Pushbutton crashed.
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@Gutks said in Pushbutton crashed.:
if(p->button()==Qt::LeftButton){ui->lineEdit1->setText(QString::number(value1++));} else{if(p->button()==Qt::RightButton){ui->lineEdit1->setText(QString::number(value1--));}
From your requirements it's apparent you need a custom QPushButton that extends existing one by adding just the rightclicked() signal, and nothing else. So you'll have both signals (existing left click) and new one (right click) to connect as you wish.
Please take a look at this SO question & answers.
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@Gutks
If what @Pablo-J-Rogina has discerned is correct --- you just want a left-/right-click to increment/decrement a number in aQLineEdit
, is that right? --- then you would be better just using aQSpinBox
, which is for entering numbers, and you wouldn't have any of this..... -
@JonB said in Pushbutton crashed.:
then you would be better just using a QSpinBox,
I think the goal here is the rightclicked() signal, what you connect that to is not relevant at this point
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@Pablo-J-Rogina
Oh, I see. You may be right. Or it just might turn out the user was going to use a left-/-right-click on a button to inc/dec a number, you never know... :)On a different tone, it's "unusual" to have the user right-click on a button. Possible, but possibly not intuitive. A "rocker" pushbutton (click at left/right for different behaviour, but with left mouse) might be another possibility.
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Button.h
#ifndef LR_CLICKBUTTON_H #define LR_CLICKBUTTON_H #include <QPushButton> class LR_ClickButton: public QPushButton { Q_OBJECT public: LR_ClickButton(QWidget *parent = nullptr); protected: void mousePressEvent(QMouseEvent *e) override; void mouseReleaseEvent(QMouseEvent *e) override; signals: // Not needed, since one signal which sends MouseEvent to get handled in slot //void leftClicked(); //void rightClicked(); void myClicked(QMouseEvent *e); }; #endif // LR_CLICKBUTTON_H
Button.cpp
#include "lr_clickbutton.h" #include <QMouseEvent> #include <QDebug> LR_ClickButton::LR_ClickButton(QWidget *parent): QPushButton(parent) { } void LR_ClickButton::mousePressEvent(QMouseEvent *e) { QPushButton::mousePressEvent(e); } void LR_ClickButton::mouseReleaseEvent(QMouseEvent *e) { if(e->button() == Qt::LeftButton) { qDebug() << "Left"; emit myClicked(e); } else if (e->button() == Qt::RightButton) { qDebug() << "Right"; emit myClicked(e); } QPushButton::mouseReleaseEvent(e); }
MainWindow.h
public slots: void myButtonClicked(QMouseEvent *e);
MainWindow.cpp
// ######### C'TOR ##################### LR_ClickButton *button1 = new LR_ClickButton(this); centralWidget()->layout()->addWidget(button1); connect(button1, &LR_ClickButton::myClicked, this, &MainWindow::myButtonClicked); // ###################################### void MainWindow::myButtonClicked(QMouseEvent *e) { if(e->button() == Qt::LeftButton) { // Of course you can put anything you want here int val = ui->spinBox->value(); ui->spinBox->setValue(val + 1); } else if (e->button() == Qt::RightButton) { // or here int val = ui->spinBox->value(); ui->spinBox->setValue(val - 1); } }
Wasn't that hard, right? :)
Result:
3 left-clicks increase value by 3.
2 right-clicks decrease value by 2 again.
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@JonB said in Pushbutton crashed.:
On a different tone, it's "unusual" to have the user right-click on a button. Possible, but possibly not intuitive
Might not be the most intuitive solution but this is actually used a lot in games (with a hint to this behavior ofc)
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@Christian-Ehrlicher @Pl45m4 @JonB @Pablo-J-Rogina
Thank you very much, you don't know how it helped me. Otherwise, I would have to create an internal storage system for each button between the tabs and remove it when editing the line.
Yes, and a tool I am creating to help the 1 game community. How does it activate as resolved?
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This is exactly what I was expecting and what I thought of.... These type of games, where you have ingame shops and a lot of inventories... If you left-click an item, you probably buy it from shop or use it, if you right-click, you drop it or sell it :)