How to determine which widget triggered the slot function? - c++

I have an array of 10 objects, each having 8 parameters, all represented in GUI. I'd rather not have 80 slots defined; I'd much prefer to have 1 slot handling all the GUI triggered changes:
// Connect 10 Term objects
for( int n = 0; n < m_MaxTerms; ++n )
{
// Connect several checkboxes for the nth Term item
connect(m_Term[n].m_CD.GetData(), SIGNAL(clicked(bool)), this, SLOT(UpdateTerm()));
// Connect several edit fields for the nth Term item
connect(m_Term[n].m_Volume.GetData(), SIGNAL(editingFinished()), this, SLOT(UpdateTerm()));
...
}
When UpdateTerm() is called I need to update the corresponding data based on the changes in the widget that triggered it. But how could I tell, from within UpdateTerm(), what widget triggered it? One way to solve the problem is to update data from all widgets when the slot is triggered by any of them. However, this is very inefficient; updating only the changed item would be much preferred.
Thus the question: is it possible from the slot function to determine which of the widgets triggered it? What would be the cleanest method of doing so?

You can use the QObject::sender() function to determine which object emitted the signal. This function is documented here.

Related

C++ QT Creator create slot function for QTextEdit::verticalSlideBar?

I'm using QT Creator to create a simple Application that has two textEdit fields next to each oteher. I want both fields to be linked when it comes to scrolling so that when one field scrolls up or down, the other one will as well automatically and vice versa. For this, I need a callback function that is triggered whenever the user moves the slideBar of one of the fields. Unfortunately, when I right click the textEdit fields and press "Go to slots" I can not find an event for the movement of the slideBar.
How can I achieve this?
QTextEdit does not have a signal for when the sliderbar in it changes, since it is not a scrollbar. However QScrollBar has the sliderMoved(int value) signal which is emitted when the slider moves. QScrollBar also has a way to set its scroll value via slots (with setValue(int value))
We can therefore tie two scrollbars together using signals and slots very easily.
For example:
...
// Get easy pointers to the scrollbars
QScrollBar* textbx_slider_1 = ui->textbx1->verticalScrollBar();
QScrollBar* textbx_slider_2 = ui->textbx2->verticalScrollBar();
// Connect them too each other
connect(textbx_slider_1, &QScrollBar::sliderMoved, textbx_slider_2, &QScrollBar::setValue); // Connect the first scrollbar to the second
connect(textbx_slider_2, &QScrollBar::sliderMoved, textbx_slider_1, &QScrollBar::setValue); // Connect the second scrollbar to the first
...
(This assumes that your QTextEdit widgets have ids' of textbx1 and textbx2)
Edit:
It is worth mentioning that sliderMoved will not be emitted when using the scroll wheel on the text box. To detect those inputs you must use something like QScrollBar::valueChanged. You have to be careful with this however since setValue emits valueChanged, meaning you will get an infinite feedback loop if you simply modify the above code.
To prevent this you could use a lambda, something like this:
...
int old_pos = textbx_slider_1->value()
std::function<void(int, QScrollBar*)> f = [old_pos](int new_pos, QScrollBar* slider){
if (new_pos != old_pos) {
// Only trigger if the value has changed
slider->setValue(new_pos);
old_pos = new_pos;
};
connect(textbx_slider_1, &QScrollBar::sliderMoved, std::bind(f, std::placeholders::_1, textbx_slider_2)); // Connect the first scrollbar to the second
connect(textbx_slider_2, &QScrollBar::sliderMoved, std::bind(f, std::placeholders::_1, textbx_slider_1)); // Connect the second scrollbar to the first
...
(The weirdness with std::bind() is simply so we don't repeat virtually the same lambda twice)

