How to check if [Shift + Tab] is being pressed in QT - c++

How would one check if the SHIFT key is held and the TAB key is pressed with a QKeyEvent?
I've tried using:
(event->key() == Qt::Key_Tab && event->modifiers() == Qt::ShiftModifier)
However, the event->key() is not equal to Qt::Key_Tab whenever the shift key is held down.

If event->key() is printed in hexadecimal format:
qDebug()<<QString("key: 0x%1").arg(event->key(), 8, 16, QChar('0'));
you get what: "key: 0x01000002" then checking in the docs and you see that the key is:
Qt::Key_Backtab 0x01000002
So you have to use that key:
if(event->key() == Qt::Key_Backtab)

Related

Qt: How to catch Ctrl + A key press on macOS

I am trying to implement default Emacs shortcuts supported by macOS.
Example of the code:
void InputField::keyPressEventInner(QKeyEvent *e) {
if(e->modifiers().testFlag(Qt::MetaModifier) && e->key() == Qt::Key_A) {
// Does not work
}
I've tried to use QGuiApplication::keyboardModifiers():
if(QGuiApplication::keyboardModifiers().testFlag(Qt::MetaModifier) && e->key() == Qt::Key_A) {
// does not work
}
QKeyEvent::nativeModifiers() always returns 0 when a modifier key is pressed.
Note: I use MetaModifier because according to the official documentation:
On macOS, the ControlModifier value corresponds to the Command keys on the keyboard, and the MetaModifier value corresponds to the Control keys.
How do I catch the Control key?
Qt 5.12.8
XCode 11.7
Update:
I can catch either Ctrl or a:
if(e->modifiers() & Qt::MetaModifier))
or
if(e->key() == Qt::Key_A)

Moving object using keyboard qt

I'm trying to move an object using my arrow keys, but when I launch the app, nothing happens. Do you have an idea on how to fix it ?
#Update : my rectangle only moves once to the left and to the right, but if I use qDebug it recognizes all the times I click left or right, any ideas ?
void MouvementJoueur::keyPressEvent(QKeyEvent *e)
{
switch ( e->key() )
{
case Qt::Key_Left:
rectangle->setPos(x()-10,y());
qDebug() << "You pressed the Key left";
break;
case Qt::Key_Right:
rectangle->setPos(x()+10,y());
qDebug() << "You pressed the Key right";
break;
}
}
Thank you in advance !
Your issue seems to be, that you take position of the parent, and set position of rectangle based on that. This is probably not what you want to do with key presses here. You should set the position like this:
rectangle->setPos(rectangle->x() - 10, rectangle->y());
You can refresh the GUI with the following command
view->processEvents();
and you can debug it. It detect the key press or not.
void MouvementJoueur::keyPressEvent(QKeyEvent *e)
{
if(e->key() == Qt::Key_Left)
{
rectangle->setPos(x()-10,y());
qDebug() << "You pressed the Key x";
}
if(e->key() == Qt::Key_Right)
{
rectangle->setPos(x()+10,y());
qDebug() << "You pressed the Key x";
}
}

Qt catch shift + 3 on one key press

I'm using Qt 5.11.
I need to catch shift + 3 on one key press. But this combination generates special character ^ because I'm using Turkish Q Keyboard. So I can't catch it without press shift + 3 again.
I tried shift modifiers and multiple key press solutions but not working.
I want to override ^. Is there any possible ways to do it?
Try the following it could work. Although according to the documentation, nativeVirtualKey could return 0 even if there is valid information. So not sure if it will work all the time. I tested it with a german, english and arabic keyboard.
Update (tested it with turkish keyboard layout)
void keyPressEvent(QKeyEvent *ev)
{
if ((ev->nativeVirtualKey() == Qt::Key_3 || ev->key() == Qt::Key_3) && ev->modifiers() == Qt::ShiftModifier)
{
//Do something
}
}
For turkish layout, ^ caret (a dead key), in addition to the above, you can catch the dead key press by overriding the nativeEvent function and calling the keyEvent function manually
bool nativeEvent(const QByteArray & eventType, void * message, long * result)
{
MSG *msg = reinterpret_cast<MSG*>(message);
if (msg->message == WM_DEADCHAR)
{
QKeyEvent *key = new QKeyEvent(QEvent::KeyPress, Qt::Key_3, Qt::ShiftModifier);
}
}
One minor issue, the keyEvent will be called even if ^ is pressed in another language, not necessarily only with Shift+3, so this is an unexpected behaviour, but maybe for your case you can tell the user that both shift+3 or ^ are the shortcut for your specific function

QTextEdit - How to "cancel" entered key codes in onKeyPress()

