I'm not sure how to get the things done.. this is the map of signal/slot that is implemented (every arrow is a connect() ):
here is a plan of signal/slot I'd like to implement. p, one of the members of ButtonMatrix, is now a myButton pointer. myButton is a class derived from QPushButton:(SIGNAL) p[i][j].clicked() -> (SLOT) ButtonMatrix.SetItem(const QString & ID) (this is set using signalMapper)
I'm not convinced for three reasons:(SIGNAL) p[i][j].clicked() -> (SLOT) p[i][j].CallNext1() ( this SLOT only emittes CallNext2(args) SIGNAL) -> p[i][j].CallNext2(QString &ID, int type, MyObj obj) -> (SLOT) p[i][j].doSomethingOnTheParameters(QString &ID, int type, MyObj obj)
1) it's too long and ugly, peraphs I can save one pass like CallNext1() SLOT but I should have access to clicked() SIGNAL to send the SIGNAL CallNext2( args );
2) I have no idea on how to implement the second "arrow". to send CallNext2 (arg) SIGNAL I need the args but I cannot gain them previously (it's a vicious circle)
3) peraphs I didn't catch all SIGNAL/SLOT functions?
(yes, I'm a newbie)
thanks a lot
Bookmarks