It took me a while, but eventually I managed to convert a JavaScript/QML POJO to a custom object not derived from QObject.
I think it's easier to understand my issue with a working example. So let's start with this:
struct SomeType { /* Just a plain struct that does not derive from QObject! */ };
SomeType FooFactory::convertQMLToSomeType(const QJSValue& val) {
SomeType result = /*... some kind of conversion takes place here ... */
return result;
}
void FooFactory::registerTypes(QQmlEngine& engine) {
QMetaType::registerConverter<QJSValue, SomeType>(FooFactory::convertQMLToSomeType);
}
What this does is it registers a converter for the transformation of QSValue to SomeType. So now, whenever I do something like this in QML
my_prop = { "foo": "some plain javascript object" };
assuming my_prop is exposed like so in the corresponding C++ class:
Q_PROPERTY(SomeType my_prop MEMBER _myProp);
SomeType _myProp;
// Somewhere else outside the class, this is needed for registering the converter
Q_DECLARE_METATYPE(SomeType);
the string is implicitly converted into a SomeType without the need of doing things manually.
..
Great!
But what about the opposite direction of the conversion? I Need QML to deal with strings, not QVariant(SomeType) objects (QT always uses QVariant wrappers internally to store user defined types when dealing with the meta system).
I already tried registering an inverse converter like this:
QMetaType::registerConverter<SomeType, QJSValue>(FooFactory::convertBackToQML);
or this
QMetaType::registerConverter<QVariant(SomeType), QJSValue>(FooFactory::convertBackToQML);
but none of these approaches work. I believe the second line is quite promising, but I wasn't even able to compile that one due to problems with registering the static meta type.
So, how would I solve this? As a short reminder, I am not able to derive SomeType from QObject, and yes, I am aware that this is the most common way to do these kinds of things.
Does anyone have an idea? Or am I barking up the wrong tree? Many thanks in advance!
This may not be what you want, but it might also be your only option. You can create a QObject wrapper class around your struct. Just create properties for whatever values in the struct you want to expose.
class SomeWrapper : public QObject
{
Q_OBJECT
Q_PROPERTY(QString someData READ someData WRITE setSomeData NOTIFY someDataChanged)
public:
explicit SomeWrapper(QObject *parent = nullptr) : QObject(parent) {}
QString someData() { return m_struct.someData; }
void setSomeData(QString data)
{
if (data != m_struct.someData)
{
m_struct.someData = data;
emit someDataChanged();
}
}
signals:
void someDataChanged();
private:
SomeType m_struct;
};
If you want to operate with your structure as with a plain JavaScript object, then another option may be using QVariantMap as a type for your property. Then you could define the needed conversions in getter and setter of your property:
class Whichever : public QObject {
Q_OBJECT
Q_PROPERTY(QVariantMap my_prop READ myProp WRITE setMyProp)
QVariantMap myProp() const {
QVariantMap map;
map["some_field"] = _myProp.someField;
// Fill the other fields as needed.
return map;
}
void setMyProp(const QVariantMap& map) {
_myProp.someField = map["some_field"].toString();
// Fill the other _myProp fields as needed.
}
};
Conversions between QVariantMap and the actual JavaScript objects would be handled by QML engine automatically. Nested JavaScript objects should also be possible by nesting the corresponding QVariantMaps.
Of course, this option makes property declaration not so explicit about which type does it correspond to, and perhaps it will require a bit more boilerplate code if you need to declare multiple properties of this type (you can define and use your own macro for that though if needed). But this is probably one of the easiest ways to achieve what you have described.
Is it possible to create some static QLabels in one class, and other classes can access its QLabels variable and apply changes to the QLabels without creating its object?
I found some answers online like if you want to access one class variables without creating its object in another class, you have to make its data static.
So basically what I am trying to do here is accessing and changing one class variables, for me it is QLabels, in another class without creating its object.
I know how to create static variables, but when comes to declare a staic QLabel, I found it difficult to achieve it.
