view} framework.
+
+
+ \section1 Linking Labels to Buddy Widgets
+
+ To enter buddy editing mode, open the \gui Edit menu and select
+ \gui{Edit Buddies}. This mode presents the widgets on the form in a similar
+ way to \l{Qt Designer's Signals and Slots Editing Mode}{signals and slots
+ editing mode} but in this mode, connections must start at label widgets.
+ Ideally, you should connect each label widget that provides a shortcut with
+ a suitable input widget, such as a QLineEdit.
+
+
+ \target MakingBuddies
+ \table
+ \row
+ \i \inlineimage designer-buddy-making.png
+ \i \bold{Making Buddies}
+
+ To define a buddy widget for a label, click on the label, drag the
+ connection to another widget on the form, and release the mouse button.
+ The connection shown indicates how input focus is passed to the buddy
+ widget. You can use the form preview to test the connections between
+ each label and its buddy.
+ \endtable
+
+
+ \section1 Removing Buddy Connections
+
+ Only one buddy widget can be defined for each label. To change the buddy
+ used, it is necessary to delete any existing buddy connection before you
+ create a new one.
+
+ Connections between labels and their buddy widgets can be deleted in the
+ same way as signal-slot connections in signals and slots editing mode:
+ Select the buddy connection by clicking on it and press the \key Delete
+ key. This operation does not modify either the label or its buddy in any
+ way.
+*/
+
+
+/*!
+ \page designer-tab-order.html
+ \contentspage {Qt Designer Manual}{Contents}
+ \previouspage Qt Designer's Buddy Editing Mode
+ \nextpage Using Containers in Qt Designer
+
+ \title Qt Designer's Tab Order Editing Mode
+
+ \image designer-tab-order-mode.png
+
+ Many users expect to be able to navigate between widgets and controls
+ using only the keyboard. Qt lets the user navigate between input widgets
+ with the \key Tab and \key{Shift+Tab} keyboard shortcuts. The default
+ \e{tab order} is based on the order in which widgets are constructed.
+ Although this order may be sufficient for many users, it is often better
+ to explicitly specify the tab order to make your application easier to
+ use.
+
+
+ \section1 Setting the Tab Order
+
+ To enter tab order editing mode, open the \gui Edit menu and select
+ \gui{Edit Tab Order}. In this mode, each input widget in the form is shown
+ with a number indicating its position in the tab order. So, if the user
+ gives the first input widget the input focus and then presses the tab key,
+ the focus will move to the second input widget, and so on.
+
+ The tab order is defined by clicking on each of the numbers in the correct
+ order. The first number you click will change to red, indicating the
+ currently edited position in the tab order chain. The widget associated
+ with the number will become the first one in the tab order chain. Clicking
+ on another widget will make it the second in the tab order, and so on.
+
+ Repeat this process until you are satisfied with the tab order in the form
+ -- you do not need to click every input widget if you see that the
+ remaining widgets are already in the correct order. Numbers, for which you
+ already set the order, change to green, while those which are not clicked
+ yet, remain blue.
+
+ If you make a mistake, simply double click outside of any number or choose
+ \gui{Restart} from the form's context menu to start again. If you have many
+ widgets on your form and would like to change the tab order in the middle or
+ at the end of the tab order chain, you can edit it at any position. Press
+ \key{Ctrl} and click the number from which you want to start.
+ Alternatively, choose \gui{Start from Here} in the context menu.
+
+*/
+
+
+/*!
+ \page designer-using-containers.html
+ \contentspage {Qt Designer Manual}{Contents}
+ \previouspage Qt Designer's Tab Order Editing Mode
+ \nextpage Creating Main Windows in Qt Designer
+
+
+ \title Using Containers in Qt Designer
+
+ Container widgets provide high level control over groups of objects on a
+ form. They can be used to perform a variety of functions, such as managing
+ input widgets, providing paged and tabbed layouts, or just acting as
+ decorative containers for other objects.
+
+ \image designer-widget-morph.png
+
+ \QD provides visual feedback to help you place objects inside your
+ containers. When you drag an object from the widget box (or elsewhere) on
+ the form, each container will be highlighted when the cursor is positioned
+ over it. This indicates that you can drop the object inside, making it a
+ child object of the container. This feedback is important because it is
+ easy to place objects close to containers without actually placing them
+ inside. Both widgets and spacers can be used inside containers.
+
+ Stacked widgets, tab widgets, and toolboxes are handled specially in \QD.
+ Norwally, when adding pages (tabs, pages, compartments) to these containers
+ in your own code, you need to supply existing widgets, either as
+ placeholders or containing child widgets. In \QD, these are automatically
+ created for you, so you can add child objects to each page straight away.
+
+ Each container typically allows its child objects to be arranged in one or
+ more layouts. The type of layout management provided depends on each
+ container, although setting the layout is usually just a matter of
+ selecting the container by clicking it, and applying a layout. The table
+ below shows a list of available containers.
+
+ \table
+ \row
+ \i \inlineimage designer-containers-frame.png
+ \i \bold Frames
+
+ Frames are used to enclose and group widgets, as well as to provide
+ decoration. They are used as the foundation for more complex
+ containers, but they can also be used as placeholders in forms.
+
+ The most important properties of frames are \c frameShape,
+ \c frameShadow, \c lineWidth, and \c midLineWidth. These are described
+ in more detail in the QFrame class description.
+
+ \row
+ \i \inlineimage designer-containers-groupbox.png
+ \i \bold{Group Boxes}
+
+ Group boxes are usually used to group together collections of
+ checkboxes and radio buttons with similar purposes.
+
+ Among the significant properties of group boxes are \c title, \c flat,
+ \c checkable, and \c checked. These are demonstrated in the
+ \l{widgets/groupbox}{Group Box} example, and described in the QGroupBox
+ class documentation. Each group box can contain its own layout, and
+ this is necessary if it contains other widgets. To add a layout to the
+ group box, click inside it and apply the layout as usual.
+
+ \row
+ \i \inlineimage designer-containers-stackedwidget.png
+ \i \bold{Stacked Widgets}
+
+ Stacked widgets are collections of widgets in which only the topmost
+ layer is visible. Control over the visible layer is usually managed by
+ another widget, such as combobox, using signals and slots.
+
+ \QD shows arrows in the top-right corner of the stack to allow you to
+ see all the widgets in the stack when designing it. These arrows do not
+ appear in the preview or in the final component. To navigate between
+ pages in the stack, select the stacked widget and use the
+ \gui{Next Page} and \gui{Previous Page} entries from the context menu.
+ The \gui{Insert Page} and \gui{Delete Page} context menu options allow
+ you to add and remove pages.
+
+ \row
+ \i \inlineimage designer-containers-tabwidget.png
+ \i \bold{Tab Widgets}
+
+ Tab widgets allow the developer to split up the contents of a widget
+ into different labelled sections, only one of which is displayed at any
+ given time. By default, the tab widget contains two tabs, and these can
+ be deleted or renamed as required. You can also add additional tabs.
+
+ To delete a tab:
+ \list
+ \o Click on its label to make it the current tab.
