When an item (spinBox, LineEdit etc) changes its value in GUI (via designer) I set a certain button's enable status. For example:
self.ui.lineEdit_1.textChanged.connect(self.pushButton_status)
self.ui.checkBox_1.stateChanged.connect(self.pushButton_status)
self.ui.spinBox_1.valueChanged.connect(self.pushButton_status)
self.ui.spinBox_2.valueChanged.connect(self.pushButton_status)
self.ui.spinBox_3.valueChanged.connect(self.pushButton_status)
self.ui.spinBox_4.valueChanged.connect(self.pushButton_status)
This works fine. Though there are lots of lines here (and even more in the actual code). I have all of these items inside a frame (QFrame). So I was wondering if it is possible to do something like:
self.ui.frame_1.childValueChanged.connect(self.pushButton_status)
which could perhaps stand for all the items inside of it. Is there any way within this logic that could do what I am looking for? If so.. how?
There is no direct way to do what you want, but there is a maintainable way to do it, in this case you just have to filter the type of widget and indicate which signal you will use by adding more options to the function, in your case:
def connectToChildrens(parentWidget, slot):
# get all the children that are widget
for children in parentWidget.findChildren(QtWidgets.QWidget):
# filter if the class that belongs to the object is QLineEdit
if isinstance(children, QtWidgets.QLineEdit):
# Connect the signal with the default slot.
children.textChanged.connect(slot)
elif isinstance(children, QtWidgets.QCheckBox):
children.stateChanged.connect(slot)
elif isinstance(children, QtWidgets.QSpinBox):
children.valueChanged.connect(slot)
And then you use it in the following way:
class MyDialog(QDialog):
def __init__(self, parent=None):
super(MyDialog, self).__init__(parent)
self.ui = Ui_MyDialog()
self.ui.setupUi(self)
connectToChildrens(self.ui.frame_1, self.pushButton_status)
Related
How do I create GUI classes for windows which have subwindows/classes that can access the main GUI's functions?
I have the below code which modifies the compiled .ui code from designer. What I want it to do is, when clicking the top-right "X", or using File -> Exit function, to close the window comprising the Window_SecondWindow class, and show the main window again--effectively calling the main window's show() from the subclass. I want to show only one window at a time.
When the code is run as-is, the Window_SecondWindow class hides, but immediately shows again, leading me to believe super is acting as self.
from PyQt5 import QtWidgets
from GUI import compiled_MainWindow
from GUI import compiled_SecondWindow
class Window_MainWindow(QtWidgets.QMainWindow):
def __init__(self):
super().__init__()
self.ui = compiled_MainWindow.Ui_MainWindow()
self.ui.setupUi(self)
self.ui.closeEvent = self.clicked_EXIT
# connect widgets
self.ui.Btn.clicked.connect(self.clicked_Btn)
self.ui.actionExit.triggered.connect(self.clicked_EXIT)
# add windows
self.SecondWindow = SecondWindow()
# more windows attached to main window
def clicked_Btn(self):
self.hide()
self.SecondWindow.show()
def clicked_EXIT(self):
self.close()
class Window_SecondWindow(Window_MainWindow):
def __init__(self):
QtWidgets.QMainWindow.__init__(self)
self.ui = compiled_SecondWindow.Ui_MainWindow()
self.ui.setupUi(self)
self.ui.closeEvent = self.clicked_EXIT
self.ui.actionExit.triggered.connect(self.clicked_EXIT)
def clicked_EXIT(self):
self.hide()
super().show()
Before answering your question, I'd like to address some important aspects.
First of all, never edit the generated code from pyuic to create your programs. They are intended to be used as imported modules, mostly as "resources": you import and integrate them into your code, but you should always leave them as they are. See the documentation on using Designer for more insight about this.
Be careful in overriding functions within the __init__: some functions are not "virtual" (thus, cannot be overwritten in such a way) and in some cases Qt always calls the base class function name anyway; just overwrite the method and call the base class implementation with super() if required. Also, closeEvent has the close event as a mandatory argument, and you have to add that to your overridden function, even if you don't use it (in the following examples I'm just using *args). That said, you should never use an overridden function as a slot that has a different argument, or viceversa.
Finally, you should not use capitalized names for attribute and variable names, as it is confusing and prone to errors (capitalization is mostly used for class names only, not their instancies).