I think you may just make the label accessible, i.e. expose it as a public member. Say you have a Form class, and a label QLabel in its ui. Add this method to the class:
public:
QLabel * label();
the implementation is just:
QLabel *Form::label()
{
return ui->label;
}
If all you need to expose is the label text property, just add these two accessors methods:
public:
QString labelText();
void setLabelText(QString & text);
in implementation file:
QString Form::labelText()
{
return ui->label->text();
}
void Form::setLabelText(QString &text)
{
ui->label->setText(text);
}
These last strategy fits encapsulation better.
About having it static: what if you have more than one instance of the Form class? Which label is supposed to be pointed to by the static member? If you are 100% sure you will have only one instance of the widget, you can add a static public QLabel * member:
public:
static QLabel * label;
in implementation file, on top:
QLabel *Form::label = 0;
in Form constructor:
ui->setupUi(this);
if(label == 0)
{
label = ui->label;
}
Again, this makes sense if you have one Form instance only. Otherwise, the static pointer will point forever to the label of the widget which was created first (and, dangerously, to nothing when that instance gets destroyed).
There's a list of unsigned ints in C++ class. The list can be modified inside the class in some way. There's a QML object that has to use this list. How should I declare the list to make the object able to use the values from the list and after changing the content of the list inside C++ get appropriate values in QML?
Currently the list is defined as:
QVariantList cards;
Q_PROPERTY(QVariantList cards MEMBER cards NOTIFY setChanged)
void setChanged ( QVariantList const &cards );
But QML takes only cards initial value (empty list) and does not "notice" any changes inside it later on.
The need for NOTIFY signal is optional. I guess it is for when we need to deliberately let QML know that the data is ready but the data will be consumed when it READs data. Aside from this we can almost always avoid programming NOTIFY. I even do rootItem->setProperty("propertyName", value) for occasional push in of new value to QML especially if there onPropertyNameChanged handler is ready.
The below will likely do what you want. Or it is required and adding NOTIFY to that won't hurt as well but adds 'inoperability'.
class MyMsgBoard : public QObject
{
public:
Q_PROPERTY(QVariantList cards READ cards WRITE setCards)
const QVariantList & cards() const { return qvList; }
void setCards(const QVariantList & v) { qvList = v; }
private:
QVariantList qvList;
};
More detailed explanation. I use message board concept from there.
I have created a class Atom that extends the Qt class QGraphicsItem like this:
Atom::Atom(qreal rad, qreal mass, int element, int state) : QGraphicsItem()
{
// Initialization code
}
void Atom::changeState(int newState)
{
// Code...
}
Then, I add my atom to the scene like this:
Atom *a=new Atom(rad,mass,element,state);
a->setPos(pos);
scene->addItem(a);
However, Qt converts my Atom class to a QGraphicsItem class. Now, when I call scene->items(), I get a QList of QGraphicsItems, which do not have the properties and methods of my Atom class.
So, I am asking the question: How would I go about getting a list of the Atoms that I have added to my QGraphicsScene?
Thanks.
You'll need to cast the QGraphicsItems to Atoms. Please see this question for details:
Subclassing QGraphicsItem prevents me from being able to use itemAt() on a QGraphicsScene/View
No. Your items are not converted to anything. They are still of your custom type. In C++, all objects of a derived class are also of class they derive from. Nothing is converted so nothing is lost.
Do a dynamic_cast<Atom*>(item) and you will get your item back.
Warning: This is super in-depth. I understand if you don't even want to read this, this is mostly for me to sort out my thought process.
Okay, so here's what I'm trying to do. I've got these objects:
When you click on one (or select several) it should display their properties on the right (as shown). When you edit said properties it should update the internal variables immediately.
