Qt Signals and Slots Confusion - c++

I have been reading about Qt signals and slots and I am trying to get this to work, but until now without success. I hope someone can point me in the right direction.
I have two files, homeCommand.cpp and messagelogcommand.cpp. I have a QPlainTextEdit object in messagelogcommand.cpp that I want to update from homeCommand.cpp.
How can I do this using signals and slots? My signal is being called, as my QDebug is being printed out once a second, however the widget does not update.
This is what I am trying to do:
In MessageLogCommand.h
class MessageLogCommand : public QWidget
{
Q_OBJECT
public:
explicit MessageLogCommand(QWidget *parent = 0);
QLabel *homeLabel;
QPlainTextEdit *messageLog;
public Q_SLOTS:
void updateWidgets(const QString &text);
};
homeCommand.h
class homeCommand : public QWidget
{
Q_OBJECT
Q_SIGNALS:
void textChanged(const QString &text);
public:
explicit homeCommand(QWidget *parent = 0);
public slots:
void run(void);
void getHealthStatusPacket(void);
homeCommand.cpp
homeCommand::homeCommand(QWidget *parent) : QWidget(parent)
{
...
//Timer
QTimer *timer = new QTimer(this);
timer->setSingleShot(false);
connect(timer, SIGNAL(timeout()), this, SLOT(run()));
timer->start(1000);
setLayout(layout);
}
void homeCommand::run(void)
{
getHealthStatusPacket();
}
void homeCommand::getHealthStatusPacket(void)
{
...
Q_EMIT textChanged("ZOMG");
}
In MessageLogCommand.cpp
MessageLogCommand::MessageLogCommand(QWidget *parent) : QWidget(parent)
{
QGridLayout *layout = new QGridLayout;
QWidget::setFixedHeight(600);
//Sub-system Label
homeLabel = new QLabel("GSS Message Log");
QFont subsystemFont = homeLabel->font();
subsystemFont.setPointSize(12);
subsystemFont.setBold(true);
homeLabel->setFont(subsystemFont);
layout->addWidget(homeLabel, 0, 0);
//Event Log
messageLog = new QPlainTextEdit();
messageLog->setFixedHeight(500);
messageLog->setFixedWidth(600);
layout->addWidget(messageLog, 2,0);
setLayout(layout);
}
void MessageLogCommand::updateWidgets(const QString &text)
{
qDebug() << "Here";
messageLog->appendPlainText(text);
}
In main.cpp
MessageLogCommand s;
homeCommand m;
QObject::connect(&m, SIGNAL(textChanged(QString)), &s, SLOT(updateWidgets(QString)));

A very basic example is:
class MainClass:public QObject //class must be derived from QObject!
{
Q_OBJECT //this macro must be in the class definition
//so the moc compiler can generate the necessary glue code
public:
void doSomething() {
...
Q_EMIT textChanged(someText);
}
Q_SIGNALS:
void textChanged(const QString &text);
};
class SubClass:public QObject
{
Q_OBJECT
public Q_SLOTS:
void onTextChanged(const QString &text) { //do not inline
//do something
}
};
int main()
{
QApplication a;
MainClass m;
SubClass s;
QObject::connect(&m, SIGNAL(textChanged(QString)),
&s, SLOT(onTextChanged(QString))); //const and & are removed from
//the arguments
return a.exec(); //run the event loop
}
So, there are 2 things important:
1. Signals and slots must be declared in a class derived from QObject
2. The classes containing signals and slots declarations must add the Q_OBJECT macro to the class declaration
To keep it simple for you: always declare your classes containing signals or slots in a header file (never in a .cpp file).

A very good starting point for signals and slots is: http://woboq.com/blog/how-qt-signals-slots-work.html but also the official Qt doc does it: http://qt-project.org/doc/qt-4.8/signalsandslots.html
Basically what happens: you declare some special methods (signals and slots), at the compilation phase Qt generates extra CPP files which take care of your methods (moc) then everything is compiled and linked together and at the end when Qt or someone else emits a signal it will go to the corresponding slot.

I try to explain it.
In main.h you should to declare a signal:
signals:
void textChanged(const QString& text);
And in messagelog.h you should to declare a slot:
public slots:
void updateWidgets(const QString& text);
In main.cpp you should emit this signal:
void TheMethod() {
emit this->textChanged("Your text/value");
}
In messagelog.cpp you should get this value:
// Note: Normalized signal/slot signatures drop the consts and references.
connect(&a, SIGNAL(textChanged(QString)), this, SLOT(updateWidgets(QString)));
void updateWidgets(const QString& text) {
messageLog = new QPlainTextEdit();
messageLog->setFixedHeight(500);
messageLog->setFixedWidth(600);
messageLog->setPlainText(text)
layout->addWidget(messageLog, 2,0);
}
I think it should works.
UPDATE:
Complete example: https://dl.dropboxusercontent.com/u/29647980/test.zip

Related

How to run a QThread from QWizardPage and access field()