Now, the answer
You are almost right, super() acts "as self", in the sense that it just calls the inherited show() method of the class against the instance. So, it calls the show method of Window_MainWindow, but since the instance is the second window, it's the same as doing Window_MainWindow.show(self), with self being the Window_SecondWindow instance; it is exactly as doing self.show().
There are two (and a half) possibilities.
The first, more obvious solution, is to give a reference of the main window instance to the second one:
class Window_MainWindow(QtWidgets.QMainWindow):
def __init__(self):
# ...
self.secondWindow = Window_SecondWindow()
self.secondWindow.mainWindow = self
class Window_SecondWindow(Window_MainWindow):
# ...
def clicked_EXIT(self, *args):
self.hide()
self.mainWindow.show()
Be aware that while, as #noras points out in the comment, you could set the main window as a parent in the init argument, but this only works as expected with QMainWindow and QDialog descendants; if the child widget is of any other kind, it will be shown inside the parent, not as a separate window.
The second (and more "Qt-wise correct") is to create a signal for the second class that is emitted when it's closed, and connect it in the main window so that it's shown again when that happens:
class Window_MainWindow(QtWidgets.QMainWindow):
def __init__(self):
# ...
self.secondWindow = Window_SecondWindow()
self.secondWindow.closed.connect(self.show)
class Window_SecondWindow(Window_MainWindow):
closed = QtCore.pyqtSignal()
def clicked_EXIT(self, *args):
self.hide()
self.closed.emit()
The second-and-a-half solution is to use an event filter:
class Window_MainWindow(QtWidgets.QMainWindow):
def __init__(self):
# ...
self.secondWindow = Window_SecondWindow()
self.secondWindow.installEventFilter(self)
def eventFilter(self, source, event):
if source == self.secondWindow and event.type() == QtCore.QEvent.Close:
self.show()
return super().eventFilter(source, event)
so I was wondering how I could make a subclass of a widget
For example if I wanted to create a widget, that inherited methods and attributes from QtWidgets.QPushButton, however I would create extra methods and attributes on top of that.
class Coord(QtWidgets.QPushButton):
def __init__(self):
super(Coord, self).__init__()
self.coordinates = []
#basically adding attributes to the object "QPushButton"
def set_text(self,text):
self.setText(text)
chrcount = 100 / len(text)
self.setStyleSheet("font-size: {}".format(chrcount))
#This will set the text of the button, yet will resize it appropriatly
This is an example. However, it creates the "button" widget as a new window. I was wondering how I could get it to act like QPushButton would anyway, just with the extra features I'd like to add to it
Edit: Fixed-
replaced my "super" function from
def __init__(self):
super(Coord, self).__init__()
to
def __init__(self,parent):
super(Coord, self).__init__(parent)
Don't really know how that fixed it but hey ho!
you can use the qt designer to create a button and set all possible features of a button there. If that is not enough you can adjust the button in your coding like self.button.whatever.set....If that is not enough attache the button to a class in qt designer, create a module and a class and do adjust whatever you want.
Let's say I have a MainWindow.ui that defines the layout of MainWindow.py, where MainWindow.py looks a little like this:
class MainWindow(QtGui.QMainWindow):
def __init__(self, parent=None):
super().__init__(parent)
self.ui = uic.loadUi('MainWindow.ui')
MainWindow.ui holds two (actually three) widgets. A simple QLabel text_lbl for argument's sake, and an empty QWidget sub_widget. These two widgets are held in central_widget.
We also have a SubWidget.ui. SubWidget.ui can be anything, really, but let's say it holds a lot of labels and spinboxes. SubWidget.py looks a lot like MainWindow.py, except it holds a lot of signals and slots:
class SubWidget(QtGui.QWidget):
def __init__(self, parent=None):
super().__init__(parent)
self.ui = uic.loadUi('SubWidget.ui')
# A lot of interesting stuff here.
What I want to do, is put an instance of SubWidget in MainWindow's sub_widget. The obvious thing for me to do would be to add the following lines of code to MainWindow.py's __init__:
from SubWidget import SubWidget # Though really this shouldn't be in
# __init__, but you get the idea.
self.ui.sub_widget = SubWidget()
Which simply doesn't do anything. I eventually achieved rendering SubWidget over the main window's contents and complaining about MainWindow already having a layout, but I lost that code in the midst of all fiddling.
How do I achieve this?
edit: I forgot to mention. self.ui.central_layout.addWidget(SubWidget()) visually achieves what I'm trying to do, but if I ever decide to add UI elements beneath that in the .ui file, that simply won't work.