I'm trying to decide on the best way to do this. I figure the selected objects should be stored as a list of pointers. It's either that, or have an isSelected bool on each object, and then iterate over all of them, ignoring the non-selected ones, which is just inefficient. So we click on one, or select several, and then the selectedObjects list is populated. We then need to display the properties. To keep things simple for the time being, we'll assume that all objects are of the same type (share the same set of properties). Since there aren't any instance-specific properties, I figure we should probably store these properties as static variables inside the Object class. Properties basically just have a name (like "Allow Sleep"). There is one PropertyManager for each type of property (int,bool,double). PropertyManagers store all the values for properties of their respective type (this is all from the Qt API). Unfortunately, because PropertyManagers are required to create Properties I can't really decouple the two. I suppose this means that I have to place the PropertyManagers with the Properties (as static variables). This means we have one set of properties, and one set of property managers to manage all the variables in all the objects. Each property manager can only have one callback. That means this callback has to update all the properties of its respective type, for all objects (a nested loop). This yields something like this (in pseudo-code):
function valueChanged(property, value) {
if(property == xPosProp) {
foreach(selectedObj as obj) {
obj->setXPos(value);
}
} else if(property == ...
Which already bothers me a little bit, because we're using if statements where we shouldn't need them. The way around this would be to create a different property manager for every single property, so that we can have unique callbacks. This also means we need two objects for each property, but it might be a price worth paying for cleaner code (I really don't know what the performance costs are right now, but as I know you'll also say -- optimize when it becomes a problem). So then we end up with a ton of callbacks:
function xPosChanged(property, value) {
foreach(selectedObj as obj) {
obj->setXPos(value);
}
}
Which eliminates the entire if/else garbage but adds a dozen more event-listeners. Let's assume I go with this method. So now we had a wad of static Properties, along with their corresponding static PropertyManagers. Presumably I'd store the list of selected objects as Object::selectedObjects too since they're used in all the event callbacks, which logically belong in the object class. So then we have a wad of static event callbacks too. That's all fine and dandy.
So now when you edit a property, we can update the interal variables for all the selected objects via the event callback. But what happens when the internal variable is updated via some other means, how do we update the property? This happens to be a physics simulator, so all the objects will have many of their variables continuously updated. I can't add callbacks for these because the physics is handled by another 3rd party library. I guess this means I just have to assume all the variables have been changed after each time step. So after each time step, I have to update all the properties for all the selected objects. Fine, I can do that.
Last issue (I hope), is what values should we display when multiple objects are selected an there is an inconsistency? I guess my options are to leave it blank/0 or display a random object's properties. I don't think one option is much better than the other, but hopefully Qt provides a method to highlight such properties so that I can at least notify the user. So how do I figure out which properties to "highlight"? I guess I iterate over all the selected objects, and all their properties, compare them, and as soon as there is a mismatch I can highlight it. So to clarify, upon selected some objects:
add all objects to a selectedObjects list
populate the properties editor
find which properties have identical values and update the editor appropriately
I think I should store the properties in a list too so that I can just push the whole list onto the properties editor rather than adding each property individually. Should allow for more flexibility down the road I think.
I think that about covers it... I'm still not certain how I feel about having so many static variables, and a semi-singleton class (the static variables would be initialized once when the first object is created I guess). But I don't see a better solution.
Please post your thoughts if you actually read this. I guess that's not really a question, so let me rephrase for the haters, What adjustments can I make to my suggested design-pattern to yield cleaner, more understandable, or more efficient code? (or something along those lines).
Looks like I need to clarify. By "property" I mean like "Allow Sleeping", or "Velocity" -- all objects have these properties -- their VALUES however, are unique to each instance. Properties hold the string that needs to be displayed, the valid range for the values, and all the widget info. PropertyManagers are the objects that actually hold the value. They control the callbacks, and the value that's displayed. There is also another copy of the value, that's actually used "internally" by the other 3rd party physics library.
Trying to actually implement this madness now. I have an EditorView (the black area drawing area in the image) which catches the mouseClick event. The mouseClick events then tells the physics simulator to query all the bodies at the cursor. Each physics body stores a reference (a void pointer!) back to my object class. The pointers get casted back to objects get pushed onto a list of selected objects. The EditorView then sends out a signal. The EditorWindow then catches this signal and passes it over to the PropertiesWindow along with the selected objects. Now the PropertiesWindow needs to query the objects for a list of properties to display... and that's as far as I've gotten so far. Mind boggling!
