QT: Ignore key events on checkbox selection - c++

I have a QT Application on Windows which has a mode of using arrow keys, and also a mode which should totally ignore these arrow keys. That is, I want the arrow keys to not to trigger any event once the user checks a box.
I saw a post where eventFilter() was suggested, but I did not get how I could use it. Here is the checkbox event that listens the user, and gets triggered once the user checks it. In the else part I want the eventFilter() to work for arrow keys, but so far I could not get it running.
void MainWindow::on_checkBoxSmartCutMode_stateChanged(int arg1)
{
if (arg1 == 0)
{
// do as usual, arrow keys should work
}
else
{
eventFilter(); // if any arrow key is pressed, ignore the event
}
}
Any suggestions?

You can use keyEvent as your key filter by override keyPressEvent and test your checkbox state.
example:
void MainWindow::keyPressEvent(QKeyEvent *event)
{
// check your checkbox state
if (ui->poCheckBox->checkState() == Qt::Unchecked)
// do as usual, arrow keys should work
return;
switch(event->key())
{
case Qt::Key_Left:
case Qt::Key_Right: // add more cases as needed
event->ignore(); // if any arrow key is pressed, ignore the event
return;
}
// handle the event
}

Related

SDL Mouse Click

So, I'm currently working on an options menu for my game, I have a button that when pressed it changes it's text to the next resolution in an array, so basically the user presses this button to change their resolution to the next string in the array.
My problem is getting the click event.
Right now, when the user presses the button, it returns true while the mouse is down, instead of when the mouse is pressed. I want to only return true in the mouse event when the mouse is pressed.
I've looked around, and everything I've found seems to be similar to what I've done or, as I said, returning true while the mouse is down, instead of the initial click.
My events are handled in a EventManager singleton, and here are the functions that I see as necessary:
My update function, this is where the event is polled, it is worth noting I'm using a private SDL_Event named "e".
void EventManager::update(){
while(SDL_PollEvent(&e)){
SDL_GetMouseState(&mouseX, &mouseY);
switch(e.type){
case SDL_QUIT:
running = false;
}
}
}
My mousePress function, where I want a mouse press returned.
int EventManager::mousePress(){
if(e.type == SDL_MOUSEBUTTONDOWN){
return e.button.button;
}
return 0;
}
Instead of using SDL_GetMouseState(), which gets you the actual state of the mouse (thats probably where its name comes from ;) ), use the event you are polling. SDL should give you a SDL_MouseButtonEvent which contains the informations you need and should only be queued once.
See https://wiki.libsdl.org/SDL_MouseButtonEvent
Edit to clarify what i mean:
You would use something like this:
void EventManager::update(){
SDL_Event e;
while(SDL_PollEvent(&e)){
switch(e.type){
case SDL_QUIT:
running = false;
break;
case SDL_MOUSEBUTTONDOWN:
//do whatever you want to do after a mouse button was pressed,
// e.g.:
mousePress(e.button);
break;
}
}
}
Inside your mousePress-Function you can then test, which of the mouse buttons has been pressed:
void EventManager::mousePress(SDL_MouseButtonEvent& b){
if(b.button == SDL_BUTTON_LEFT){
//handle a left-click
}
}
This works, because SDL_PollEvent will only return exactly once for every Event. If theres no new Event, it will return an empty Event. So 1 click = 1 times SDL_PollEvent() with e being of type SDL_MOUSEBUTTONDOWN afterwards and 1 times SDL_PollEvent() with e being of type SDL_MOUSEBUTTONUP afterwards. If you call SDL_PollEvent() in between or afterwards, it will return 0 and leave e as an Empty Event, not calling the switch at all. If you respond to MOUSEBUTTONDOWN or MOUSEBUTTONUP or both is up to you...
I've also declared the SDL_Event a local variable to update(). Why? The Idea behind an Event is, that theres an Event-Object whenever some event has occured. Then you react to the event and forget about it. So theres no need to have a global variable. If you want to prevent constant construction/destruction, you can also declare it to be static. But thats just some hint, not related to your original question.

