本文整理汇总了C++中QTabWidget::size方法的典型用法代码示例。如果您正苦于以下问题:C++ QTabWidget::size方法的具体用法?C++ QTabWidget::size怎么用?C++ QTabWidget::size使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类QTabWidget
的用法示例。
在下文中一共展示了QTabWidget::size方法的1个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: flagMask
GuiPanel::GuiPanel(QWidget *parent, IniData &id) :
QWidget(parent),
inidata(id),
ui(new Ui::GuiPanel)
{
reference = NULL;
curMaterialFocus = DIFFUSEA;
//mapMT = mm;
_selectedIndex = -1;
ui->setupUi(this);
// ui->attributeData->tabBar()->setContentsMargins(-4,0,-4,0);
QTabWidget *tw = ui->attributeData;
int mar = 0;
tw->setStyleSheet(QString("QTabBar::tab { width: %1px;padding-top: 1px; padding-bottom: 1px;margin-right: %2px;margin-left: %2px;} ")
.arg((tw->size().width()+(2*mar*tw->count())-1)/tw->count()).arg(-mar)
);
ui->wiBodyAxisA->setVisible(false);
ui->wiBodyAxisB->setVisible(false);
ui->wiBodyRadius->setVisible(false);
ui->wiBodyNFaces->setVisible(false);
ui->wiBodyNVerts->setVisible(false);
ui->wiBodySigns->setVisible(false);
ui->wiBodyFlags->setVisible(false);
ui->bodyData->setVisible(false);
ui->meshData->setVisible(false);
ui->textureData->setVisible(false);
ui->animationData->setVisible(false);
ui->materialData->setVisible(false);
ui->skeletonData->setVisible(false);
ui->shaderData->setVisible(false);
ui->hitboxEdit->setVisible(false);
ui->viewRuler->setVisible(false);
ui->viewFloatingProbe->setVisible(false);
ui->generalView->setVisible(false);
ui->vertexData->setVisible(false);
ui->lvTextAcc->setModel( new TextureAccessModel(this) );
ui->lvBodyPart->setModel( new BodyPartModel(this) );
ui->lvBones->setModel( new BodyPartModel(this) );
//ui->frameNumber->setBackgroundRole(QPalette::Foreground);
//ui->frameNumberAni->setBackgroundRole(QPalette::Foreground);
alignY(ui->textureData ,ui->meshData);
alignY(ui->materialData ,ui->meshData);
alignY(ui->animationData,ui->meshData);
alignY(ui->skeletonData,ui->meshData);
alignY(ui->shaderData, ui->meshData);
alignY(ui->bodyData, ui->meshData);
alignYAfter(ui->hitboxEdit, ui->skeletonData);
alignY(ui->vertexData, ui->meshData);
//alignYAfter(ui->vertexData , ui->meshData );
QString flagMask(">Hhhhhhhh");
ui->boxFlags->setInputMask(flagMask);
ui->boxTextureFlags->setInputMask(flagMask);
ui->leMatFlags->setInputMask(flagMask);
ui->leShaderFlags->setInputMask(flagMask);
ui->leShaderTaFlags->setInputMask(flagMask);
ui->leBodyFlags->setInputMask(flagMask);
ui->leShaderRequires->setInputMask(flagMask);
skel = NULL;
//ui->leMatR->setInputMask("0.0000");
//ui->leMatG->setInputMask("0.0000");
//ui->leMatB->setInputMask("0.0000");
//ui->leMatCoeff->setInputMask("0000");
//ui->timeOfFrame->setInputMask("0000");
textureAccessDup = new QAction("Duplicate",this);
textureAccessDel = new QAction("Remove",this);
textureAccessAdd = new QAction("Add",this);
bodyPartDup = new QAction("Duplicate",this);
bodyPartDel = new QAction("Remove",this);
bodyPartAdd = new QAction("Add",this);
connect(ui->cbSkin, SIGNAL(currentIndexChanged(QString)), this, SLOT(updateVisibility()));
connect(ui->cbRefani, SIGNAL(currentIndexChanged(QString)), this, SLOT(updateVisibility()));
connect(ui->cbRuler, SIGNAL(stateChanged(int)), this, SLOT(updateVisibility()));
connect(ui->cbRefani, SIGNAL(currentIndexChanged(QString)), this, SLOT(updateRefAnimation()));
connect(ui->rulerSlid, SIGNAL(sliderMoved (int)), this, SLOT(setRulerLenght(int)));
connect(ui->rulerSpin, SIGNAL(valueChanged(int)), this, SLOT(setRulerLenght(int)));
connect(ui->lvTextAcc->selectionModel(), SIGNAL(selectionChanged(QItemSelection,QItemSelection)),
this, SLOT(updateShaderTextaccData()));
connect(ui->lvBodyPart->selectionModel(), SIGNAL(selectionChanged(QItemSelection,QItemSelection)),
this, SLOT(updateBodyPartData()));
connect(ui->lvBones->selectionModel(), SIGNAL(selectionChanged(QItemSelection,QItemSelection)),
//.........这里部分代码省略.........