+ \o Select the tab widget and open its context menu.
+ \o Select \gui{Delete Page}.
+ \endlist
+
+ To add a new tab:
+ \list
+ \o Select the tab widget and open its context menu.
+ \o Select \gui{Insert Page}.
+ \o You can add a page before or after the \e current page. \QD
+ will create a new widget for that particular tab and insert it
+ into the tab widget.
+ \o You can set the title of the current tab by changing the
+ \c currentTabText property in the \gui{Property Editor}.
+ \endlist
+
+ \row
+ \i \inlineimage designer-containers-toolbox.png
+ \i \bold{ToolBox Widgets}
+
+ Toolbox widgets provide a series of pages or compartments in a toolbox.
+ They are handled in a way similar to stacked widgets.
+
+ To rename a page in a toolbox, make the toolbox your current pange and
+ change its \c currentItemText property from the \gui{Property Editor}.
+
+ To add a new page, select \gui{Insert Page} from the toolbox widget's
+ context menu. You can add the page before or after the current page.
+
+ To delete a page, select \gui{Delete Page} from the toolbox widget's
+ context menu.
+
+ \row
+ \i \inlineimage designer-containers-dockwidget.png
+ \i \bold{Dock Widgets}
+
+ Dock widgets are floating panels, often containing input widgets and
+ more complex controls, that are either attached to the edges of the
+ main window in "dock areas", or floated as independent tool windows.
+
+ Although dock widgets can be added to any type of form, they are
+ typically used with forms created from the
+ \l{Creating Main Windows in Qt Designer}{main window template}.
+
+ \endtable
+*/
+
+
+/*!
+ \page designer-creating-mainwindows.html
+ \contentspage {Qt Designer Manual}{Contents}
+ \previouspage Using Containers in Qt Designer
+ \nextpage Editing Resources with Qt Designer
+
+ \title Creating Main Windows in Qt Designer
+
+ \QD can be used to create user interfaces for different purposes, and
+ it provides different kinds of form templates for each user interface. The
+ main window template is used to create application windows with menu bars,
+ toolbars, and dock widgets.
+
+ \omit
+ \image designer-mainwindow-example.png
+ \endomit
+
+ Create a new main window by opening the \gui File menu and selecting the
+ \gui{New Form...} option, or by pressing \key{Ctrl+N}. Then, select the
+ \gui{Main Window} template. This template provides a main application
+ window containing a menu bar and a toolbar by default -- these can be
+ removed if they are not required.
+
+ If you remove the menu bar, a new one can be created by selecting the
+ \gui{Create Menu Bar} option from the context menu, obtained by
+ right-clicking within the main window form.
+
+ An application can have only \bold one menu bar, but \bold several
+ toolbars.
+
+
+ \section1 Menus
+
+ Menus are added to the menu bar by modifying the \gui{Type Here}
+ placeholders. One of these is always present for editing purposes, and
+ will not be displayed in the preview or in the finished window.
+
+ Once created, the properties of a menu can be accessed using the
+ \l{Qt Designer's Widget Editing Mode#The Property Editor}{Property Editor},
+ and each menu can be accessed for this purpose via the
+ \l{Qt Designer's Widget Editing Mode#The Object Inspector}{The Object Inspector}.
+
+ Existing menus can be removed by opening a context menu over the label in
+ the menu bar, and selecting \gui{Remove Menu 'menu_name'}.
+
+
+ \target CreatingAMenu
+ \table
+ \row
+ \i \inlineimage designer-creating-menu1.png
+ \i \inlineimage designer-creating-menu2.png
+ \i \bold{Creating a Menu}
+
+ Double-click the placeholder item to begin editing. The menu text,
+ displayed using a line edit, can be modified.
+
+ \row
+ \i \inlineimage designer-creating-menu3.png
+ \i \inlineimage designer-creating-menu4.png
+ \i Insert the required text for the new menu. Inserting an
+ ampersand character (&) causes the letter following it to be
+ used as a mnemonic for the menu.
+
+ Press \key Return or \key Enter to accept the new text, or press
+ \key Escape to reject it. You can undo the editing operation later if
+ required.
+ \endtable
+
+ Menus can also be rearranged in the menu bar simply by dragging and
+ dropping them in the preferred location. A vertical red line indicates the
+ position where the menu will be inserted.
+
+ Menus can contain any number of entries and separators, and can be nested
+ to the required depth. Adding new entries to menus can be achieved by
+ navigating the menu structure in the usual way.
+
+ \target CreatingAMenuEntry
+ \table
+ \row
+ \i \inlineimage designer-creating-menu-entry1.png
+ \i \inlineimage designer-creating-menu-entry2.png
+ \i \bold{Creating a Menu Entry}
+
+ Double-click the \gui{new action} placeholder to begin editing, or
+ double-click \gui{new separator} to insert a new separator line after
+ the last entry in the menu.
+
+ The menu entry's text is displayed using a line edit, and can be
+ modified.
+
+ \row
+ \i \inlineimage designer-creating-menu-entry3.png
+ \i \inlineimage designer-creating-menu-entry4.png
+ \i Insert the required text for the new entry, optionally using
+ the ampersand character (&) to mark the letter to use as a
+ mnemonic for the entry.
+
+ Press \key Return or \key Enter to accept the new text, or press
+ \key Escape to reject it. The action created for this menu entry will
+ be accessible via the \l{#TheActionEditor}{Action Editor}, and any
+ associated keyboard shortcut can be set there.
+ \endtable
+
+ Just like with menus, entries can be moved around simply by dragging and
+ dropping them in the preferred location. When an entry is dragged over a
+ closed menu, the menu will open to allow it to be inserted there. Since
+ menu entries are based on actions, they can also be dropped onto toolbars,
+ where they will be displayed as toolbar buttons.
+
+
+ \section1 Toolbars
+
+
+ ### SCREENSHOT
+
+ Toolbars ared added to a main window in a similar way to the menu bar:
+ Select the \gui{Add Tool Bar} option from the form's context menu.
+ Alternatively, if there is an existing toolbar in the main window, you can
+ click the arrow on its right end to create a new toolbar.
+
+ Toolbar buttons are created using the action system to populate each
+ toolbar, rather than by using specific button widgets from the widget box.
+ Since actions can be represented by menu entries and toolbar buttons, they
+ can be moved between menus and toolbars. To share an action between a menu
+ and a toolbar, drag its icon from the \l{#TheActionEditor}{Action Editor}
+ to the toolbar rather than from the menu where its entry is located.
+
+ New actions for menus and toolbars can be created in the
+ \l{#TheActionEditor}{Action Editor}.
+
+
+ \section1 Actions
+
+ With the menu bar and the toolbars in place, it's time to populate them
+ with action: \QD provides an action editor to simplify the creation and
+ management of actions.
+
+
+ \target TheActionEditor
+ \table
+ \row
+ \i \inlineimage designer-action-editor.png
+ \i \bold{The Action Editor}
+
+ Enable the action editor by opening the \gui Tools menu, and switching
+ on the \gui{Action Editor} option.
