QListWidget with custom widgets - not triggering itemClicked signal - c++

I have listwidgetitem's that have a custom widget (step_widget) which contains 3 QPushButtons and a QLabel.
When I press one of the buttons in the widget, it is not triggering itemClicked which i need to see the index of the listwidget that was clicked. If i click the QLabel, the signal is triggered and i am able to obtain the index. How can trigger the signal when one of the buttons is pressed? Why does it not trigger?
QListWidgetItem *item = new QListWidgetItem();
stepWidget *step_widget = new stepWidget();
ui->listWidget->addItem(item);
ui->listWidget->setItemWidget(item,step_widget);

The itemClicked() signal is not emmited because the QPushButton consumes the click event.
There is the simplest solution I've found.
First, in your class stepWidget add a signal that will be emitted when any QPushButton is clicked, for example:
signals:
void widgetClicked();
Then connect the clicked() signal of every QPushButton with that signal. This code is in the constructor of the widget stepWidget:
connect(ui->pushButton1, &QPushButton::clicked, this, &stepWidget::widgetClicked);
connect(ui->pushButton2, &QPushButton::clicked, this, &stepWidget::widgetClicked);
connect(ui->pushButton3, &QPushButton::clicked, this, &stepWidget::widgetClicked);
To test it I added 10 widgets to a QListWidget that reside in the MainWindow class. You must connect that signal to a slot (in this case I use a C++11 Lambda Function, but you can create a slot instead, it's fine) where you establish the current item as the item under the widget. This code is located in the constructor of MainWindow:
for (int i = 0; i < 10; ++i) {
QListWidgetItem *item = new QListWidgetItem;
stepWidget *step_Widget = new stepWidget;
ui->listWidget->addItem(item);
ui->listWidget->setItemWidget(item, step_Widget);
connect(step_Widget, &stepWidget::widgetClicked, [=]() {
ui->listWidget->setCurrentItem(item);
});
}
Now, this will not make the itemClicked() signal to be emitted because the user not clicked the item. But I advice you to connect instead the signal currentRowChanged() as it will be emitted with this code and also it has the advantage that it allows you to directly obtain the row. Once you have the row you can obtain the item and the widget, evidently.
However, this procedure has the inconvenient that the currentRowChanged() signal will be emitted even when the user selects a row with the keyboard or when the user press and slide the mouse over the QListWidget without releasing it.
On workaround could be, for example, using a flag as an attribute for your MainWindow class that is always false except during this connection:
connect(ste_pWidget, &stepWidget ::widgetClicked, [=]() {
buttonPressed = true;
ui->listWidget->setCurrentItem(item);
buttonPressed = false;
});
Then you must manipulate two signals from the QListWidget: clicked() and currentRowChanged(). I choose clicked() instead of itemClicked() because it gives almost directly access to the row:
void MainWindow::on_listWidget_clicked(const QModelIndex &index)
{
ui->statusBar->showMessage(tr("Row clicked: %1").arg(index.row()), 1000);
}
void MainWindow::on_listWidget_currentRowChanged(int currentRow)
{
if (buttonPressed) {
ui->statusBar->showMessage(tr("Row clicked: %1").arg(currentRow), 1000);
}
}

what you can simply do is, make your qpushbutton to qlabel and then qpushbutton will become clickable.
You can then override this method :- on_listWidget_itemClicked(QListWidgetItem *item) for double click on qpushbutton.
I tried it & it worked perfectly, its quite simple workaround.

Related

QTabWidget strange behavior

I have two tabs where placed QTableWidget with cell widget. See image.
QTabWidget *tab = new QTabWidget(this);
for (int i = 0; i < 2; ++i) {
QTableWidget *t = new QTableWidget(1, 1);
QPushButton *btn = new QPushButton("Click on me!");
t->setCellWidget(0, 0, btn);
connect(btn, &QPushButton::clicked, [=]() {
btn->hide();
});
tab->addTab(t, QString::number(i + 1));
}
setCentralWidget(tab);
The behavior you indicate is predictable, you must first know that if a widget becomes visible your children will also be visible.
Let's analyze the case of QTabWidget, this widget is essentially a QTabBar + QStackedWidget, the QStackedWidget manages the visibility of the widgets, and the latter internally has a QStackedLayout that when it establishes that a certain widget is wanted to show then it hides the current widget and shows the new one current widget. So every time you select tabbar the widget that is displayed will call the show method of that widget (in your case QTableWidget), and it will make your children visible even if they are hidden.
So if you want that if you have the need that works as you suppose a workaround should happen it is to save the status of the visibility in a property and in the showEvent method to apply the change if necessary.