If you can't, or for whatever reason just don't want to, use widget promotion, then the most obvious solution is to make the SubWidget a child of the place-holder widget.
Since the place-holder widget doesn't yet have a child, you can't give it layout in Qt Designer, so you will have to do it all programmatically:
layout = QtGui.QVBoxLayout(self.ui.empty_widget)
layout.setContentsMargins(0, 0, 0, 0)
self.ui.sub_widget = SubWidget()
layout.addWidget(self.ui.sub_widget)
I would like to change behavior of Key_Delete for QTableWidget, but because of using Designer I don't want to make any changes in py file with form. So instead of reimplementing QTableWidget like it is this answer: How to implement MousePressEvent for a Qt-Designer Widget in PyQt I do something like this:
class MyForm(QtGui.QMainWindow):
def __init__(self, parent=None):
QtGui.QWidget.__init__(self, parent)
self.ui = Ui_MainWindow()
self.ui.setupUi(self)
self.ui.tableWidget.__class__.keyPressEvent = self.test
def test(self,event):
if event.key() == Qt.Key_Delete:
print "test"
return QTableWidget.keyPressEvent(self, event)
The problem is that I don't know how to keep original behavior of other keys than Qt.Key_Delete.
I have already changed last line like this:
return QtGui.QTableWidget.keyPressEvent(self, event)
return QtGui.QTableWidget.event(self, event)
but it doesn't work.
First: "but it doesn't work" is usually not descriptive enough. What behavior did you expect? What was the behavior you saw instead? Were there any error messages?
I can easily see a few mistakes in here, though.
You're overriding the method QTableWidget.keyPressEvent, which expects 2 arguments: (QTableWidget instance, event). But in the code you show above, the function you are using to override it only takes 1 argument (the first argument, 'self', does not count since it is automatically supplied).
Since you have set QTableWidget.keyPressEvent = self.test, and you are also trying to call this function from within self.test(), you have created an infinitely recursive function.
When you call QTableWidget.keyPressEvent, the first argument you have passed in (self) is a QMainWindow object. However as I mentioned above, this function expects a QTableWidget as its first argument.
Since you are overriding this method at the class level, ALL QTableWidgets will be forced to use the same keyPressEvent function (this would be very problematic). Instead, you should override just your specific widget's method: self.ui.tableWidget.keyPressEvent = self.test (also note that the signature for tableWidget.keyPressEvent is different from QTableWidget.keyPressEvent)
Example:
from PyQt4 import QtCore, QtGui
app = QtGui.QApplication([])
win = QtGui.QMainWindow()
win.show()
table = QtGui.QTableWidget()
win.setCentralWidget(table)
def test(event):
if event.key() == QtCore.Qt.Key_Delete:
print "delete"
return QtGui.QTableWidget.keyPressEvent(table, event)
table.keyPressEvent = test
Finally, another (possibly cleaner) approach would be to create a subclass of QTableWdget and, within Designer, 'promote' the table widget to your new class.
Here is the situation. I have a class which is derived from a QListView that adds some convenience functions, a custom widget if you like. I do not want to wrestle with the Designer to use my widget. I simply want to use a plain QlistView in the Designer (as a placeholder) and compile it with pyuic4. At runtime I want to replace that normal QListView with my own version.
How can you do this?
I was hoping something like this in the init would do the trick:
self.lstView1 = MyListView
but it doesn't...
The problem is that you are actually simply replacing the object pointed by lstView1 but not adding it to the widget. That is, when you create you object you simply tell python to point to your new object using lstView1 but the actual UI is using the old pointer since it as already added.
I'm going to assume that you have use py4uci to convert the ui files to python and you set up the gui as:
class ExambleUI(QtGUi.QDialog, UI_Example):
def __init__(self, parent):
QtGui.QDiialog.__init__(self, parent)
self.setupUI(self)
self.lstView1 = MyListView
Because setupUi is executing before you change the value of lstView, you are not getting the new widget. You just have to swap the lines:
class ExambleUI(QtGUi.QDialog, UI_Example):
def __init__(self, parent):
QtGui.QDiialog.__init__(self, parent)
self.lstView1 = MyListView
self.setupUI(self)
On the other hand I recommend you to follow this tutorial and create and use you widget in the designer, it is easy and faster.
Use QLayout replace function:
ui->main_layout->replace(oldWidget, newWidget);