+
+ The action editor allows you to create \gui New actions and \gui Delete
+ actions. It also provides a search function, \gui Filter, using the
+ action's text.
+
+ \QD's action editor can be viewed in the classic \gui{Icon View} and
+ \gui{Detailed View}. The screenshot below shows the action editor in
+ \gui{Detailed View}. You can also copy and paste actions between menus,
+ toolbars and forms.
+ \endtable
+
+ To create an action, use the action editor's \gui New button, which will
+ then pop up an input dialog. Provide the new action with a \gui Text --
+ this is the text that will appear in a menu entry and as the action's
+ tooltip. The text is also automatically added to an "action" prefix,
+ creating the action's \gui{Object Name}.
+
+ In addition, the dialog provides the option of selecting an \gui Icon for
+ the action, as well as removing the current icon.
+
+ Once the action is created, it can be used wherever actions are applicable.
+
+
+ \target AddingAnAction
+ \table
+ \row
+ \i \inlineimage designer-adding-menu-action.png
+ \i \inlineimage designer-adding-toolbar-action.png
+ \i \bold{Adding an Action}
+
+ To add an action to a menu or a toolbar, simply press the left mouse
+ button over the action in the action editor, and drag it to the
+ preferred location.
+
+ \QD provides highlighted guide lines that tell you where the action
+ will be added. Release the mouse button to add the action when you have
+ found the right spot.
+ \endtable
+
+
+ \section1 Dock Widgets
+
+ Since dock widgets are \l{Using Containers in Qt Designer}
+ {container widgets}, they can be added to a form in the usuasl way. Once
+ added to a form, dock widgets are not placed in any particular dock area by
+ default; you need to set the \gui{docked} property to true for each widget
+ and choose an appropriate value for its \gui{dockWidgetArea} property.
+
+ \target AddingADockWidget
+ \table
+ \row
+ \i \inlineimage designer-adding-dockwidget.png
+ \i \bold{Adding a Dock Widget}
+
+ To add a dock widget, simply drag one from the \gui Containers section
+ of the widget box, and drop it onto the main form area. Just like other
+ widgets, its properties can be modified with the \gui{Property Editor}.
+
+ Dock widgets can be optionally floated as indpendent tool windows.
+ Hence, it is useful to give them window titles by setting their
+ \gui{windowTitle} property. This also helps to identify them on the
+ form.
+
+ \endtable
+*/
+
+
+/*!
+ \page designer-resources.html
+ \contentspage {Qt Designer Manual}{Contents}
+ \previouspage Creating Main Windows in Qt Designer
+ \nextpage Using Stylesheets with Qt Designer
+
+ \title Editing Resources with Qt Designer
+
+ \image designer-resources-editing.png
+
+ \QD fully supports the \l{The Qt Resource System}{Qt Resource System},
+ enabling resources to be specified together with forms as they are
+ designed. To aid designers and developers manage resources for their
+ applications, \QD's resource editor allows resources to be defined on a
+ per-form basis. In other words, each form can have a separate resource
+ file.
+
+ \section1 Defining a Resource File
+
+ To specify a resource file you must enable the resource editor by opening
+ the \gui Tools menu, and switching on the \gui{Resource Browser} option.
+
+ \target ResourceFiles
+ \table
+ \row
+ \i \inlineimage designer-resource-browser.png
+ \i \bold{Resource Files}
+
+ Within the resource browser, you can open existing resource files or
+ create new ones. Click the \gui{Edit Resources} button
+ \inlineimage designer-edit-resources-button.png
+ to edit your resources. To reload resources, click on the \gui Reload
+ button
+ \inlineimage designer-reload-resources-button.png
+ .
+ \endtable
+
+
+ Once a resource file is loaded, you can create or remove entries in it
+ using the given \gui{Add Files}
+ \inlineimage designer-add-resource-entry-button.png
+ and \gui{Remove Files}
+ \inlineimage designer-remove-resource-entry-button.png
+ buttons, and specify resources (e.g., images) using the \gui{Add Files}
+ button
+ \inlineimage designer-add-files-button.png
+ . Note that these resources must reside within the current resource file's
+ directory or one of its subdirectories.
+
+
+ \target EditResource
+ \table
+ \row
+ \i \inlineimage designer-edit-resource.png
+ \i \bold{Editing Resource Files}
+
+ Press the
+ \inlineimage designer-add-resource-entry-button.png
+ button to add a new resource entry to the file. Then use the
+ \gui{Add Files} button
+ \inlineimage designer-add-files-button.png
+ to specify the resource.
+
+ You can remove resources by selecting the corresponding entry in the
+ resource editor, and pressing the
+ \inlineimage designer-remove-resource-entry-button.png
+ button.
+ \endtable
+
+
+ \section1 Using the Resources
+
+ Once the resources are defined you can use them actively when composing
+ your form. For example, you might want to create a tool button using an
+ icon specified in the resource file.
+
+ \target UsingResources
+ \table
+ \row
+ \i \inlineimage designer-resources-using.png
+ \i \bold{Using Resources}
+
+ When changing properties with values that may be defined within a
+ resource file, \QD's property editor allows you to specify a resource
+ in addition to the option of selecting a source file in the ordinary
+ way.
+
+ \row
+ \i \inlineimage designer-resource-selector.png
+ \i \bold{Selecting a Resource}
+
+ You can open the resource selector by clicking \gui{Choose Resource...}
+ to add resources any time during the design process.
+
+\omit
+... check with Friedemann
+To quickly assign icon pixmaps to actions or pixmap properties, you may
+drag the pixmap from the resource editor to the action editor, or to the
+pixmap property in the property editor.
+\endomit
+
+ \endtable
+*/
+
+
+/*!
+ \page designer-stylesheet.html
+ \contentspage {Qt Designer Manual}{Contents}
+ \previouspage Editing Resources with Qt Designer
+ \nextpage Using a Designer .ui File in Your Application
+
+ \title Using Stylesheets with Qt Designer
+
+ Since Qt 4.2, it is possible to edit stylesheets in \QD with the stylesheet
+ editor.
+
+ \target UsingStylesheets
+ \table
+ \row
+ \i \inlineimage designer-stylesheet-options.png
+ \bold{Setting a Stylesheet}
+
+ The stylesheet editor can be accessed by right-clicking a widget
+ and selecting \gui{Change styleSheet...}
+
+ \row
+ \i \inlineimage designer-stylesheet-usage.png
+ \endtable
+
+*/
+
+
+/*!
+ \page designer-using-a-ui-file.html
+ \previouspage Using Stylesheets with Qt Designer
+ \contentspage {Qt Designer Manual}{Contents}
+ \nextpage Using Custom Widgets with Qt Designer
+
+ \title Using a Designer .ui File in Your Application
+
+ With Qt's integrated build tools, \l{qmake Manual}{qmake} and \l uic, the
+ code for user interface components created with \QD is automatically
+ generated when the rest of your application is built. Forms can be included
+ and used directly from your application. Alternatively, you can use them to
+ extend subclasses of standard widgets. These forms can be processed at
+ compile time or at run time, depending on the approach used.
