Reputation: 124
Trying to build a user interface using PyQt4. Got a dialog window that pops up, and I want it to do something then close, when 'Ok' is pressed. Unfortunately, I can't seem to get it working - tried all sorts of combinations of Dialog.exec_(), Dialog.close(), self.exec_(), self.close(), emitting an 'accepted' signal to Dialog.accept, etc. So far, nothing has worked, and I'm not quite sure why. Here's the code for it:
Dialog window initialised as such;
def begin_grab(self):
self.GrabIm=qtg.QDialog(self)
self.GrabIm.ui=Ui_Dialog()
self.GrabIm.ui.setupUi(self.GrabIm)
self.GrabIm.show()
Dialog window;
class Ui_Dialog(object):
def setupUi(self, Dialog):
Dialog.setObjectName(_fromUtf8("Dialog"))
...
QtCore.QObject.connect(self.buttonBox, QtCore.SIGNAL(_fromUtf8("accepted()")), self.accept)
QtCore.QObject.connect(self.buttonBox, QtCore.SIGNAL(_fromUtf8("rejected()")), Dialog.reject)
QtCore.QMetaObject.connectSlotsByName(Dialog)
def accept(self):
if self.radioButton.isChecked()==True: #assume it is true
#Call continuous grabber
print "Grabbing continuously"
Dialog.exec_() #Close it here
else:
#Call trigger server
print "Grabbing triggered"
self.exec_()
The main thing that keeps happening is either a message saying 'Dialog' is an unknown variable, in the accept() function, or if I use self.exec_() or similar it says exec_() is not a known attribute. If I try doing accept(self, Dialog), and put self.accept(Dialog) in the connect statement, it also crashes.
Any and all help would be appreciated.
Upvotes: 1
Views: 13653
Reputation: 36725
You are doing it pretty wrong. You shouldn't modify the Qt Designer generated code (Ui_Dialog
). You should subclass QDialog
and define the accept
there:
class MyDialog(QtGui.QDialog):
def __init__(self, parent=None):
super(MyDialog, self).__init__(parent)
self.ui = Ui_Dialog()
self.ui.setupUi(self)
# use new style signals
self.ui.buttonBox.accepted.connect(self.accept)
self.ui.buttonBox.rejected.connect(self.reject)
def accept(self):
if self.ui.radioButton.isChecked(): # no need to do ==True
#Call continuous grabber
print "Grabbing continuously"
else:
#Call trigger server
print "Grabbing triggered"
super(MyDialog, self).accept() # call the accept method of QDialog.
# super is needed
# since we just override the accept method
Then you initialize it as:
def begin_grab(self):
self.GrabIm=MyDialog(self)
self.GrabIm.exec_() # exec_() for modal dialog
# show() for non-modal dialog
But looking at your code, I wouldn't do it that way. Let the dialog return with accept/reject
and then do your conditional stuff in the caller (i.e. Main window):
class MyDialog(QtGui.QDialog):
def __init__(self, parent=None):
super(MyDialog, self).__init__(parent)
self.ui = Ui_Dialog()
self.ui.setupUi(self)
# use new style signals
self.ui.buttonBox.accepted.connect(self.accept)
self.ui.buttonBox.rejected.connect(self.reject)
and the caller code:
def begin_grab(self):
self.GrabIm=MyDialog(self)
if self.GrabIm.exec_(): # this will be True if dialog is 'accept'ed, False otherwise
if self.GrabIm.ui.radioButton.isChecked():
#Call continuous grabber
print "Grabbing continuously"
else:
#Call trigger server
print "Grabbing triggered"
Upvotes: 10
Reputation: 5895
You can re implement closeEvent which will help you to do some process before Dialog exit
def closeEvent(self,event):
print "I am here"
event.accept()
Upvotes: 0