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diff --git a/doc/src/development/designer-manual.qdoc b/doc/src/development/designer-manual.qdoc new file mode 100644 index 0000000..b1d7c8f --- /dev/null +++ b/doc/src/development/designer-manual.qdoc @@ -0,0 +1,2836 @@ +/**************************************************************************** +** +** Copyright (C) 2009 Nokia Corporation and/or its subsidiary(-ies). +** Contact: Nokia Corporation (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 Technology Preview License Agreement accompanying +** this package. +** +** 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 1.1, included in the file LGPL_EXCEPTION.txt in this +** package. +** +** If you have questions regarding the use of this file, please contact +** Nokia at qt-info@nokia.com. +** +** +** +** +** +** +** +** +** $QT_END_LICENSE$ +** +****************************************************************************/ + +/*! + \page designer-manual.html + + \title Qt Designer Manual + \ingroup qttools + \keyword Qt Designer + + \QD is Qt'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. For a quick tutorial on how to + use \QD, refer to \l{A Quick Start to Qt Designer}. + + 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. The Qt team 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 + \i Disambiguation Field + \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 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. For example, to override + the default \l{QWidget::}{sizeHint()}, simply set + \l{QWidget::minimumSize()}{minimumSize} and \l{QWidget::maximumSize()} + {maximumSize} to the same value. 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. To control the size of your widgets via code, you can + reimplement \l{QWidget::}{sizeHint()} in your code. + + 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 Management} documentation. +*/ + + +/*! + \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 + + \image rgbController-screenshot.png + + 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 + + + \table + \row + \i \inlineimage rgbController-arrangement.png + \i \bold{Placing Widgets on a Form} + + Drag three labels, three spin boxes and three vertical sliders on to your + form. To change the label's default text, simply double-click on it. You + can arrange them according to how you would like them to be laid out. + \endtable + + 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 Ctrl while you select + its corresponding spin box and slider. In the \gui{Form} menu, select + \gui{Lay Out in a Grid}. + + \table + \row + \i \inlineimage rgbController-form-gridLayout.png + \i \inlineimage rgbController-selectForLayout.png + \endtable + + + Repeat the step for the other two labels along with their corresponding + spin boxes and sliders as well. + + The next step is to combine all three layouts into one \bold{main layout}. + The main layout is the top level widget's (in this case, the QWidget) + layout. It is important that your top level widget has a layout; otherwise, + the widgets on your window will not resize when your window is resized. To + set the 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 (shown below). + + \image rgbController-final-layout.png + + \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. Alternatively, you can take a look at \QD's + \gui{Object Inspector}. If your top level widget does not have a layout, + you will see the broken layout icon next to it, + \inlineimage rgbController-no-toplevel-layout.png + . + + 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 accomplish this behavior, 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. + + \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 + + \image rgbController-configure-connection1.png + + 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. + + You can use the screenshot below as a guide to selecting the correct signal + and slot. + + \image rgbController-configure-connection2.png + + 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. + + \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 + + Now, we preview your form to see how it would look in your application - + press \key{Ctrl + R} or select \gui Preview from the \gui Form menu. 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 that are 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 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 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 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. + Normally, 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 how to use user interface (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 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 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 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 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 a 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 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 custom + 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 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 UI file to + describe \bold one custom widget. The 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. + + + A complete custom widget specification looks like: + + \code +<ui language="c++"> displayname="MyWidget"> + <widget class="widgets::MyWidget" name="mywidget"/> + <customwidgets> + <customwidget> + <class>widgets::MyWidget</class> + <addpagemethod>addPage</addpagemethod> + <propertyspecifications> + <stringpropertyspecification name="fileName" notr="true" type="singleline" + <stringpropertyspecification name="text" type="richtext" + </propertyspecifications> + </customwidget> + </customwidgets> +</ui> + \endcode + + Attributes of the \c{<ui>} tag: + \table + \header + \o Attribute + \o Presence + \o Values + \o Comment + \row + \o \c{language} + \o optional + \o "c++", "jambi" + \o This attribute specifies the language the custom widget is intended for. + It is mainly there to prevent C++-plugins from appearing in Qt Jambi. + \row + \o \c{displayname} + \o optional + \o Class name + \o The value of the attribute appears in the Widget box and can be used to + strip away namespaces. + \endtable + + The \c{<addpagemethod>} tag tells \QD and \l uic which method should be used to + add pages to a container widget. This applies to container widgets that require + calling a particular method to add a child rather than adding the child by passing + the parent. In particular, this is relevant for containers that are not a + a subclass of the containers provided in \QD, but are based on the notion + of \e{Current Page}. In addition, you need to provide a container extension + for them. + + The \c{<propertyspecifications>} element can contain a list of property meta information. + Currently, properties of type string are supported. For these properties, the + \c{<stringpropertyspecification>} tag can be used. This tag has the following attributes: + + + \table + \header + \o Attribute + \o Presence + \o Values + \o Comment + \row + \o \c{name} + \o required + \o Name of the property + \row + \o \c{type} + \o required + \o See below table + \o The value of the attribute determines how the property editor will handle them. + \row + \o \c{notr} + \o optional + \o "true", "false" + \o If the attribute is "true", the value is not meant to be translated. + \endtable + + Values of the \c{type} attribute of the string property: + + \table + \header + \o Value + \o Type + \row + \o \c{"richtext"} + \o Rich text. + \row + \o \c{"multiline"} + \o Multi-line plain text. + \row + \o \c{"singleline"} + \o Single-line plain text. + \row + \o \c{"stylesheet"} + \o A CSS-style sheet. + \row + \o \c{"objectname"} + \o An object name (restricted set of valid characters). + \row + \o \c{"url"} + \o URL, file name. + \endtable + + \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 + + \section2 A Simple Plugin + + The \l{Custom Widget Plugin Example} demonstrates a simple \QD 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. + + \section2 Splitting up the Plugin + + In a real world scenario, you do not want to have dependencies of the + application making use of the custom widgets to the \QD headers and + libraries as introduced by the simple approach explained above. + + There are two ways to resolve this: + + \list + \i Create a \c{.pri} file that contains the headers sources and sources + of the custom widget: + + \code + INCLUDEPATH += $$PWD + HEADERS += $$PWD/analogclock.h + SOURCES += $$PWD/analogclock.cpp + \endcode + + This file would then be included by the \c{.pro} file of the plugin and + the application: + + \code + include(customwidget.pri) + \endcode + + Running \c{qmake -Wall} on the \c{.pro} files causes a warning to be + printed if an included \c{.pri} file cannot be found. + + \i Create a standalone shared library containing the custom widgets only + as described in + \l{sharedlibrary.html}{Creating Shared Libraries}. + + This library would then be used by the application as well as by the + \QD plugin. Care must be taken to ensure that the plugin can locate + the library at run-time. + \endlist + + \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 +*/ |