+
+
+ \tableofcontents
+ \section1 Compile Time Form Processing
+
+ A compile time processed form can be used in your application with one of
+ the following approaches:
+
+ \list
+ \o The Direct Approach: you construct a widget to use as a placeholder
+ for the component, and set up the user interface inside it.
+ \o The Single Inheritance Approach: you subclass the form's base class
+ (QWidget or QDialog, for example), and include a private instance
+ of the form's user interface object.
+ \o The MultipleInheritance Approach: you subclass both the form's base
+ class and the form's user interface object. This allows the widgets
+ defined in the form to be used directly from within the scope of
+ the subclass.
+ \endlist
+
+
+ \section2 The Direct Approach
+
+ To demonstrate thow to use user interface (\c{.ui}) files straight from
+ \QD, we create a simple Calculator Form application. This is based on the
+ original \l{Calculator Form Example}{Calculator Form} example.
+
+ The application consists of one source file, \c main.cpp and a \c{.ui}
+ file.
+
+ The \c{calculatorform.ui} file designed with \QD is shown below:
+
+ \image directapproach-calculatorform.png
+
+ We will use \c qmake to build the executable, so we need to write a
+ \c{.pro} file:
+
+ \snippet doc/src/snippets/uitools/calculatorform/calculatorform.pro 0
+
+ The special feature of this file is the \c FORMS declaration that tells
+ \c qmake which files to process with \c uic. In this case, the
+ \c calculatorform.ui file is used to create a \c ui_calculatorform.h file
+ that can be used by any file listed in the \c SOURCES declaration. To
+ ensure that \c qmake generates the \c ui_calculatorform.h file, we need to
+ include it in a file listed in \c SOURCES. Since we only have \c main.cpp,
+ we include it there:
+
+ \snippet doc/src/snippets/uitools/calculatorform/main.cpp 0
+
+ This include is an additional check to ensure that we do not generate code
+ for \c .ui files that are not used.
+
+ The \c main function creates the calculator widget by constructing a
+ standard QWidget that we use to host the user interface described by the
+ \c calculatorform.ui file.
+
+ \snippet doc/src/snippets/uitools/calculatorform/main.cpp 1
+
+ In this case, the \c{Ui::CalculatorForm} is an interface description object
+ from the \c ui_calculatorform.h file that sets up all the dialog's widgets
+ and the connections between its signals and slots.
+
+ This approach provides a quick and easy way to use simple, self-contained
+ components in your applications, but many componens created with \QD will
+ require close integration with the rest of the application code. For
+ instance, the \c CalculatorForm code provided above will compile and run,
+ but the QSpinBox objects will not interact with the QLabel as we need a
+ custom slot to carry out the add operation and display the result in the
+ QLabel. To achieve this, we need to subclass a standard Qt widget (known as
+ the single inheritance approach).
+
+
+ \section2 The Single Inheritance Approach
+
+ In this approach, we subclass a Qt widget and set up the user interface
+ from within the constructor. Components used in this way expose the widgets
+ and layouts used in the form to the Qt widget subclass, and provide a
+ standard system for making signal and slot connections between the user
+ interface and other objects in your application.
+
+ This approach is used in the \l{Calculator Form Example}{Calculator Form}
+ example.
+
+ To ensure that we can use the user interface, we need to include the header
+ file that \c uic generates before referring to \c{Ui::CalculatorForm}:
+
+ \snippet examples/designer/calculatorform/calculatorform.h 0
+
+ This means that the \c{.pro} file must be updated to include
+ \c{calculatorform.h}:
+
+ \snippet examples/designer/calculatorform/calculatorform.pro 0
+
+ The subclass is defined in the following way:
+
+ \snippet examples/designer/calculatorform/calculatorform.h 1
+
+ The important feature of the class is the private \c ui object which
+ provides the code for setting up and managing the user interface.
+
+ The constructor for the subclass constructs and configures all the widgets
+ and layouts for the dialog just by calling the \c ui object's \c setupUi()
+ function. Once this has been done, it is possible to modify the user
+ interface as needed.
+
+ \snippet examples/designer/calculatorform/calculatorform.cpp 0
+
+ We can connect signals and slots in user interface widgets in the usual
+ way, taking care to prefix the \c ui object to each widget used.
+
+ The advantages of this approach are its simple use of inheritance to
+ provide a QWidget-based interface, and its encapsulation of the user
+ interface widget variables within the \c ui data member. We can use this
+ method to define a number of user interfaces within the same widget, each
+ of which is contained within its own namespace, and overlay (or compose)
+ them. This approach can be used to create individual tabs from existing
+ forms, for example.
+
+
+ \section2 The Multiple Inheritance Approach
+
+ Forms created with \QD can be subclassed together with a standard
+ QWidget-based class. This approach makes all the user interface components
+ defined in the form directly accessible within the scope of the subclass,
+ and enables signal and slot connections to be made in the usual way with
+ the \l{QObject::connect()}{connect()} function.
+
+ This approach is used in the \l{Multiple Inheritance Example}
+ {Multiple Inheritance} example.
+
+ We need to include the header file that \c uic generates from the
+ \c calculatorform.ui file:
+
+ \snippet examples/uitools/multipleinheritance/calculatorform.h 0
+
+ The class is defined in a similar way to the one used in the
+ \l{The Single Inheritance Approach}{single inheritance approach}, except that
+ this time we inherit from \e{both} QWidget and \c{Ui::CalculatorForm}:
+
+ \snippet examples/uitools/multipleinheritance/calculatorform.h 1
+
+ We inherit \c{Ui::CalculatorForm} privately to ensure that the user
+ interface objects are private in our subclass. We can also inherit it with
+ the \c public or \c protected keywords in the same way that we could have
+ made \c ui public or protected in the previous case.
+
+ The constructor for the subclass performs many of the same tasks as the
+ constructor used in the \l{The Single Inheritance Approach}
+ {single inheritance} example:
+
+ \snippet examples/uitools/multipleinheritance/calculatorform.cpp 0
+
+ In this case, the widgets used in the user interface can be accessed in the
+ same say as a widget created in code by hand. We no longer require the
+ \c{ui} prefix to access them.
+
+ Subclassing using multiple inheritance gives us more direct access to the
+ contents of the form, is slightly cleaner than the single inheritance
+ approach, but does not conveniently support composition of multiple user
+ interfaces.
+
+
+ \section1 Run Time Form Processing
+
+ Alternatively, forms can be processed at run time, producing dynamically-
+ generated user interfaces. This can be done using the QtUiTools module
+ that provides the QUiLoader class to handle forms created with \QD.
+
+
+ \section2 The UiTools Approach
+
+ A resource file containing a \c{.ui} file is required to process forms at
+ run time. Also, the application needs to be configured to use the QtUiTools
+ module. This is done by including the following declaration in a \c qmake
+ project file, ensuring that the application is compiled and linked
+ appropriately.
+
+ \snippet doc/src/snippets/code/doc_src_designer-manual.qdoc 0
+
+ The QUiLoader class provides a form loader object to construct the user
+ interface. This user interface can be retrieved from any QIODevice, e.g.,
+ a QFile object, to obtain a form stored in a project's resource file. The
+ QUiLoader::load() function constructs the form widget using the user
+ interface description contained in the file.