Determine which Shortcut is pressed in Qt

I have a QAction which I've assigned multiple shortcuts to it
test = new QAction();
this->addAction(test);
QList<QKeySequence> shortcuts;
shortcuts << QKeySequence(Qt::Key_N) << QKeySequence(Qt::Key_T);
test->setShortcuts(shortcuts);
connect(test,SIGNAL(triggered()),this,SLOT(SomeFucntion()))
In SomeFucntion I need to know which shortcut was pressed....Is there anyway of knowing that ?
You could try a more elaborate pattern with QSignalMapper that avoids the need to define as many actions as many shortcut you need, but requires c++11 (at least this implementation).
In the constructor of your window use the following code to declare your QShortcut objects and a QSignalMapper:
QSignalMapper* signalMapper = new QSignalMapper(this);
QShortcut* sc1 = new QShortcut(QKeySequence(Qt::CTRL + Qt::Key_N), this);
QShortcut* sc2 = new QShortcut(QKeySequence(Qt::CTRL + Qt::Key_T), this);
connect(sc1, &QShortcut::activated, signalMapper, static_cast<void (QSignalMapper::*)(void)>(&QSignalMapper::map));
connect(sc2, &QShortcut::activated, signalMapper, static_cast<void (QSignalMapper::*)(void)>(&QSignalMapper::map));
signalMapper->setMapping(sc1, sc1);
signalMapper->setMapping(sc2, sc2);
QAction* action = new QAction();
connect(signalMapper, static_cast<void (QSignalMapper::*)(QObject*)>(&QSignalMapper::mapped),
[action](QObject *object){
QShortcut* sc = qobject_cast<QShortcut*>(object);
if (sc)
{
action->setData(sc->key().toString());
action->trigger();
}
});
connect(action, &QAction::triggered, this, &MainWindow::doStuff);
The 3rd connection is required because of the way QSignalMapper works: when a shortcut is activated, it will be notified to the QSignalMapper thanks to the 1st and 2nd connections, that will trigger the map() slot.
The QSignalMapper::map() slot will scan its mappings, made with the setMapping() API, whose first argument is the mapped object, and the second one is the parameter that will be used to emit the mapped() slot of the QSignalMapper, once the emitting object is identified. To do so, it uses the sender() method and simply compares the pointer returned to the mapped QObject pointers you provided as mappings.
Once the QObject is identified, QSignalMapper will emit the QSignalMapper::mapped(QObject*) signal, whose argument is the second argument given to setMapping, and in this case it the same as the first one, that is again a pointer to the QShortcut that was activated.
I used a lambda to catch this signal, and inside this lambda I simply check that the parameter given is a QShortcut pointer, and store its key sequence inside the data member of the QAction before triggering the action itself. The QAction::trigger() slot will then emit the QAction::triggered() signal that will in turn invoke your custom slot, in this case doStuff(). There you can retrieve the key sequence and do what you want with it.
So your slot implementation should look similar to this one:
void MainWindow::doStuff()
{
// use sender() to fetch data from action
QAction* act = qobject_cast<QAction*>(sender());
if (act)
{
QString sequence = act->data().toString();
// debug output will show you the triggering key sequence
qDebug() << sequence;
// use sequence string to determine which shortcut was used
// On Mike hint: better to reset data after use :)
act.setData(QVariant());
}
}
Note that I'm using a mapping based on QObject pointers. In this way you can reuse the signalMapper instance to connect events from other kind of QObjects (e.g. QPushButtons) and identify them in your custom slot as well setting a proper value for the QAction data member, that can store a generic QVariant istance.
Also when using QShortcut, be aware of their contex, that is when they are active, as it could be at widget or a window scope.
Unfortunately this pattern violates pure oop principles, but could be better than managing many actions (icon, text, tooltip etc...) for the same purpose.
EDIT: to answer comments
First of all, let me clarify that you can of course skip the use of QSignalMapper at all. This is just a possible solution (not the better, maybe an overkill... but not really worse in terms of performance).
A simpler way, as pointed by Mike in the comments consists in using lambdas for each QShotcut::activated signal, but this will result in copy/paste code, that I always try to avoid.
You can instead define a custom slot inside the MainWindow and use sender() to catch the QShortcut and prepare the action before triggering it.
Anyway, QSignalMapper IMHO, better explains what you are doing (from a semantic point of view) and is more flexible in case you need to expand the connection to other QObjects, supporting also other type of mappings.
Furthermore, but this is related to my personal taste, I like the idea to have fragments of code that are logically tied condensed into small snippets, instead of have it sparse among several slot/functions because it makes it easier to read and to trace back when I need to change it, of course only if this does not hurt the quality of code itself.
You should create a separate QAction for each shortcut and group them using a QSignalMapper.

Catch QTableWidgetItem check state change

I have one QTableWidget with some QTableWidgetsItems on it. Some items use checkboxes. I've added the checkboxes using the follow code:
QTableWidgetsItem->setCheckState(Qt::Checked);
I would like now to call some function when this checkbox state change. Using a signal for example.
What may be the easiest way to accomplish this?
The easiest way to do this is to capture signal(s) of QTableWidget with slot(s) in the class that contains QTableWidget. While it would seem that QTableWidget::itemActivated might be our best bet, it is uncertain whether or not this is emitted when the Qt::CheckState is equal to Qt::Checked. In addition, even if this was true, the signal would not provide you the capabilities of handling item unchecking which your application may need to do.
So, here is my proposed solution. Capture the QTableWidget::itemPressed and QTableWidget::itemClicked signals with slots defined in the class that contains the QTableWidget. As itemPressed should be called BEFORE the mouse button is released, and itemClicked should be called AFTER the mouse button is released, the Qt::CheckState for that QTableWidgetItem should only be set in between these two signal emissions. Thus, you can determine exactly when a QTableWidgetItem's checkState has changed with low memory overhead.
Here is an example of what these slots could look like:
void tableItemPressed(QTableWidgetItem * item)
{
// member variable used to keep track of the check state for a
// table widget item currently being pressed
m_pressedItemState = item->checkState();
}
void tableItemClicked(QTableWidgetItem * item)
{
// if check box has been clicked
if (m_pressedItemState != item->checkState())
{
// perform check logic here
}
}
And the signals/ slots would be connected as follows:
connect(m_tableWidget,SIGNAL(itemPressed(QTableWidgetItem *)),this,SLOT(tableItemPressed(QTableWidgetItem *)));
connect(m_tableWidget,SIGNAL(itemClicked(QTableWidgetItem *)),this,SLOT(tableItemClicked(QTableWidgetItem *)));
Where m_tableWidget is the QTableWidget * you associate with your table widget.