How to get the released button inside MouseReleaseEvent in Qt

In MouseReleaseEvent(QMouseEvent *e), is there a way to know which button was released without using a new variable ? I mean something like in the MousePressEvent(QMouseEvent *e) with e.buttons().
I tried e.buttons() in the releaseEvent it's not working (which is logical).
e is already a variable. Just use:
void mouseReleaseEvent(QMouseEvent *e)
{
if (e->button() == Qt::LeftButton) // Left button...
{
// Do something related to the left button
}
else if (e->button() == Qt::RightButton) // Right button...
{
// Do something related to the right button
}
else if (e->button() == Qt::MidButton) // Middle button...
{
// Do something related to the middle button
}
}
A switch statement also works. I prefer the series of if -- else if because they make it easier to handle evente modifiers, i.e., e->modifiers() in order to check for alt or control clicks. The series of if's is short enough not to create any burden on the program.
EDIT: Note that you should use the button() function, not its plural buttons() version. See the explanation in #Merlin069 answer.
The problem in the posted code is this: -
if(e->buttons() & Qt::LeftButton)
As the Qt documentation states for the release event: -
... For mouse release events this excludes the button that caused the event.
The buttons() function will return the current state of the buttons, so since this is a release event, the code will return false, as it's no longer pressed.
However, the documentation for the button() function states:-
Returns the button that caused the event.
So you can use the button() function here.

Delete Key is not triggering KeyUp & KeyDown Event

I am currently dealing with a multi-form application and am having issue registering a del key press, the application that requires the del key is a form with a frame on it with objects painted on it that can be selected, upon pressing the del key the selected objects are to be deleted via a deleteObjects method. The code I am currently using is as follows
void __fastcall TF_Image::KeyUpKbd( WORD &Key )
{
if(Key == VK_DELETE || Key == VK_DKEY)
{
deleteSelectedObjects();
}
}
(Note: There are other paramenters in the function call but they aren't used)
TF_Image inherits from TFrame
I have tried mapping other keys other than the del key ie the D key and have found that the method is called with no problem. I have discovered that when pressing (physically) the del key the methods associated with KeyUp & KeyDown are not called.
Edit: So i've attempted to add the DeleteSelectedOb() method to my WndProc method without much luck either.
void __fastcall TF_ImgBrowserOA::WndProc(TMessage &Message)
{
if (Message.Msg == WM_KEYDOWN)
{
if (Message.WParam == VK_DELETE)
{
F_Image->DeleteSelectedOb();
}
}
//code that manages window resize
TForm::WndProc(Message);
}
The WndProc method doent appear to respond to keystrokes
So after cleaning up some code in some other modules and removing unneccessary menu's I decided to go back and look at this section again after I found a similar piece of code implementing a similar function, I couldn't see much difference between them and so I recompiled and attempted to run my Delete function from the KeyDown event and for some reason it just worked, I suspect it came down to an issue of another element holding focus in the Application. As a precaution I also called a SetFocus() to the frame in which I required this code to operate in. Its still a mystery to me why this didn't work intially though.
Here is a snippet for my TRichEdit control (Script_Edit).
TWndMethod *PrevWndProc = Script_Edit->WindowProc;
Script_Edit->WindowProc = MyWndProc;
void __fastcall My_Form::MyWndProc(TMessage &Message) {
switch (Message.Msg) {
case WM_KEYDOWN: {
// Check for DELETE and BACKSPACE keys
if( Message.WParam == VK_BACK ||
Message.WParam == VK_DELETE
) {
// Do whatever you need
}
break;
default:
// call default handler if not processed
PrevWndProc(Message);
}
}
You can't get much closer to the message core than this with VCL...