The Solution
/*
* File: PropertyBrowser.cpp
* Author: mark
*
* Created on August 23, 2009, 10:29 PM
*/
#include <QtCore/QMetaProperty>
#include "PropertyBrowser.h"
PropertyBrowser::PropertyBrowser(QWidget* parent)
: QtTreePropertyBrowser(parent), m_variantManager(new QtVariantPropertyManager(this)) {
setHeaderVisible(false);
setPropertiesWithoutValueMarked(true);
setIndentation(10);
setResizeMode(ResizeToContents);
setFactoryForManager(m_variantManager, new QtVariantEditorFactory);
setAlternatingRowColors(false);
}
void PropertyBrowser::valueChanged(QtProperty *property, const QVariant &value) {
if(m_propertyMap.find(property) != m_propertyMap.end()) {
foreach(QObject *obj, m_selectedObjects) {
obj->setProperty(m_propertyMap[property], value);
}
}
}
QString PropertyBrowser::humanize(QString str) const {
return str.at(0).toUpper() + str.mid(1).replace(QRegExp("([a-z])([A-Z])"), "\\1 \\2");
}
void PropertyBrowser::setSelectedObjects(QList<QObject*> objs) {
foreach(QObject *obj, m_selectedObjects) {
obj->disconnect(this);
}
clear();
m_variantManager->clear();
m_selectedObjects = objs;
m_propertyMap.clear();
if(objs.isEmpty()) {
return;
}
for(int i = 0; i < objs.first()->metaObject()->propertyCount(); ++i) {
QMetaProperty metaProperty(objs.first()->metaObject()->property(i));
QtProperty * const property
= m_variantManager->addProperty(metaProperty.type(), humanize(metaProperty.name()));
property->setEnabled(metaProperty.isWritable());
m_propertyMap[property] = metaProperty.name();
addProperty(property);
}
foreach(QObject *obj, m_selectedObjects) {
connect(obj, SIGNAL(propertyChanged()), SLOT(objectUpdated()));
}
objectUpdated();
}
void PropertyBrowser::objectUpdated() {
if(m_selectedObjects.isEmpty()) {
return;
}
disconnect(m_variantManager, SIGNAL(valueChanged(QtProperty*, QVariant)),
this, SLOT(valueChanged(QtProperty*, QVariant)));
QMapIterator<QtProperty*, QByteArray> i(m_propertyMap);
bool diff;
while(i.hasNext()) {
i.next();
diff = false;
for(int j = 1; j < m_selectedObjects.size(); ++j) {
if(m_selectedObjects.at(j)->property(i.value()) != m_selectedObjects.at(j - 1)->property(i.value())) {
diff = true;
break;
}
}
if(diff) setBackgroundColor(topLevelItem(i.key()), QColor(0xFF,0xFE,0xA9));
else setBackgroundColor(topLevelItem(i.key()), Qt::white);
m_variantManager->setValue(i.key(), m_selectedObjects.first()->property(i.value()));
}
connect(m_variantManager, SIGNAL(valueChanged(QtProperty*, QVariant)),
this, SLOT(valueChanged(QtProperty*, QVariant)));
}
With a big thanks to TimW
Did you have a look at Qt's (dynamic) property system?
bool QObject::setProperty ( const char * name, const QVariant & value );
QVariant QObject::property ( const char * name ) const
QList<QByteArray> QObject::dynamicPropertyNames () const;
//Changing the value of a dynamic property causes a
//QDynamicPropertyChangeEvent to be sent to the object.
function valueChanged(property, value) {
foreach(selectedObj as obj) {
obj->setProperty(property, value);
}
}
Example
This is an incomplete example to give you my idea about the property system.
