Here is some example code that I ripped out of my main code:
http://pastebin.com/jXZXXebW
It compares a sub classed QPushButton with one I painted from scratch.
I was actually able to solve some of the problems in the process (and
for some reason the QObject.sender() works as well now) , but the one
thing that still doesn't work with the new button is when I try to set a
drag action like this:
drag.start( Qt.CopyAction )
The drag action for the "new button" is in line 192 which doesn't seem
to have any effect when dragging the button, while the one for the "old
button" in line 27 works as expected and turns the mouse cursor into a
little plus sign when dragging.
What am I missing?
Cheers,
frank
On 3/05/12 7:11 PM, Frank Rueter | OHUfx wrote:
Indeed, my apologies.
Will strip out the relevant parts and post an example soon.
On 3/05/12 7:06 PM, Srini Kommoori wrote:
Code snippet would help in understanding what you are asking.
For most of my cases this works great:
pushButton.clicked.connect(findFile)
If you are trying to implement your own style button, QPushButton
also takes icon.
On Wed, May 2, 2012 at 11:23 PM, Frank Rueter | OHUfx
<[email protected] <mailto:[email protected]>> wrote:
Any takers?
I'm kinda stuck with this one unfortunately.
On 2/05/12 6:35 PM, Frank Rueter | OHUfx wrote:
> sorry for the monolog, but I just realised I will also have to
make my
> custom button play along when it's parent's self.sender()
function is
> called as well.
> The QSignalSender doesn't quite seem to be the right thing to
use as it
> is implemented in the parent's constructor, however I would like to
> implement this in the button's class if possible to make it
self contained.
>
> How would I go about that?
>
> Cheers,
> frank
>
> On 2/05/12 5:44 PM, Frank Rueter | OHUfx wrote:
>> Hi,
>>
>> to follow up my previous mail, I also just noticed that I have to
>> re-implement the QAbstractButton's setDown() function to make
sure my
>> custom button doesn't stay down after a drag&drop action.
>>
>> With a QPushButton I simply called self.setDown( False ) from
inside the
>> mouseMoveEvent, so now I'm trying to understand how to
recreate this
>> behaviour when using a custom paintEvent().
>>
>> Any tips would be greatly appreciated.
>>
>> Cheers,
>> frank
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