Qt - Why can't I trigger mousePressEvent for my custom button in MainWindow

This is my first time to ask on Stack Overflow. If any suggestion about asking question, please let me know.
I am very new to Qt, and have some problems while using event. Hope someone can provide any thoughts.
Background:
I have my custom pushButton, which is rxPushButton in rx.h and rx.cpp. I use on_rxPushButton_clicked to change the image and it works pretty well.
In MainWindow, I need to use some rx so I include the class rx and I want to detect if I press left button of the mouse, I need to know which rx has been pressed and record its id in int rxId in MainWindow.
Problem:
I tried two ways to achieve my goal, including mousePressEvent and eventFilter. I found that I can't detect the mouse pressed signal on any rx, but I can detect it outside rx in other places in Mainwindow. I wonder if the events will conflict, but when I comment on_rxPushButton_clicked in rx.cpp, MainWindow still doesn't work for the problem. So I presume that maybe the space in the screen occupied by rx will not be in control of MainWindow (I can get Debug message "test1" but not "test2" in my code, check below).
How should I do to solve this problem if I need both things (change image in rx and modify one variable in MainWindow)? Or maybe it's just something wrong with my code and how to modify?
I hope to separate them if possible because I still need to include many objects in MainWindow in the future.
Here are some of my related codes:
rx.cpp
void rx::on_rxPushButton_clicked(void)
{
startLoading();
}
void rx::startLoading(void)
{
state = 1;
connect(timer, SIGNAL(timeout()), this, SLOT(loading1()));
timer->start(LOADING_INTERVAL);
}
void rx::loading1(void)
{
if(state == 1)
{
state = 2;
ui->rxPushButton->setStyleSheet("border-image: url(:/images/Rx/Rxloading1.png);");
disconnect(timer, SIGNAL(timeout()), this, SLOT(loading1()));
}
}
mainwindow.cpp
MainWindow::MainWindow(QWidget *parent) :
QMainWindow(parent),
ui(new Ui::MainWindow)
{
ui->setupUi(this);
for(int i = 0 ; i < rxSize ; i++)
{
rxList << new rx(this);
int j = i/rxHorizontalCount;
rxList[i]->setGeometry(500+(i-j*8)*110,10+j*90,100,90);
}
//rxList[0]->installEventFilter(this);
}
void MainWindow::mousePressEvent(QMouseEvent *event)
{
if(event->buttons() & Qt::LeftButton)
{
qDebug() << "test1";
if(rxList[0]->rect().contains(event->x(), event->y()))
qDebug() << "test2";
}
}
Change image in rx
Use QSignalMapper class that bundles signals from QWidgets (class rx) and re-emits them with widget (class rx) parameters corresponding to the object that sent the signal.
We connect each button's clicked() signal to the signal mapper's map() slot, and create a mapping in the signal mapper from each button to the button itself.
Finally we connect the signal mapper's mapped() signal to the custom widget's(rx object) clicked() signal. When the user clicks a button, the custom widget(rx object) will emit a single clicked() signal whose argument is the button (rx object) the user clicked.
Handle the button clicked event in MainWindow::slotButtonsClicked(QWidget *p) function.
Modify n variable in MainWindow:
You can update variable of MainWindow in mousePressEvent function
class MainWindow : public QWidget
{
public :
MainWindow (QWidget *parent);
QSignalMapper * mapper;
slots:
void slotButtonsClicked(QWidget *);
// ...
}
MainWindow::MainWindow(QWidget *parent) :
QMainWindow(parent),
ui(new Ui::MainWindow)
{
ui->setupUi(this);
mapper = new QSignalMapper(this);
for(int i = 0 ; i < rxSize ; i++)
{
rxList << new rx(this);
int j = i/rxHorizontalCount;
rxList[i]->setGeometry(500+(i-j*8)*110,10+j*90,100,90);
QObject::connect(rxList[i], SIGNAL(clicked()),mapper,SLOT(map()));
//Adds a mapping so that when map() is signalled from the sender, the signal mapped(widget ) is emitted.
mapper->setMapping(rxList[i], rxList[i]);
}
QObject::connect(mapper,SIGNAL(mapped(QWidget *)),this,SLOT(slotButtonsClicked(QWidget *)));
}
void MainWindow::mousePressEvent(QMouseEvent *event)
{
if(event->buttons() & Qt::LeftButton)
{
qDebug() << "Clicked outside the button";
//Now you can modify n variable in MainWindow
}
MainWindow::mousePressEvent(event);
}
void MainWindow::slotButtonsClicked(QWidget *p)
{
rx *button = dynamic_cast<rx *>(p);
button->on_rxPushButton_clicked();
qDebug() << button <<" clicked on button";
//Now you can change image in rx
}
Hope this works :)
Event propagating prevent you to do it. When mouse is over Button, event sends to button, not to the MainWindow, thats why you never see test2 in debug output.
Since I don't know what do you need it's hard to say what you should do. You can process event in Button and send some signals or whatever, or set event filter and check if target object is your button, and so on.
Any way, read Qt event system docs for better understanding.