I guess SelectableItem * selectedItem must be replaced with a list of items in your case.
class SelectableItem : public QObject
{
Q_OBJECT
Q_PROPERTY(QString name READ name WRITE setName );
Q_PROPERTY(int velocity READ velocity WRITE setVelocity);
public:
QString name() const { return m_name; }
int velocity() const {return m_velocity; }
public slots:
void setName(const QString& name)
{
if(name!=m_name)
{
m_name = name;
emit update();
}
}
void setVelocity(int value)
{
if(value!=m_velocity)
{
m_velocity = value;
emit update();
}
}
signals:
void update();
private:
QString m_name;
int m_velocity;
};
class MyPropertyWatcher : public QObject
{
Q_OBJECT
public:
MyPropertyWatcher(QObject *parent)
: QObject(parent),
m_variantManager(new QtVariantPropertyManager(this)),
m_propertyMap(),
m_selectedItem(),
!m_updatingValues(false)
{
connect(m_variantManager, SIGNAL(valueChanged(QtProperty*, QVariant)), SLOT(valueChanged(QtProperty*,QVariant)));
m_propertyMap[m_variantManager->addProperty(QVariant::String, tr("Name"))] = "name";
m_propertyMap[m_variantManager->addProperty(QVariant::Int, tr("Velocity"))] = "velocity";
// Add mim, max ... to the property
// you could also add all the existing properties of a SelectableItem
// SelectableItem item;
// for(int i=0 ; i!=item.metaObject()->propertyCount(); ++i)
// {
// QMetaProperty metaProperty(item.metaObject()->property(i));
// QtProperty *const property
// = m_variantManager->addProperty(metaProperty.type(), metaProperty.name());
// m_propertyMap[property] = metaProperty.name()
// }
}
void setSelectedItem(SelectableItem * selectedItem)
{
if(m_selectedItem)
{
m_selectedItem->disconnect( this );
}
if(selectedItem)
{
connect(selectedItem, SIGNAL(update()), SLOT(itemUpdated()));
itemUpdated();
}
m_selectedItem = selectedItem;
}
private slots:
void valueChanged(QtProperty *property, const QVariant &value)
{
if(m_updatingValues)
{
return;
}
if(m_selectedItem && m_map)
{
QMap<QtProperty*, QByteArray>::const_iterator i = m_propertyMap.find(property);
if(i!=m_propertyMap.end())
m_selectedItem->setProperty(m_propertyMap[property], value);
}
}
void itemUpdated()
{
m_updatingValues = true;
QMapIterator<QtProperty*, QByteArray> i(m_propertyMap);
while(i.hasNext())
{
m_variantManager->next();
m_variantManager->setValue(
i.key(),
m_selectedItem->property(i.value()));
}
m_updatingValues = false;
}
private:
QtVariantPropertyManager *const m_variantManager;
QMap<QtProperty*, QByteArray> m_propertyMap;
QPointer<SelectableItem> m_selectedItem;
bool m_updatingValues;
};
Calm down, your code has not O(n^2) complextity. You have a nested loop, but only one counts to N (the number of objects), the other counts to a fixed number of properties, which is not related to N. So you have O(N).
For the static variables, you write "there aren't any instance-specific properties", later you write about updates of the individual properties of your objects, which are exactly instance-specific properties. Maybe you are confusing the "class Properties" (which is of course shared among all properties) with the individual properties? So I think you don't need static members at all.
Do you want to display changes to the objects only if they appear, or do you want a continuos display? If your hardware is able to handle the latter, I would recommend going that way. In that case, you have to iterate over all objects anyway and update them along the way.
Edit: The difference is that in the former (update on change) the drawing is initiated by the operation of changing the values, for example a object movement. For the latter, a continuos display, you would add a QTimer, which fires say 60 times a second and calls a SLOT(render()) which does the actual rendering of all objects. Depending on the rate of changes this may actually be faster. And it is probably easier to implement.
Another possibilty is let Qt handle the whole drawing, using a Graphics View, which handles the objects-to-draw internally in a very efficient tree structure. Take a look at
http://doc.trolltech.com/4.5/graphicsview.html
If you want to display only the changes, you could use individual callbacks for each properties value. Each time the value of a property is changed (in this case making the properties vlaues private and using setSomeThing(value)), you call the update function with an emit(update()). If you are absolutly concernd about emit being slow, you could use "real" callbacks via function pointers, but I don't recommend that, Qt's connect/signal/slot is so much easier to use. And the overhead is in most cases really neglible.