I am trying to "cancel" key codes in QTextEdit or QPlainTextEdit. When I say cancel, what I mean is, I want to turn the "entered" character into "nothing" depending on the key entered. Example: if the user hits "a" or "b" on the keyboard, I would not want to have "a" or "b" displayed / entered into the text, instead, the input would be ignored and turned into nothing / won't be processed.
With C++ Builder, you have a KeyDown_Event and a "Key" parameter. Once you detect the entered key code, if you don't like it, you can set the "Key" parameter to 0, so you set "Key = 0" and the key stroke would not be displayed. How do I achieve the same thing in Qt?
Let me explain with code:
if (e->key() == 67)
// do not send "c" to the QTextEdit (In C++ Bullder, you would do Key = 0)
if (e->key() == 65)
// do not send "a" to the QTextEdit (In C++ Bullder, you would do Key = 0)
How do I do this in Qt?
I tired doing e->setAccepted(false) and e->Ignore() but it made no difference. I think by the time e->ignore() is executed, the "char" is already inserted into the text box. With C++ Builder, you can intercept this with the KeyDown event and cancel it. I can't seem to find a way with Qt.
Thx
Similar to void QObject::installEventFilter ( QObject * filterObj ) example:
MainWindow::MainWindow(QWidget *parent) :
QMainWindow(parent)
{
setupUi(this);
textEdit->installEventFilter(this);
}
bool MainWindow::eventFilter(QObject *watched, QEvent *event)
{
if (watched == textEdit && event->type() == QEvent::KeyPress) {
QKeyEvent *e = static_cast < QKeyEvent * >(event);
if (e->key() == Qt::Key_A) {
return true;
}
}
return QMainWindow::eventFilter(watched, event);
}
UPDATE
As IInspectable noticed, this won't help you with filtering Ctrl+C/Ctrl+V method. If you need these either, you'll need to connect to QTextEdit::textChanged signal and updated the text manually. Something like this:
static QString oldString;
QString s = textEdit->toPlainText();
if (s == oldString)
return;
int pos = textEdit->textCursor().position();
s.remove('a', Qt::CaseInsensitive);
oldString = s;
textEdit.setPlainText(s);
QTextCursor cursor = textEdit->textCursor();
cursor.setPosition(pos);
textEdit->setTextCursor(cursor);

Handling input with GLFW

Here is the definition of my keyboard callback method I'm using to check for user input for a 2D basic game. However I'm having a problem handling certain simultaneous key presses.
For example, If I hold the Right and Up arrows keys, the player moves 45 degrees toward the top right of the screen as it should. Then, while still holding the up and right keys, if I press Space (which fires a projectile), that works as well.
However, if I hold the Left and Down arrow keys, the player moves as it should, but when I press Space, I get no input response, so I can't fire a projectile when moving down and left. All other movement + fire projectile combinations work, just the down and left doesn't... I can't figure out why. Any ideas?
if (key == GLFW_KEY_LEFT)
{
GameController::getInstance()->getPlayer()->changeKeyPress(GLFW_KEY_LEFT, action);
}
else if (key == GLFW_KEY_RIGHT)
{
GameController::getInstance()->getPlayer()->changeKeyPress(GLFW_KEY_RIGHT, action);
}
else if (key == GLFW_KEY_UP)
{
GameController::getInstance()->getPlayer()->changeKeyPress(GLFW_KEY_UP, action);
}
else if (key == GLFW_KEY_DOWN)
{
GameController::getInstance()->getPlayer()->changeKeyPress(GLFW_KEY_DOWN, action);
}
else if (key == GLFW_KEY_SPACE)
{
GameController::getInstance()->getPlayer()->changeKeyPress(GLFW_KEY_SPACE, action);
}
else { }
Rollover is the property that allows a keyboard to properly register many key presses at once. Keyboards are wired in rows and columns. Even if the keyboard is not square, the individual keys are in a roughly square matrix of wires connecting their switches. The controller connects one row and then tests to see which of the columns are hit. Some key combinations "shadow" others. The controller can tell when the input is ambiguous and send no keys.
Better keyboard use diodes arranged to avoid the ambiguity and thus support "full rollover", although in practice USB limits you to all the modifiers plus 6 distinct keycodes at once.
Sounds like a crappy keyboard.
You may have to procure a better one.
Or use different key combinations.
The code should be
if (key == GLFW_KEY_LEFT)
{
GameController::getInstance()->getPlayer()->changeKeyPress(GLFW_KEY_LEFT, action);
}
if (key == GLFW_KEY_RIGHT)
{
GameController::getInstance()->getPlayer()->changeKeyPress(GLFW_KEY_RIGHT, action);
}
if (key == GLFW_KEY_UP)
{
GameController::getInstance()->getPlayer()->changeKeyPress(GLFW_KEY_UP, action);
}
if (key == GLFW_KEY_DOWN)
{
GameController::getInstance()->getPlayer()->changeKeyPress(GLFW_KEY_DOWN, action);
}
if (key == GLFW_KEY_SPACE)
{
GameController::getInstance()->getPlayer()->changeKeyPress(GLFW_KEY_SPACE, action);
}
The problem is your code just detect 1 key press at a time so when you press left and right at the same time only the if (key == GLFW_KEY_LEFT) is fired