+
+ The QtUiTools module classes can be included using the following directive:
+
+ \snippet doc/src/snippets/code/doc_src_designer-manual.qdoc 1
+
+ The QUiLoader::load() function is invoked as shown in this code from the
+ \l{Text Finder Example}{Text Finder} example:
+
+ \snippet examples/uitools/textfinder/textfinder.cpp 4
+
+ In a class that uses QtUiTools to build its user interface at run time, we
+ can locate objects in the form using qFindChild(). For example, in the
+ follownig code, we locate some components based on their object names and
+ widget types:
+
+ \snippet examples/uitools/textfinder/textfinder.cpp 1
+
+ Processing forms at run-time gives the developer the freedom to change a
+ program's user interface, just by changing the \c{.ui} file. This is useful
+ when customizing programs to suit various user needs, such as extra large
+ icons or a different colour scheme for accessibility support.
+
+
+ \section1 Automatic Connections
+
+ The signals and slots connections defined for compile time or run time
+ forms can either be set up manually or automatically, using QMetaObject's
+ ability to make connections between signals and suitably-named slots.
+
+ Generally, in a QDialog, if we want to process the information entered by
+ the user before accepting it, we need to connect the clicked() signal from
+ the \gui OK button to a custom slot in our dialog. We will first show an
+ example of the dialog in which the slot is connected by hand then compare
+ it with a dialog that uses automatic connection.
+
+
+ \section2 A Dialog Without Auto-Connect
+
+ We define the dialog in the same way as before, but now include a slot in
+ addition to the constructor:
+
+ \snippet doc/src/snippets/designer/noautoconnection/imagedialog.h 0
+
+ The \c checkValues() slot will be used to validate the values provided by
+ the user.
+
+ In the dialog's constructor we set up the widgets as before, and connect
+ the \gui Cancel button's \l{QPushButton::clicked()}{clicked()} signal to
+ the dialog's reject() slot. We also disable the
+ \l{QPushButton::autoDefault}{autoDefault} property in both buttons to
+ ensure that the dialog does not interfere with the way that the line edit
+ handles return key events:
+
+ \snippet doc/src/snippets/designer/noautoconnection/imagedialog.cpp 0
+ \dots
+ \snippet doc/src/snippets/designer/noautoconnection/imagedialog.cpp 1
+
+ We connect the \gui OK button's \l{QPushButton::clicked()}{clicked()}
+ signal to the dialog's checkValues() slot which we implement as follows:
+
+ \snippet doc/src/snippets/designer/noautoconnection/imagedialog.cpp 2
+
+ This custom slot does the minimum necessary to ensure that the data
+ entered by the user is valid - it only accepts the input if a name was
+ given for the image.
+
+ \section2 Widgets and Dialogs with Auto-Connect
+
+ Although it is easy to implement a custom slot in the dialog and connect
+ it in the constructor, we could instead use QMetaObject's auto-connection
+ facilities to connect the \gui OK button's clicked() signal to a slot in
+ our subclass. \c{uic} automatically generates code in the dialog's
+ \c setupUi() function to do this, so we only need to declare and
+ implement a slot with a name that follows a standard convention:
+
+ \snippet doc/src/snippets/code/doc_src_designer-manual.qdoc 2
+
+ Using this convention, we can define and implement a slot that responds to
+ mouse clicks on the \gui OK button:
+
+ \snippet doc/src/snippets/designer/autoconnection/imagedialog.h 0
+
+ Another example of automatic signal and slot connection would be the
+ \l{Text Finder Example}{Text Finder} with its \c{on_findButton_clicked()}
+ slot.
+
+ We use QMetaObject's system to enable signal and slot connections:
+
+ \snippet examples/uitools/textfinder/textfinder.cpp 2
+
+ This enables us to implement the slot, as shown below:
+
+ \snippet examples/uitools/textfinder/textfinder.cpp 6
+ \dots
+ \snippet examples/uitools/textfinder/textfinder.cpp 8
+
+ Automatic connection of signals and slots provides both a standard naming
+ convention and an explicit interface for widget designers to work to. By
+ providing source code that implements a given interface, user interface
+ designers can check that their designs actually work without having to
+ write code themselves.
+*/
+
+
+/*!
+ \page designer-customizing-forms.html
+ \contentspage {Qt Designer Manual}{Contents}
+ \previouspage Using Stylesheets with Qt Designer
+ \nextpage Using Custom Widgets with Qt Designer
+
+ \title Customizing Qt Designer Forms
+
+ \image designer-form-settings.png
+
+ When saving a form in \QD, it is stored as an \c .ui file. Several form
+ settings, for example the grid settings or the margin and spacing for the
+ default layout, are stored along with the form's components. These settings
+ are used when the \l uic generates the form's C++ code. For more
+ information on how to use forms in your application, see the
+ \l{Using a Designer .ui File in Your Application} section.
+
+
+ \section1 Modifying the Form Settings
+
+ To modify the form settings, open the \gui Form menu and select \gui{Form
+ Settings...}
+
+ In the forms settings dialog you can specify the \gui Author of the form.
+
+ You can also alter the margin and spacing properties for the form's default
+ layout (\gui {Layout Default}). These default layout properties will be
+ replaced by the corresponding \gui {Layout Function}, if the function is
+ specified, when \c uic generates code for the form. The form settings
+ dialog lets you specify functions for both the margin and the spacing.
+
+ \target LayoutFunction
+ \table
+ \row
+ \i \inlineimage designer-form-layoutfunction.png
+ \i \bold{Layout Function}
+
+ The default layout properties will be replaced by the corresponding
+ \gui{Layout Function}, when \c uic generates code for the form. This is
+ useful when different environments requires different layouts for the same
+ form.
+
+ To specify layout functions for the form's margin and spacing, check the
+ \gui{Layout Function} group box to enable the line edits.
+ \endtable
+
+ You can also specify the form's \gui{Include Hints}; i.e., provide a list
+ of the header files which will then be included in the form window's
+ associated \c .ui file. Header files may be local, i.e., relative to the
+ project's directory, \c "mywidget.h", or global, i.e. part of Qt or the
+ compilers standard libraries: \c <QtGui/QWidget>.
+
+ Finally, you can specify the function used to load pixmaps into the form
+ window (the \gui {Pixmap Function}).
+*/
+
+
+/*!
+ \page designer-using-custom-widgets.html
+ \contentspage {Qt Designer Manual}{Contents}
+ \previouspage Customizing Qt Designer Forms
+ \nextpage Creating Custom Widgets for Qt Designer
+
+ \title Using Custom Widgets with Qt Designer
+
+ \QD can display custom widgets through its extensible plugin mechanism,
+ allowing the range of designable widgets to be extended by the user and
+ third parties. This feature also allows \QD to optionally support
+ \l{Qt3Support}{Qt 3 compatibility widgets}. Alternatively, it is possible
+ to use existing widgets as placeholders for widget classes that provide
+ similar APIs.