qt resize window after widget remove

I'm adding widget in layout
ui->horizontalLayout->addWidget(tabwidget);
and qmainwindow resizes itself. But then I do
tabwidget->setVisible(false);
qs = sizeHint();
resize(qs);
I get the size like tabwidget was not removed from window.
I've made new button
void MainWindow::on_pushButton_2_clicked()
{
qs = sizeHint();
resize(qs);
}
and it gives correct size.
Seems I need some update function but I can't find it. Please advice
This is caused by a long-time internal Qt issue (I remember experiencing it first with Qt3). The top widget needs to receive an event to truly update its geometry, and know its boundaries. This event seems to be always received after the resize event generated by the layout, and therefore it is always too late to shrink the widget.
The solution posted in the accepted answer works. However a simpler solution posted below also works, when added after the layout :
layout()->removeWidget( widget );
QApplication::processEvents( QEventLoop::ExcludeUserInputEvents );
resize( sizeHint() );
Basically all we need is to let the event loop run and deliver the necessary events so the top widget geometry is updated before resize() is run.
Note that this code might have side effects if you have multiple threads running, or there are events delivered to your slots. Hence it is safer not to have any code in this function after resize().
If the button slot gives you the correct result then you can always call the sizeHint() and subsequent resize() in a slot which is called by a single shot timer:
void MainWindow::fixSize()
{
QSize size = sizeHint();
resize(size);
}
void MainWindow::methodWhereIHideTheTabWidget()
{
tabwidget->setVisible(false);
QTimer::singleShot(0, this, SLOT(fixSize()));
}
This timer is set to zero delay. This means that the slot will be called immediatelly when the program returns to the main loop and hopefully after the internal widget state gets updated. If this doesn't resolve your problem you may try replacing zero with 1.

How to issue signal each time a row is edited in QListWidget?

class genericTaskList : public QListWidget
{
Q_OBJECT
public:
QListWidgetItem *defaultText;
genericTaskList (QWidget *parentWidget)
{
setParent (parentWidget);
setFixedSize (445, 445);
defaultText = new QListWidgetItem ("Double click here to compose the task");
defaultText->setFlags (defaultText->flags () | Qt :: ItemIsEditable);
insertItem (0, defaultText);
QObject :: connect (this, SIGNAL (currentRowChanged (int)), this, SLOT (addDefaultText (int)));
}
public slots:
void addDefaultText (int rr)
{
std::cout << "\ndsklfjsdklfhsdklhfkjsdf\n";
insertItem (++rr, defaultText);
}
};
This code is supposed to issue a signal each time the row gets edited.
After I call "insertItem" in the constructor, the signal is issued.
But, that's it. It never gets issued after that - no matter how many times I edit the row.
What am I missing?
At first it seems like QListWidget::itemChanged is the way to go, but soon you run into a problem: the signal is sent for everything - inserts, removes, changing colors, checking boxes, etc! So then you end up trying to put in flags and filter everywhere by intercepting various signals to find out if editing was the actual event. It gets very messy.
There is also QAbstractItemModel::dataChanged , which would seem like a good solution. It even has a parameter "const QVector& lstRoles" so you could scan for Qt::EditRole and see if it was really edited. Alas, there's a catch - it gets called for everything just like QListWidget::itemChanged and unfortunately, for QListWidget anyway, the roles parameter is always empty when it's called (I tried it). So much for that idea...
Fortunately, there's still hope... This solution does the trick! :
http://falsinsoft.blogspot.com/2013/11/qlistwidget-and-item-edit-event.html
He uses QAbstractItemDelegate::closeEditor, but I prefer using QAbstractItemDelegate::commitData.
So make a connect like so...
connect(ui.pLstItems->itemDelegate(), &QAbstractItemDelegate::commitData, this, &MyWidget::OnLstItemsCommitData);
Then implement the slot like this...
void MyWidget::OnLstItemsCommitData(QWidget* pLineEdit)
{
QString strNewText = reinterpret_cast<QLineEdit*>(pLineEdit)->text();
int nRow = ui.pLstItems->currentRow();
// do whatever you need here....
}
Now you have a slot that gets called only when the list item's text has been edited!
currentRowChanged indicates the row selection has changed, not the content of the row. Perhaps you want to use currentTextChanged or itemChanged instead.
The reuse of the word current and changed in the QT docs is quite confusing.
Warning: A QListWidgetItem can only be added to a QListWidget once. Adding the same QListWidgetItem multiple times to a QListWidget will result in undefined behavior.
So even if it will emit the signal I think you should better to add newly created Item.
And when do you want the new row to be inserted ? -
as soon as item is double clicked or finishing edit - they differ.