I use python 3.6 and pyqt5 and load my Window by self.ui = uic.loadUi("MainWindow.ui",self) Mainly there are 2 QtreeViews and one QList Widgets. I've problems with dropEvent. I have to separate it to each Widget/model so that I have different 'dropActions'. But everytime I drop I get a call from the dropEvent Function of the self.ui Object I've tried to change self.ui.treeView.viewport().installEventFilter(self) to seperate functions without success. In the docs and in some examples found here and over the net there are the Widgets subclassed with the drag and drop functions. But I find no solution for Widgets generated by the uic loader. I've tried to install drag&drop functions inside the models. But no luck at all.
How can I subclass a Widget which is loaded by uic.loadUi?
or
How to create rules from where to where drag & drop is allowed ?
The easiest way is to do your subclassing beforehand.
Create my_tree_view.py as follows
from PyQt5 import QtWidgets, QtGui
class MyTreeView(QtWidgets.QTreeView):
def __init__(self, parent=None):
super().__init__(parent)
def dropEvent(self, event: QtGui.QDropEvent):
print('MyTreeView dropEvent')
super().dropEvent(event)
Then edit your .ui file and add the following near the end after the </widget> line.
<customwidgets>
<customwidget>
<class>MyTreeView</class>
<extends>QTreeView</extends>
<header>my_tree_view</header>
</customwidget>
</customwidgets>
And then change the following line (further up in your .ui file)
from
<widget class="QTreeView" name="treeView">
to
<widget class="MyTreeView" name="treeView">
Related
I'm using Qt Designer for design GUI to use in python, after designing my desired UI in Qt Designer, convert it to python code and then I changed generated code to do some action in my python code, but if I changed the UI with Qt Designer and convert it to python code again, I lost my previous changes on my code.
how can I solve the problem?
can we Spreading a Class Over Multiple Files in python to write code in other files?
To avoid having these problems it is advisable not to modify this file but to create a new file where we implement a class that uses that design.
For example, suppose you have used the MainWindow template in the design.ui file, then convert it to Ui_Design.py like to the following structure:
from PyQt5 import QtCore, QtGui, QtWidgets
class Ui_MainWindow(object):
def setupUi(self, MainWindow):
[...]
def retranslateUi(self, MainWindow):
[...]
Then we will create a new file that we will call logic.py where we will create the file that handles the logic and that uses the previous design:
class Logic(QMainWindow, Ui_MainWindow):
def __init__(self, *args, **kwargs):
QMainWindow.__init__(self, *args, **kwargs)
self.setupUi(self)
So even if you modify the design and generate the file again .py you will not have to modify the file of the logic.
To generalize the idea we must have the following rules but for this the logic class must have the following structure:
class Logic(PyQtClass, DesignClass):
def __init__(self, *args, **kwargs):
PyQtClass.__init__(self, *args, **kwargs)
self.setupUi(self)
PyQtClass: This class depends on the design chosen.
Template PyQtClass
─────────────────────────────────────────────
Main Window QMainWindow
Widget QWidget
Dialog with Buttons Bottom QDialog
Dialog with Buttons Right QDialog
Dialog with Without Buttons QDialog
DesignClass: The name of the class that appears in your design.
The advantage of this implementation is that you can implement all the logic since it is a widget, for example we will implement the solution closing pyqt messageBox with closeevent of the parent window :
class Logic(QMainWindow, Ui_MainWindow):
def __init__(self, *args, **kwargs):
QMainWindow.__init__(self, *args, **kwargs)
self.setupUi(self)
def closeEvent(self, event):
answer = QtWidgets.QMessageBox.question(
self,
'Are you sure you want to quit ?',
'Task is in progress !',
QtWidgets.QMessageBox.Yes,
QtWidgets.QMessageBox.No)
if answer == QtWidgets.QMessageBox.Yes:
event.accept()
else:
event.ignore()
The easiest way is to use the *.ui file directly in the python code, you don't need convert to *.py file every time you change the ui.
you can use this pseudo code in your project.
# imports
from PyQt5 import uic
# load ui file
baseUIClass, baseUIWidget = uic.loadUiType("MainGui.ui")
# use loaded ui file in the logic class
class Logic(baseUIWidget, baseUIClass):
def __init__(self, parent=None):
super(Logic, self).__init__(parent)
self.setupUi(self)
.
.
.