+
+ Widgets from the Qt3Support library are made available via in \QD's support
+ for custom widgets.
+
+
+ \section1 Handling Custom Widgets
+
+ Although \QD supports all of the standard Qt widgets, and can be configured
+ to handle widgets supplied in the Qt3Support library, some specialized
+ widgets may not be available as standard for a number of reasons:
+
+ \list
+ \i Custom widgets may not be available at the time the user interface
+ is being designed.
+ \i Custom widgets may be platform-specific, and designers may be
+ developing the user interface on a different platform to end users.
+ \i The source code for a custom widget is not available, or the user
+ interface designers are unable to use the widget for non-technical
+ reasons.
+ \endlist
+
+ In the above situations, it is still possible to design forms with the aim
+ of using custom widgets in the application. To achieve this, we can use
+ the widget promotion feature of \QD.
+
+ In all other cases, where the source code to the custom widgets is
+ available, we can adapt the custom widget for use with \QD.
+
+
+ \section2 Promoting Widgets
+
+ \image designer-promoting-widgets.png
+
+ If some forms must be designed, but certain custom widgets are unavailble
+ to the designer, we can substitute similar widgets to represent the missing
+ widgets. For example, we might represent instances of a custom push button
+ class, \c MyPushButton, with instances of QPushButton and promote these to
+ \c MyPushButton so that \l{uic.html}{uic} generates suitable code for this
+ missing class.
+
+ When choosing a widget to use as a placeholder, it is useful to compare the
+ API of the missing widget with those of standard Qt widgets. For
+ specialized widgets that subclass standard classes, the obvious choice of
+ placeholder is the base class of the custom widget; for example, QSlider
+ might be used for specialized QSlider subclasses.
+
+ For specialized widgets that do not share a common API with standard Qt
+ widgets, it is worth considering adapting a custom widget for use in \QD.
+ If this is not possible then QWidget is the obvious choice for a
+ placeholder widget since it is the lowest common denominator for all
+ widgets.
+
+ To add a placeholder, select an object of a suitable base class and choose
+ \gui{Promote to ...} from the form's context menu. After entering the class
+ name and header file in the lower part of the dialog, choose \gui{Add}. The
+ placeholder class will now appear along with the base class in the upper
+ list. Click the \gui{Promote} button to accept this choice.
+
+ Now, when the form's context menu is opened over objects of the base class,
+ the placeholder class will appear in the \gui{Promote to} submenu, allowing
+ for convenient promotion of objects to that class.
+
+ A promoted widget can be reverted to its base class by choosing
+ \gui{Demote to} from the form's context menu.
+
+
+ \section2 User Defined Custom Widgets
+
+ \image worldtimeclockplugin-example.png
+
+ Custom widgets can be adapted for use with \QD, giving designers the
+ opportunity to configure the user interface using the actual widgets that
+ will be used in an application rather than placeholder widgets. The process
+ of creating a custom widget plugin is described in the
+ \l{Creating Custom Widgets for Qt Designer} chapter of this manual.
+
+ To use a plugin created in this way, it is necessary to ensure that the
+ plugin is located on a path that \QD searches for plugins. Generally,
+ plugins stored in \c{$QTDIR/plugins/designer} will be loaded when \QD
+ starts. Further information on building and installing plugins can be found
+ \l{Creating Custom Widgets for Qt Designer#BuildingandInstallingthePlugin}
+ {here}. You can also refer to the \l{How to Create Qt Plugins}
+ {Plugins HOWTO} document for information about creating plugins.
+*/
+
+
+/*!
+ \page designer-creating-custom-widgets.html
+ \previouspage Using Custom Widgets with Qt Designer
+ \contentspage {Qt Designer Manual}{Contents}
+ \nextpage Creating Custom Widget Extensions
+
+ \title Creating Custom Widgets for Qt Designer
+
+ \QD's plugin-based architecture allows user-defined and third party custom
+ widgets to be edited just like you do with standard Qt widgets. All of the
+ custom widget's features are made available to \QD, including widget
+ properties, signals, and slots. Since \QD uses real widgets during the form
+ design process, custom widgets will appear the same as they do when
+ previewed.
+
+ \image worldtimeclockplugin-example.png
+
+ The \l QtDesigner module provides you with the ability to create cusom
+ widgets in \QD.
+
+
+ \section1 Getting Started
+
+ To integrate a custom widget with \QD, you require a suitable description
+ for the widget and an appropriate \c{.pro} file.
+
+
+ \section2 Providing an Interface Description
+
+ To inform \QD about the type of widget you want to provide, create a
+ subclass of QDesignerCustomWidgetInterface that describes the various
+ properties your widget exposes. Most of these are supplied by functions
+ that are pure virtual in the base class, because only the author of the
+ plugin can provide this information.
+
+ \table
+ \header
+ \o Function
+ \o Description of the return value
+ \row
+ \o \c name()
+ \o The name of the class that provides the widget.
+ \row
+ \o \c group()
+ \o The group in \QD's widget box that the widget belongs to.
+ \row
+ \o \c toolTip()
+ \o A short description to help users identify the widget in \QD.
+ \row
+ \o \c whatsThis()
+ \o A longer description of the widget for users of \QD.
+ \row
+ \o \c includeFile()
+ \o The header file that must be included in applications that use
+ this widget. This information is stored in .ui files and will
+ be used by \c uic to create a suitable \c{#includes} statement
+ in the code it generates for the form containing the custom
+ widget.
+ \row
+ \o \c icon()
+ \o An icon that can be used to represent the widget in \QD's
+ widget box.
+ \row
+ \o \c isContainer()
+ \o True if the widget will be used to hold child widgets;
+ false otherwise.
+ \row
+ \o \c createWidget()
+ \o A QWidget pointer to an instance of the custom widget,
+ constructed with the parent supplied.
+ \note createWidget() is a factory function responsible for
+ creating the widget only. The custom widget's properties will
+ not be available until load() returns.
+ \row
+ \o \c domXml()
+ \o A description of the widget's properties, such as its object
+ name, size hint, and other standard QWidget properties.
+ \row
+ \o \c codeTemplate()
+ \o This function is reserved for future use by \QD.
+ \endtable
+
+ Two other virtual functions can also be reimplemented:
+
+ \table
+ \row
+ \o \c initialize()
+ \o Sets up extensions and other features for custom widgets. Custom
+ container extensions (see QDesignerContainerExtension) and task
+ menu extensions (see QDesignerTaskMenuExtension) should be set
+ up in this function.
+ \row
+ \o \c isInitialized()
+ \o Returns true if the widget has been initialized; returns false
+ otherwise. Reimplementations usually check whether the
+ \c initialize() function has been called and return the result
+ of this test.
+ \endtable
+
+
+ \section2 Notes on the \c{domXml()} Function
+
+ The \c{domXml()} function returns a \c{.ui} file snippet that is used by
+ \QD's widget factory to create a custom widget and its applicable
+ properties.