Catch ESC key press event when editing a QTreeWidgetItem

I'm developing a project in Qt. I have a QTreeWidget(filesTreeWidget) whith some file names and a button for creating a file. The Create button adds to the filesTreeWidget a new item(the item's text is "") who is edited for choosing a name. When I press ENTER, the filename is send through a socket to the server. The problem comes when I press ESC because the filename remains "" and is not send to the server. I tried to overwrite the keyPressEvent but is not working. Any ideas? I need to catch the ESC press event when I'm editing the item.
You can subclass QTreeWidget, and reimplement QTreeView::keyPressEvent like so:
void MyTreeWidget::keyPressEvent(QKeyEvent *event)
{
if (event->key() == Qt::Key_Escape)
{
// handle the key press, perhaps giving the item text a default value
event->accept();
}
else
{
QTreeView::keyPressEvent(event); // call the default implementation
}
}
There might be more elegant ways to achieve what you want, but this should be pretty easy. For example, if you really don't want to subclass, you can install an event filter, but I don't like doing that especially for "big" classes with lots of events because it's relatively expensive.
Implement keyPressEvent function as following:
void TestTreeWidget::keyPressEvent(QKeyEvent *event)
{
switch (event->key())
{
case Qt::Key_Escape:
{
escapeKeyPressEventHandler();
event->accept();
break;
}
default:
QTreeWidget::keyPressEvent(event);
}
}
TestTreeWidget::escapeKeyPressEventHandler()
{
// work with your QTreeWidgetItem here
}

How to catch Ctrl+C key event with Qt when Ctrl is released before 'C'?

I would like to call some custom copy code when the user releases Ctrl+C. When C is released before Ctrl, Qt sends a key event that matches with QKeySequence::Copy. When Ctrl is released before C, the release event does not match.
When the key release event comes in with Ctrl, is there a way to see if C is still being held down?
When I don't handle Ctrl being released first, the event gets passed along and it does a regular copy, which is exactly what I don't want to happen.
bool
MyWidget::eventFilter(QObject* object, QEvent* event)
{
// the text edit box filters its events through here
if (object == m_text_edit_box)
{
if (event->type() == QEvent::KeyPress)
{
QKeyEvent *key_event = static_cast<QKeyEvent*>(event);
if (key_event->matches(QKeySequence::Copy))
{
// don't do anything and don't pass along event
return true;
}
}
else if (event->type() == QEvent::KeyRelease)
{
QKeyEvent *key_event = static_cast<QKeyEvent*>(event);
if (key_event->matches(QKeySequence::Copy))
{
// we only get in here if 'c' is released before ctrl
callCustomCopy();
return true;
}
}
}
// pass along event
return false;
}
You could query the letter 'C' and the meta key Ctrl specifically and not rely on key_even->matches(). you can of course in the object where you located the eventfilter on the keydown event store the fact wether the keydown sequence did match copy.
This (untested) might work for you, note that the static variable should be a member variable of the class that this is contained in, this just seemed clearer in the context of this example. The exact logic of what you want to accomplish might need more state information to be carried between events.
bool MyWidget::eventFilter(QObject* object, QEvent* event)
{
// Remember state between events
static foundCopy = false;
// the text edit box filters its events through here
if (object == m_text_edit_box)
{
if (event->type() == QEvent::KeyPress)
{
QKeyEvent *key_event = static_cast<QKeyEvent*>(event);
if (key_event->matches(QKeySequence::Copy))
{
foundCopy = true;
// don't do anything and don't pass along event
return true;
}
else
{
foundCopy = false;
// This is another sequence, ignore and pass event
// Note that this will trigger with ctrl+c+a and others
}
}
else if (event->type() == QEvent::KeyRelease)
{
QKeyEvent *key_event = static_cast<QKeyEvent*>(event);
if (foundCopy)
{
callCustomCopy();
foundCopy = false;
return true;
}
// This should keep the system copy from triggering
if (key_event->matches(QKeySequence::Copy))
{
return true;
}
}
}
// pass along event
return false;
}
Another way would be to collect the actual state of all the keys pressed at the current time and then when one is released see which ones are still pressed.
From a UI point of view please bear in mind that all keyboard actions are performed on press, (e.g. typeing, windows paste), performing actions on release in general might confuse the user, especially when there is a visible result to the action. I can't tell from your example what you are trying to accomplish.