.
def main():
app = QtWidgets.QApplication(sys.argv)
ui = Logic(None)
ui.showMaximized()
sys.exit(app.exec_())
import sys
import webbrowser
import hou
from PySide2 import QtCore, QtUiTools, QtWidgets, QtGui
# Calling UI File & Some Modification
class someWidget(QtWidgets.QWidget):
def __init__(self):
super(someWidget,self).__init__()
ui_file = 'C:/Users/XY_Ab/Documents/houdini18.5/Folder_CGI/someUI.ui'
self.ui = QtUiTools.QUiLoader().load(ui_file, parentWidget=self)
self.setParent(hou.qt.mainWindow(), QtCore.Qt.Window)
self.setFixedSize(437, 42)
self.setWindowTitle("Requesting For Help")
window_C = someWidget()
window_C.show()
So, I have created this small script that shows the UI, I have connected this to Houdini Menu Bar. Now The Problem is if I click the menu item multiple times it will create another instance of the same UI & the previous one stays back, What I want is something called "If Window Exist Delete It, Crate New One" sort of thing.
Can someone guide me? I am fairly new to python in Houdini and Qt so a little explanation will be hugely helpful. Also, why can't I use from PySide6 import?? Why do I have to use from PySide2?? Because otherwise Houdini is throwing errors.
For the same thing what used to do in maya is
# Check To See If Window Exists
if cmds.window(winID, exists=True):
cmds.deleteUI(winID)
Trying to do the same thing inside Houdini.
I don't have Maya or Houdini, so I can't help you too much.
According to https://www.sidefx.com/docs/houdini/hom/cb/qt.html
It looks like you can access Houdini's main window. The main reason the window is duplicated or deleted is how python retains the reference to window_C. You might be able to retain the reference to just show the same widget over and over again by accessing the main Houdini window.
In the examples below we are using references a different way. You probably do not need your code that has
self.setParent(hou.qt.mainWindow(), QtCore.Qt.Window)
Create the widget once and keep showing the same widget over and over.
import hou
# Create the widget class
class someWidget(QtWidgets.QWidget):
def __init__(self, parent=None, flags=QtCore.Qt.Window): # Note: added parent as an option
super(someWidget,self).__init__(parent, flags)
...
MAIN_WINDOW = hou.ui.mainQtWindow()
try:
MAIN_WINDOW.window_C.show()
except AttributeError:
# Widget has not been created yet!
# Save the widget reference to an object that will always exist and is accessible
# parent shouldn't really matter, because we are saving the reference to an object
# that will exist the life of the application
MAIN_WINDOW.window_C = someWidget(parent=MAIN_WINDOW)
MAIN_WINDOW.window_C.show()
To delete the previous window and create a new window.
import hou
# Create the widget class
class someWidget(QtWidgets.QWidget):
def __init__(self, parent=None, flags=QtCore.Qt.Window): # Note: added parent as an option
super(someWidget,self).__init__(parent, flags)
...
MAIN_WINDOW = hou.ui.mainQtWindow()
# Hide the previous window
try:
MAIN_WINDOW.window_C.close()
MAIN_WINDOW.window_C.deleteLater() # This is needed if you parent the widget
except AttributeError:
pass
# Create the new Widget and override the previous widget's reference
# Python's garbage collection should automatically delete the previous widget.
# You do not need to have a parent!
# If you do have a parent then deleteLater above is needed!
MAIN_WINDOW.window_C = someWidget() # Note: We do not parent this widget!
MAIN_WINDOW.window_C.show()
Another resource shows you can access the previous widget from the page level variable. https://echopraxia.co.uk/blog/pyqt-in-houdinimaya-basic This is possible, but seems odd to me. The module should only be imported once, so the page level variable "my_window" should never exist. However, it sounds like the Houdini plugin system either reloads the python script or re-runs the import. If that is the case every time you show a new window from the import of the script, you are creating a new window. If the previous window is not closed and deleted properly, Houdini could have an ever growing memory issue.
try:
my_window.close()
except (NameError, Exception):
pass # Normal python would always throw a NameError, because my_window is never defined
my_window = MyWindow()
#This is optional you can resize the window if youd like.
my_window.resize(471,577)
my_window.show()
PySide6
https://www.sidefx.com/docs/houdini/hom/cb/qt.html
The bottom of the page shows how to use PyQt5. The same would apply for PySide6. Houdini just happens to come with PySide2.
I've made my first small GUI program using PyQt5 for some data process for my work.
I have a problem - I can't make QFileDialog (to open file) with the focus on its QListView widget. (In QFileDialog class by default focus is on QLineEdit).
The best solution is to make new class from QFileDialog with changed setFocus settings and unchanged all the other.
It turned out to be not so easy because I didn't find how to adress to inner widgets of QFileDialog.
I'm new in PyQt5, couldn't find any solutionts even for Qt C++.