+
+ Since Qt 4.4, \QD's widget box allows for a complete \c{.ui} file to
+ describe \bold one custom widget. The \c{.ui} file can be loaded using the
+ \c{<ui>} tag. Specifying the <ui> tag allows for adding the <customwidget>
+ element that contains additional information for custom widgets. The
+ \c{<widget>} tag is sufficient if no additional information is required
+
+ If the custom widget does not provide a reasonable size hint, it is
+ necessary to specify a default geometry in the string returned by the
+ \c domXml() function in your subclass. For example, the
+ \c AnalogClockPlugin provided by the \l{designer/customwidgetplugin}
+ {Custom Widget Plugin} example, defines a default widgetgeometry in the
+ following way:
+
+ \dots
+ \snippet examples/designer/customwidgetplugin/customwidgetplugin.cpp 11
+ \dots
+
+ An additional feature of the \c domXml() function is that, if it returns
+ an empty string, the widget will not be installed in \QD's widget box.
+ However, it can still be used by other widgets in the form. This feature
+ is used to hide widgets that should not be explicitly created by the user,
+ but are required by other widgets.
+
+ If you would like to use a container widget that is not a subclass of the
+ containers provided in \QD, but the container is still based on the notion
+ of \e{Current Page}, you need to provide a container extension and
+ tell \QD which method to use to add the pages. This can be done using the
+ \c{<addpagemethod>} XML tag.
+
+
+ \section1 Plugin Requirements
+
+ In order for plugins to work correctly on all platforms, you need to ensure
+ that they export the symbols needed by \QD.
+
+ First of all, the plugin class must be exported in order for the plugin to
+ be loaded by \QD. Use the Q_EXPORT_PLUGIN2() macro to do this. Also, the
+ QDESIGNER_WIDGET_EXPORT macro must be used to define each custom widget class
+ within a plugin, that \QD will instantiate.
+
+
+ \section1 Creating Well Behaved Widgets
+
+ Some custom widgets have special user interface features that may make them
+ behave differently to many of the standard widgets found in \QD.
+ Specifically, if a custom widget grabs the keyboard as a result of a call
+ to QWidget::grabKeyboard(), the operation of \QD will be affected.
+
+ To give custom widgets special behavior in \QD, provide an implementation
+ of the initialize() function to configure the widget construction process
+ for \QD specific behavior. This function will be called for the first time
+ before any calls to createWidget() and could perhaps set an internal flag
+ that can be tested later when \QD calls the plugin's createWidget()
+ function.
+
+
+ \target BuildingandInstallingthePlugin
+ \section1 Building and Installing the Plugin
+
+ The \c{.pro} file for a plugin must specify the headers and sources for
+ both the custom widget and the plugin interface. Typically, this file only
+ has to specify that the plugin's project is to be built as a library, but
+ with specific plugin support for \QD. This is done with the following
+ declarations:
+
+ \snippet examples/designer/customwidgetplugin/customwidgetplugin.pro 1
+
+ If Qt is configured to build in both debug and release modes, \QD will be
+ built in release mode. When this occurs, it is necessary to ensure that
+ plugins are also built in release mode. To do this, include the following
+ declaration in the plugin's \c{.pro} file:
+
+ \snippet doc/src/snippets/code/doc_src_designer-manual.qdoc 3
+
+ If plugins are built in a mode that is incompatible with \QD, they will
+ not be loaded and installed. For more information about plugins, see the
+ \l{plugins-howto.html}{Plugins HOWTO} document.
+
+ It is also necessary to ensure that the plugin is installed together with
+ other \QD widget plugins:
+
+ \snippet doc/src/snippets/code/doc_src_designer-manual.qdoc 4
+
+ The \c $[QT_INSTALL_PLUGINS] variable is a placeholder to the location of
+ the installed Qt plugins. You can configure \QD to look for plugins in
+ other locations by setting the \c QT_PLUGIN_PATH environment variable
+ before running the application.
+
+ \note \QD will look for a \c designer subdirectory in each path supplied.
+
+ See QCoreApplication::libraryPaths() for more information about customizing
+ paths for libraries and plugins with Qt applications.
+
+\omit
+ \section1 Using Qt Script to Aid in Building Forms
+
+ Starting with Qt 4.3, \c .ui files may contain
+ \l{QtScript}{Qt Script} snippets that are executed by \l uic or QUiLoader
+ when building forms.
+
+ The snippets are executed per widget. The snippet may modify properties
+ or invoke slots on the widget.
+
+ Special variables are used to access the widget:
+
+ \table
+ \header
+ \o Name
+ \o Value
+ \row \o \c widget
+ \o The widget being built.
+ \row \o \c childWidgets
+ \o An array containing the child widgets. This is useful
+ for QDesignerContainerExtension subclasses.
+ \endtable
+
+ If scripts are present in an \c {uic}-generated form, the application
+ must be configured with Qt Script support.
+
+ \snippet doc/src/snippets/code/doc_src_designer-manual.qdoc 5
+
+ For security reasons, the execution of scripts is disabled
+ by default in QUiLoader. You can enable it by
+ calling the QUiLoader::setScriptingEnabled() method.
+
+ The resulting script snippet is concatenated from snippets occurring in
+ several places:
+
+ \table
+ \header
+ \o Source
+ \o Usage
+ \row \o The \c codeTemplate() function of QDesignerCustomWidgetInterface
+ \o Allows snippets to be run on a per-class basis; for example, to set up a
+ container using the QDesignerContainerExtension.
+ \row \o The \c script() method of QDesignerScriptExtension
+ \o Allows snippets to be run on a per-widget basis; for example,
+ to set up the internal state of a custom widget.
+
+ Such an internal state might be, for example, the contents of
+ a custom item view container widget, for which an editor
+ is provided by an QDesignerTaskMenuExtension object.
+
+ \row \o Snippets entered at run-time using the \gui{Change script...}
+ option of the form's context menu
+ \o Fast prototyping. To get an idea,
+ drag a QLineEdit onto the form, enter the script
+ \snippet doc/src/snippets/code/doc_src_designer-manual.qdoc 6
+ and preview the form.
+ \endtable
+\endomit
+
+
+ \section1 Related Examples
+
+ For more information on using custom widgets in \QD, refer to the
+ \l{designer/customwidgetplugin}{Custom Widget Plugin} and
+ \l{designer/worldtimeclockplugin}{World Time Clock Plugin} examples for more
+ information about using custom widgets in \QD. Also, you can use the
+ QDesignerCustomWidgetCollectionInterface class to combine several custom
+ widgets into a single library.
+*/
+
+
+/*!
+ \page designer-creating-custom-widgets-extensions.html
+ \previouspage Creating Custom Widgets for Qt Designer
+ \nextpage Qt Designer's UI File Format
+ \contentspage {Qt Designer Manual}{Contents}
+
+ \title Creating Custom Widget Extensions
+
+ Once you have a custom widget plugin for \QD, you can provide it with the
+ expected behavior and functionality within \QD's workspace, using custom
+ widget extensions.
+
+
+ \section1 Extension Types
+
+ There are several available types of extensions in \QD. You can use all of
+ these extensions in the same pattern, only replacing the respective
+ extension base class.
+
+ QDesignerContainerExtension is necessary when implementing a custom
+ multi-page container.
