SOURCE EDITOR
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You can get to the source editor a number of ways.
1) From the menubar click windows |
source editor.
2) Double click on the component you wish to work with in the source
editor.
3) Press alt+s on the current working component (signified by 8 black
squares around it's border).
4) Right click on the component you wish to work on, and select source editor.
The source editor should be very easy to navigate. On the left is a combo box
full of available components (the current
one showing) the second is full of members for the current active component.
The right combobox also has a "key character" it displays in the left most
position in the member definition. The signifigance is:
If a '-' shows then that means the prototype is for that of a signal, upon
selection it will take you to the display described in
Signals & Slots.
If a '*' is shows it means it is a regular member that can has source code
behind it (ie upon selection it's contents will be displayed in the editor
below the combo box)
If a '+' means that it means it is a normal member that is defined elsewhere.
Thus the function is read only (this can be changed by going to file |
member | modify member, and unchecking the defined else where box.
If nothing shows it is a normal function with no source behind it, and will
most likely not be in the final source that is dumped.
If a '^' appears there, then it means the item is READONLY and there is no
way for you to edit that object (by editing source, deletion, or modification)
But this doesn't mean an object is readonly, you can still edit the other
members, as well as adding new ones.
Members can be easily added, modified, or deleted by selecting the apropriate
option under file | members on in the menubar of the source editor. The dialog
offers you a text box to type in the definition of the new member, then to
select the protection mode the function will be declared, then if it's a virtual
member, and finally it allows you to have members (for example signals)
that are declared or defined elsewhere. A member that is defined elsewhere
will be readonly though, it is just there so that QtEZ will realize it exists.
There are two special kinds of members they are "constructor" and "destructor"
if you give either of these as your function name (with any arguments that you
wish) and give it's mode as public, you can then type in a base initilizer so
it can call back to whatever inherits it, you can call a base initilizer
init by doing such qtez will figure out what to call it based on what this
widget inherits. (If you are very new to Qt
then you can find out what your component
inherits by looking at it's title in the left combobox, for example a pushbutton
may look like "QPushButton *p"). A reminder: variables are just members as well
they just have no source contents of course, so to add a class-wide variable
just add it like any other member.
You will also find the classwide header on this dialog. In there you can
define, include, or declare any globals settings you want for just this class
this could be done in the globals editor but
may be more satisfactory to put it into the class itself if you only need it
in one place.
There is an additional feature to the source editor, when you run your program
it will test for errors/warnings during compilation. If something occurs then
The Source Editor will change, to accomodate a new list at the bottom of the
dialog, in it is a list of messages the compiler gave you, simply click on any
of the items in the list, and it will take you to the object, member, and
line that the error occured on, if the compiler gave it such info for the
message.