Thank you for any advices and ideas.
class XFileDialog(QtWidgets.QFileDialog):
"magic code"
file=XFileDialog.getOpenFileName(caption="Open",
filter="FITS (*.fits *.fts *.new)")
It seems that I have found the solution. Perhaps it could be useful for someone.
class XFileDialog(QtWidgets.QFileDialog):
def __init__(self):
QtWidgets.QFileDialog.__init__(self)
self.setDirectory(progdir)
def setVisible(self,v):
super(XFileDialog, self).setVisible(v)
self.setAcceptMode(0)
self.setFileMode(1)
self.setFocusPolicy(11)
self.setNameFilter("All (*) ;; FITS (*.fts *.fits *.new)")
self.focusPreviousChild()
class MyWindow(QtWidgets.QWidget):
def __init__(self,parent=None):
QtWidgets.QWidget.__init__(self,parent)
super().__init__()
self.initUI()
def openFile(self):
global progdir
progdir=QtCore.QDir(os.getcwd())
file=XFileDialog()
file.exec()
.......
I have created a dialog with qtdesigner. I wanted to modify certain widgets (e.g. buttons) programmatically.
I have my pyuic generated gui.py and have created a guiLogic.py defining the class "myGui".
class myGui(QtWidgets.QDialog, inmoovServoGui.Ui_Dialog):
The class init calls then the "setupUi" function from the generated gui.py
def __init__(self, *args, **kwargs):
QtWidgets.QDialog.__init__(self, *args, **kwargs)
self.setupUi(self)
...
In my python ide (pycharm) in the evaluate expression window I can type in now my class name followed by a . "myGui." and it will popup a list of all my QWidgets (beside others).
I have tried to get the same list but
myGui.__dict__.items()
does not contain the QWidgets. What am I doing wrong?
i use pyqt in autodesk maya. all work but when i try connect a context menu to my elements - maya get fatal error and closed.
import maya.OpenMayaUI as mui
import maya.api.OpenMaya as om
import sip
from PyQt4 import QtGui, QtCore, uic
#----------------------------------------------------------------------
def getMayaWindow():
ptr = mui.MQtUtil.mainWindow()
return sip.wrapinstance(long(ptr), QtCore.QObject)
#----------------------------------------------------------------------
form_class, base_class = uic.loadUiType('X:/tools/Maya/windows/2014/python/UI/perforceBrowserWnd.ui')
#----------------------------------------------------------------------
# main window class
#----------------------------------------------------------------------
class PerforceWindow(base_class, form_class):
def __init__(self, parent=getMayaWindow()):
super(base_class, self).__init__(parent)
self.setupUi(self)
# Popup Menu is not visible, but we add actions from above
self.popMenu = QtGui.QMenu( self )
self.popMenu.addAction("revert", self.on_action_revert)
self.popMenu.addAction("submit", self.on_action_submit)
self.filesListWgt.customContextMenuRequested.connect( self.filesListWgtMenuRequested )
#------------------------------------------------------------------
def filesListWgtMenuRequested(self, pos):
self.popMenu.exec_( self.filesListWgt.mapToGlobal(pos) )
def on_action_revert(self):
print('on_action_revert')
def on_action_submit(self):
print('on_action_submit')
#----------------------------------------------------------------------
# window
#----------------------------------------------------------------------
def perforceBrowser2():
perforceBrowserWnd = PerforceWindow()
perforceBrowserWnd.show()
perforceBrowser2()
dialog created in qtdesigner. i set attribute contentMenuPolicy in designer on QListWidtet. when i right click on QListWidtet or any element - i see a context menu. but if i click a menu or dismiss it - maya get fatal error
and i see log text - function on_action_revert is called. but after that - maya crashed.
what i doing wrong?
update:
i try simple test. replace a menu to simple call a function:
replace connect to:
self.filesListWgt.customContextMenuRequested.connect( self.on_action_revert )
def on_action_revert(self):
print('on_action_revert')
this crash maya too
I tested your code along with your UI file on PyQt in Maya 2013 as well as on PySide (using a QtShim) on Maya 2014 and your code ran fine. Please check your PyQt build for Maya 2014.
I recommend attempting to run your code using PySide on Maya 2014. To do this you do not need to change any of your code base. You just need to modify a few imports. It is worth checking out these: Take a look at this. You can use this to write code that is compatible in both PyQt and PySide. https://github.com/rgalanakis/practicalmayapython/blob/master/src/chapter5/qtshim.py
And to load your ui file in PySide environment take a look at this article: http://www.jason-parks.com/artoftech/?p=579
PyQt and PySide are both just python wrappers for the Qt framework. They are identical apart from a very few differences. So your code base never needs to change no matter what you use to run it in.
P.s. But for whatever reason you are so particular for using PyQt for 2014, Please use these guides to build it: http://download.autodesk.com/us/support/files/maya_documentation/pyqtmaya2014.pdf and this one: http://around-the-corner.typepad.com/adn/2013/04/building-sip-and-pyqt-for-maya-2014.html
Maya specific PyQt builds are maintained in this Github repo maintained by Marcus Ottosson. You can grab the specific build for yourself and add it to PYTHONPATH. I had the same issue in Maya 2015 and this helped.
https://github.com/pyqt