+
+ \table
+ \row
+ \i \inlineimage designer-manual-taskmenuextension.png
+ \i \bold{QDesignerTaskMenuExtension}
+
+ QDesignerTaskMenuExtension is useful for custom widgets. It provides an
+ extension that allows you to add custom menu entries to \QD's task
+ menu.
+
+ The \l{designer/taskmenuextension}{Task Menu Extension} example
+ illustrates how to use this class.
+
+ \row
+ \i \inlineimage designer-manual-containerextension.png
+ \i \bold{QDesignerContainerExtension}
+
+ QDesignerContainerExtension is necessary when implementing a custom
+ multi-page container. It provides an extension that allows you to add
+ and delete pages for a multi-page container plugin in \QD.
+
+ The \l{designer/containerextension}{Container Extension} example
+ further explains how to use this class.
+
+ \note It is not possible to add custom per-page properties for some
+ widgets (e.g., QTabWidget) due to the way they are implemented.
+ \endtable
+
+ \table
+ \row
+ \i \inlineimage designer-manual-membersheetextension.png
+ \i \bold{QDesignerMemberSheetExtension}
+
+ The QDesignerMemberSheetExtension class allows you to manipulate a
+ widget's member functions displayed when connecting signals and slots.
+
+ \row
+ \i \inlineimage designer-manual-propertysheetextension.png
+ \i \bold{QDesignerPropertySheetExtension,
+ QDesignerDynamicPropertySheetExtension}
+
+ These extension classes allow you to control how a widget's properties
+ are displayed in \QD's property editor.
+ \endtable
+
+\omit
+ \row
+ \o
+ \o \bold {QDesignerScriptExtension}
+
+ The QDesignerScriptExtension class allows you to define script
+ snippets that are executed when a form is loaded. The extension
+ is primarily intended to be used to set up the internal states
+ of custom widgets.
+ \endtable
+\endomit
+
+
+ \QD uses the QDesignerPropertySheetExtension and the
+ QDesignerMemberSheetExtension classes to feed its property and signal and
+ slot editors. Whenever a widget is selected in its workspace, \QD will
+ query for the widget's property sheet extension; likewise, whenever a
+ connection between two widgets is requested, \QD will query for the
+ widgets' member sheet extensions.
+
+ \warning All widgets have default property and member sheets. If you
+ implement custom property sheet or member sheet extensions, your custom
+ extensions will override the default sheets.
+
+
+ \section1 Creating an Extension
+
+ To create an extension you must inherit both QObject and the appropriate
+ base class, and reimplement its functions. Since we are implementing an
+ interface, we must ensure that it is made known to the meta object system
+ using the Q_INTERFACES() macro in the extension class's definition. For
+ example:
+
+ \snippet doc/src/snippets/code/doc_src_designer-manual.qdoc 7
+
+ This enables \QD to use the qobject_cast() function to query for supported
+ interfaces using a QObject pointer only.
+
+
+ \section1 Exposing an Extension to Qt Designer
+
+ In \QD the extensions are not created until they are required. For this
+ reason, when implementing extensions, you must subclass QExtensionFactory
+ to create a class that is able to make instances of your extensions. Also,
+ you must register your factory with \QD's extension manager; the extension
+ manager handles the construction of extensions.
+
+ When an extension is requested, \QD's extension manager will run through
+ its registered factories calling QExtensionFactory::createExtension() for
+ each of them until it finds one that is able to create the requested
+ extension for the selected widget. This factory will then make an instance
+ of the extension.
+
+ \image qtdesignerextensions.png
+
+
+ \section2 Creating an Extension Factory
+
+ The QExtensionFactory class provides a standard extension factory, but it
+ can also be used as an interface for custom extension factories.
+
+ The purpose is to reimplement the QExtensionFactory::createExtension()
+ function, making it able to create your extension, such as a
+ \l{designer/containerextension}{MultiPageWidget} container extension.
+
+ You can either create a new QExtensionFactory and reimplement the
+ QExtensionFactory::createExtension() function:
+
+ \snippet doc/src/snippets/code/doc_src_designer-manual.qdoc 8
+
+ or you can use an existing factory, expanding the
+ QExtensionFactory::createExtension() function to enable the factory to
+ create your custom extension as well:
+
+ \snippet doc/src/snippets/code/doc_src_designer-manual.qdoc 9
+
+
+ \section2 Accessing Qt Designer's Extension Manager
+
+ When implementing a custom widget plugin, you must subclass the
+ QDesignerCustomWidgetInterface to expose your plugin to \QD. This is
+ covered in more detail in the
+ \l{Creating Custom Widgets for Qt Designer} section. The registration of
+ an extension factory is typically made in the
+ QDesignerCustomWidgetInterface::initialize() function:
+
+ \snippet doc/src/snippets/code/doc_src_designer-manual.qdoc 10
+
+ The \c formEditor parameter in the
+ QDesignerCustomWidgetInterface::initialize() function is a pointer to \QD's
+ current QDesignerFormEditorInterface object. You must use the
+ QDesignerFormEditorInterface::extensionManager() function to retrieve an
+ interface to \QD's extension manager. Then you use the
+ QExtensionManager::registerExtensions() function to register your custom
+ extension factory.
+
+
+ \section1 Related Examples
+
+ For more information on creating custom widget extensions in \QD, refer to
+ the \l{designer/taskmenuextension}{Task Menu Extension} and
+ \l{designer/containerextension}{Container Extension} examples.
+*/
+
+
+/*!
+ \page designer-ui-file-format.html
+ \previouspage Creating Custom Widget Extensions
+ \contentspage {Qt Designer Manual}{Contents}
+
+ \title Qt Designer's UI File Format
+
+ The \c .ui file format used by \QD is described by the
+ \l{http://www.w3.org/XML/Schema}{XML schema} presented below,
+ which we include for your convenience. Be aware that the format
+ may change in future Qt releases.
+
+ \quotefile tools/designer/data/ui4.xsd
+*/
+
+
+/*!
+ \page designer-recursive-shadow-casting.html
+ \title Implementation of the Recursive Shadow Casting Algorithm in Qt Designer
+ \contentspage {Qt Designer Manual}{Contents}
+
+ \ingroup licensing
+ \brief License information for contributions to specific parts of the Qt
+ Designer source code.
+
+ \legalese
+ Copyright (C) 2009 Nokia Corporation and/or its subsidiary(-ies). \BR
+ Copyright (C) 2005 Bjoern Bergstroem
+
+ Permission is hereby granted, free of charge, to any person obtaining
+ a copy of this software and associated documentation files (the
+ "Software"), to deal in the Software without restriction, including
+ without limitation the rights to use, modify, market, reproduce,
+ grant sublicenses and distribute subject to the following conditions:
+ The above copyright notice and this permission notice shall be
+ included in all copies or substantial portions of the Software. These
+ files are provided AS IS with NO WARRANTY OF ANY KIND, INCLUDING THE
+ WARRANTY OF DESIGN, MERCHANTIBILITY AND FITNESS FOR A PARTICULAR
+ PURPOSE.
+ \endlegalese
+*/