Qt, QDialog buttons not Respondig

The dialog opens with two buttons, OK and Cancel. None of the buttons responds to user click. I have to press the X on the top right to cancel the dialog.
bool MainWindow::eventFilter(QObject *obj, QEvent *event)
{
if (obj == mTabWidget && event->type() == QEvent::MouseButtonDblClick)
{
// query and set tab(s) names
QTabWidget *tab = qobject_cast<QTabWidget *>(obj);
if(tab)
{
QDialog dlg;
QVBoxLayout la(&dlg);
QLineEdit ed;
la.addWidget(&ed);
QDialogButtonBox bb(QDialogButtonBox::Ok | QDialogButtonBox::Cancel);
la.addWidget(&bb);
dlg.setLayout(&la);
if(dlg.exec() == QDialog::Accepted)
{
tab->setTabText(0, ed.text());
return true;
}
}
}
// Standard event processing
return QObject::eventFilter(obj, event);
}
Am I missing any connect() line or signals? I tried to read the Qt documentation, but from what I understood, calling QDialogButtonBox::OK gets processed as Accepted.
UPDATE :
New Dialog Function
OK, i have created a new function that takes care of the Dialog box, i am calling it from the event function. it is still not responding, now on the terminal, i see an error that says, : no such slot MainWindow::accept() and another for reject. I know that i have no slots for these two in the .h file. i tried to find how to build the slots but i couldnt, any help would be great. thank you
void MainWindow::initializeBOX()
{
QDialog dlg;
QVBoxLayout la(&dlg);
QLineEdit ed;
la.addWidget(&ed);
//QDialogButtonBox bb(QDialogButtonBox::Ok | QDialogButtonBox::Cancel);
//btnbox = new QDialogButtonBox(QDialogButtonBox::Ok | QDialogButtonBox::Cancel);
QDialogButtonBox *buttonBox = new QDialogButtonBox(QDialogButtonBox::Ok | QDialogButtonBox::Cancel);
connect(buttonBox, SIGNAL(accepted()), this, SLOT(accept()));
connect(buttonBox, SIGNAL(rejected()), this, SLOT(reject()));
la.addWidget(buttonBox);
dlg.setLayout(&la);
if(dlg.exec() == QDialog::Accepted)
{
mTabWidget->setTabText(0, ed.text());
}
}
Rather than launching the dialog from event filer you should trap QWidget::mouseDoubleClickEvent by overloading that virtual function in your code. And as long as it is a callback already you can do more stuff immediately from there including the dialog. Or maybe send the signal to slot that does the dialog (a bit cleaner). I would do the signal from mouseDoubleClickEvent event handler and make the parent QWidget::mouseDoubleClickEvent to consume the event to avoid possible complications especially when porting the code to other platform.
Event filters are for non-standard event processing. There is nothing non-standard in your case.

