Here is an example of what it might look like
from PySide import QtCore, QtGui
class BrickWallGenDialog(QtGui.QDialog):
def __init__(self, parent=None):
super(BrickWallGenDialog, self).__init__(parent)
self.setObjectName("brickGen")
self.setWindowTitle("Brick Wall Generator")
self._heightInput = QtGui.QSpinBox()
self._heightInput.setRange(1, 30)
self._lengthInput = QtGui.QSpinBox()
self._lengthInput.setRange(1, 30)
self._button = QtGui.QPushButton("Create Wall")
layout = QtGui.QFormLayout(self)
layout.addRow("Wall Height:", self._heightInput)
layout.addRow("Wall Length:", self._lengthInput)
layout.addRow(self._button)
# Connections
self._button.clicked.connect(self.brickGen)
def brickGen(self):
height = self._heightInput.value()
length = self._lengthInput.value()
print "Do brickGen with %d x %d" % (height, length)
win = BrickWallGenDialog()
win.resize(200, 100)
win.show()
On Wed, Nov 5, 2014 at 9:43 AM, 'Robert Jones' via Python Programming for
Autodesk Maya <[email protected]> wrote:
> Thanks Marcus and Justin on that initial round of advice and support. Well
> I happen to have recently purchased both the Rapid GUI Programming with
> Python and QT book and the cmiVFX pyQT/Maya training. The book I've been
> dipping into/skimming and thinking yikes theres a lot to learn and the
> training I've yet to find a sustained period of time to work through end to
> end. So all tooled up and no excuses really I guess - it's just a case of
> really applying myself. That said….I would greatly appreciate it Justin if
> you could knock up an example solution to the specific task I had in mind
> (i.e. accept 2 integer inputs from the user and feed them into a python
> function via a button click) and then I'll fill in all the other gaps in my
> current knowledge and hope to start making more progress with this
> transition to QT-based Maya UI design…I just need to get beyond the early
> hurdles and get up and running…I'm fine with classes pretty much and
> general oops concepts, however my earlier forays into pyQT/pySide have been
> a series of false starts to date with numerous technical issues getting in
> the way. However, now feels like the right time to move on.
>
>
> Thanks again for your advice and support so far.
>
> Regards
>
> Rob.
> On Monday, 3 November 2014, 18:43, Justin Israel <
> [email protected]> wrote:
>
>
> Hey Rob
>
> One of the important concepts to have down when getting into Qt is
> classes. If you understand those, then you should be good to go.
> The approach you would take is to create a QDialog subclass. This will
> have some kind of layout attached, such as a QFormLayout.
> Then you will add QLabel and QSpinBox instances for your width and height.
> And then a QPushButton. All of these should be member attributes of the
> QDialog.
> Qt uses signal/slot communication. You would create a method on your
> subclass that would perform the wall building when called. It should look
> at the member QSpinBox instances to grab their current int values. Then you
> connect your push button clicked signal to your builder method. All of the
> widget setup and connection happens in the constructor of your class.
> Then you will have this complete QDialog subclass that can be created and
> shown.
>
> I could write out an example, but if you are only just getting started, it
> may be best to grab a book or watch a video (I have a PyQt training video
> at cmiVfx), as the example would most likely lead to a bunch of extra
> getting-started questions covered in training material
>
>
> - justin
>
>
> On Tue, 4 Nov 2014 2:22 AM rob lee Jones <[email protected]> wrote:
>
> Hi there,
>
> This is a question to the community at large for some fastrack help in
> converting a simple tutorial.exercise 'wall builder' script written in
> python using Maya's native UI functionality to one that deploys Pyside
> instead.
>
> I'm aware that there is a growing repository of intro to PySide in Maya
> type tutorials...but they don't seem to go much beyond the very first
> 'hello world' button push. I'm happy to stand corrected on this observation
> by the way.
>
> So here's a little exercise I would like to convert as a way of
> understanding how user input can be captured and used inside a python
> function.
>
> If anyone can knock up a solution which I imagine would be real quick if
> you are already fluent with pyQT/PySide it would be most appreciated.
>
> Basically the script below *accepts two integers from the User* (width,
> height of wall to be built) and when the 'create wall' b*utton is pushed
> these values are then passed to a python function that uses them *to
> generate the wall of the required dimensions.
>
> I've started to look through the docs but was hoping to get a heads up
> from anyone that is willing to shed light on how to do this in PySide.
>
> Here's the original python script with native Maya UI functionality to be
> converted to using PySide instead....
>
> import maya.cmds as cmds
>
> if cmds.window("brickGen", exists=True):
>
> cmds.deleteUI( "brickGen")
>
> window = cmds.window("brickGen", title = "Brick Wall Generator")
>
> cmds.columnLayout()
>
> *cmds.intField("wallHeight", minValue=1, maxValue=30, value=1) *
>
> *cmds.intField("wallLength", minValue=1, maxValue=30, value=1) *
>
> *cmds.button(label="create wall", command="brickGen()")*
>
> def brickGen():
>
> # question ....how to do the next two lines or equivalent in
> PySide.....
>
> * col = cmds.intField("wallHeight", q=True, value=True)*
>
> * row = cmds.intField("wallLength" , q=True, value=True)*
>
> i=0
>
> j=0
>
> offset=-1.5
>
> brickHeight=1
>
> while i < col:
>
> h= brickHeight*i
>
> if (i%2==0):
>
> print 'even brick'
>
> while j < row:
>
> cmds.polyCube(w=1,h=1,d=3)
>
> cmds.move(3*j, z=True, r=True)
>
> cmds.move(h, y=True, r=True)
>
> j+=1
>
> else:
>
> print 'odd brick'
>
> while j < row:
>
> cmds.polyCube(w=1,h=1,d=3)
>
> cmds.move(3*j, z=True, r=True)
>
> cmds.move(h, y=True, r=True)
>
> cmds.move(offset,z=True,r=True)
>
> j+=1
>
> i+=1
>
> j=0
>
>
>
> cmds.showWindow()
>
> Thanks in advance to anyone for any help with this request.
>
> Regards
>
> Rob.
>
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