Switching between one QToolButton to another in QT

I want to switch from one QToolButton to another in QToolBar. I have used QStackedWidget, their it is too simple to move from one widget to other but here I am not able to get how to move via using keyReleaseEvent.
mywindow::mywindow() : QMainWindow()
{
widget = new QWidget();
setCentralWidget(widget);
tool = new QToolBar();
vertical = new QVBoxLayout();
button1 = new QToolButton();
connect( button1, SIGNAL(clicked()), this, SLOT(fileNew()) );
button2 = new QToolButton();
button3 = new QToolButton();
button1->setIcon(QIcon("download.jpg"));
button1->setGeometry(0,0,100,200);
button2->setIcon(QIcon("images.jpg"));
button3->setIcon(QIcon("settings-icon.jpg"));
//stack1->addWidget(button1);
//stack1->addWidget(button2);
//stack1->addWidget(button3);
tool->addWidget(button1);
tool->addWidget(button2);
tool->addWidget(button3);
//tool->addWidget(stack1);
vertical->addWidget(tool);
widget->setLayout(vertical);
}
void mywindow::keyReleaseEvent(KeyEvent *event)
{
switch(event->key())
{
case:Qt::Key_Left:
}
}
You need to check against the focus, and shift that as appropriate. I would write something like this:
void mywindow::keyReleaseEvent(KeyEvent *event)
{
switch(event->key())
{
case:Qt::Key_Left:
if (button3->hasFocus())
button2->setFocus();
else if (button2->hasFocus())
button1->setFocus();
break;
case:Qt::Key_Right:
if (button1->hasFocus())
button2->setFocus();
else if (button2->hasFocus())
button3->setFocus();
break;
}
}
Note that this code can go tedious easily if you keep adding further buttons. I would place them into a container. Then, I would iterate through that container forward and reverse order depending on the focus switching logic.
See the documentation for further details:
focus : const bool
This property holds whether this widget (or its focus proxy) has the keyboard input focus.
By default, this property is false.
Note: Obtaining the value of this property for a widget is effectively equivalent to checking whether QApplication::focusWidget() refers to the widget.
Access functions:
bool hasFocus() const

how to use mousePressEvent on QPushButtons

I've made some QPushbuttons like QPushButton **btn and I want to know when the user clicks on one of them using QMouseEvent here is the code but this idea does not work at all any ideas??
void Game::mousePressEvent(QMouseEvent *ev)
{
if(ev->button() == Qt::LeftButton)
{
btn[ev->x()][ev->y()].setStyleSheet("background-color : black;");
}
else
{
btn[ev->x()][ev->y()].setStyleSheet("background-color : red;");
}
that else part is for right click
and here is the code that generates the buttons
void Game::MakeButton()
{
btn = new ApButton*[column];
hrztl = new QHBoxLayout[column];
hrztl->setSpacing(0);
for(int i=0; i<column;i++)
{
btn[i] = new ApButton[row];
for(int j=0; j<row; j++)
{
btn[i][j].setRowCol(i,j);
btn[i][j].setFixedSize(50,50);
hrztl[i].addWidget(&btn[i][j]);
}
ui->MainLayout->addLayout(&hrztl[i]);
}
ui->MainLayout->setSpacing(0);
}
ApButton is a class that inherits QPushButton
This is a good example of use for a QSignalMapper, as seen there: http://qt-project.org/doc/qt-5.0/qtcore/qsignalmapper.html#details
ButtonWidget::ButtonWidget(QStringList texts, QWidget *parent)
: QWidget(parent)
{
signalMapper = new QSignalMapper(this);
QGridLayout *gridLayout = new QGridLayout;
for (int i = 0; i < texts.size(); ++i) {
QPushButton *button = new QPushButton(texts[i]);
connect(button, SIGNAL(clicked()), signalMapper, SLOT(map()));
signalMapper->setMapping(button, texts[i]);
gridLayout->addWidget(button, i / 3, i % 3);
}
connect(signalMapper, SIGNAL(mapped(QString)),
this, SIGNAL(clicked(QString)));
setLayout(gridLayout);
}
In that example, every button is identified by its title, as a QString. The mapper allows you to retrieve the corresponding button's title when one of them is clicked.
Switch your
Game::mousePressEvent(QMouseEvent *e)
to
ApButton::mousePressEvent(QMouseEvent *e)
since you are trying to implement the Press Event of the Button. If you only want to have the moment of the button being pressed and not changing Button behaviour with this, use a SIGNAL/SLOT connection instead of reimplementing the event (add to your creation):
connect(btn[i][j], SIGNAL(pressed()), this, SLOT(slotButtonPressed());
void Game::slotButtonPressed(){
//doSomething
}
use a QButtonGroup or the QSignalMapper if you need to identify more then one Button in a single method or use QObject::sender(), but this can be tricky sometimes.
I had a similar situations some times ago.. I had a QDialog and I had to dinamically add some QPushButton.. then I need to know on which button the user pressed.. so I needed something like:
connect( btn, SIGNAL( clicked(int) ),
this, SLOT( handle(int) ));
for instance a signal-slot connection with the id of the clicked button and a function for handle the click. The function is the same for each buttons and can handle the specific button because of the id..
Implementing this is quite simple subclassing QPushButton adding an id and a new signal..
Hope it's some help!
If Apbutton inherits QPushButton, why don't connect to clicked()?
then you can call QObject::sender()
On slot:
ApButton *but = dynamic_cast<ApButton*>QObject::sender()
if(but)
{
but->setStyleSheet("background-color : black;");
}
to get the clicked buttonbutton and set its stylesheet