I need some advice to access the field(QString name) variable in QWizardPage from a QThread. I'm building some kind of an installer and I want to do the installing work in a separate Thread.
My purpose:
When reached the commit/install page, I want to execute code to do the "installing" and update the QWizardPage with my progress, until its finished.
The install function is dependent on many field() variables from other QWizardPages. Therefore I tried to execute this install function from a QThread, which is defined in an inner class from my QWizardPage. The problem is, the field()-function i a non-static member and so it's not working. And so I'm out of ideas to run my install-function parallel to my WizardPage.
I tried something like this:
InstallPage.h
class InstallPage : public QWizardPage
{
Q_OBJECT
class WorkerThread : public QThread
{
Q_OBJECT
void run() override;
};
public:
InstallPage(QWidget *parent = 0);
private:
QLabel *lProgress;
WorkerThread *installer;
void install();
};
InstallPage.c
InstallPage::InstallPage(QWidget *parent)
: QWizardPage(parent)
{
...
installer = new WorkerThread(this);
installer->start();
}
void InstallPage::WorkerThread::run()
{
if(field("checkBox1").ToBool())
{
doStuff();
}
}
//QT-Creator says at field("checkBox1"):
//error: call to non-static member function without an object argument
I'm also open for any other idea to make my installer work. Maybe someone knows something I haven't thought of.
Another approach is to create a worker (QObject) that lives in another thread that performs the heavy task and notifies the status of that task through signals:
#include <QtWidgets>
class InitialPage: public QWizardPage
{
public:
InitialPage(QWidget *parent = nullptr): QWizardPage(parent)
{
QSpinBox *spinbox = new QSpinBox;
QLineEdit *lineedit = new QLineEdit;
QVBoxLayout *lay = new QVBoxLayout(this);
lay->addWidget(spinbox);
lay->addWidget(lineedit);
registerField("value1", spinbox);
registerField("value2", lineedit);
}
};
class InstallWorker: public QObject
{
Q_OBJECT
public:
InstallWorker(QObject *parent=nullptr): QObject(parent)
{
}
public Q_SLOTS:
void install(int param1, const QString & param2)
{
Q_EMIT started();
for(int i=0; i < 100; i++){
qDebug() << __PRETTY_FUNCTION__ << i << param1 << param2;
QThread::msleep(100);
Q_EMIT progressChanged(i);
}
qDebug()<< __PRETTY_FUNCTION__ << "finished";
Q_EMIT finished();
}
Q_SIGNALS:
void started();
void progressChanged(int value);
void finished();
};
class InstallPage: public QWizardPage
{
Q_OBJECT
public:
InstallPage(QWidget *parent = nullptr): QWizardPage(parent),
label(new QLabel), progressbar(new QProgressBar)
{
QVBoxLayout *lay = new QVBoxLayout(this);
lay->addWidget(label);
lay->addWidget(progressbar);
progressbar->setMinimum(0);
progressbar->setMaximum(100);
thread = new QThread(this);
worker.moveToThread(thread);
connect(&worker, &InstallWorker::started, this, &InstallPage::onStarted);
connect(&worker, &InstallWorker::finished, this, &InstallPage::onFinished);
connect(&worker, &InstallWorker::progressChanged, this, &InstallPage::onProgressChanged);
thread->start();
}
~InstallPage(){
thread->quit();
thread->wait();
}
void initializePage(){
start_install();
}
private Q_SLOTS:
void start_install(){
int param1 = field("value1").toInt();;
QString param2 = field("value2").toString();
QMetaObject::invokeMethod(&worker, "install", Qt::QueuedConnection, Q_ARG(int, param1), Q_ARG(QString, param2));
}
void onStarted(){
for(QWizard::WizardButton which: {QWizard::BackButton, QWizard::NextButton, QWizard::CancelButton})
if(QAbstractButton * button = wizard()->button(which))
button->setEnabled(false);
}
void onFinished(){
for(QWizard::WizardButton which: {QWizard::BackButton, QWizard::NextButton, QWizard::CancelButton})
if(QAbstractButton * button = wizard()->button(which))
button->setEnabled(true);
wizard()->next();
}
void onProgressChanged(int value){
progressbar->setValue(value);
label->setNum(value);
}
private:
InstallWorker worker;
QThread *thread;
QLabel *label;
QProgressBar *progressbar;
};
class FinalPage: public QWizardPage
{
public:
FinalPage(QWidget *parent = nullptr): QWizardPage(parent)
{
}
};
#include "main.moc"
int main(int argc, char *argv[]) {
QApplication app(argc, argv);
QWizard wizard;
wizard.addPage(new InitialPage);
wizard.addPage(new InstallPage);
wizard.addPage(new FinalPage);
wizard.show();
return app.exec();
}

recover a slot parameter

I have a slot that receives a QString, and I want to assign the value for this parameter in another variable, or use it directly in another method of the same class.
The signal is emitted from some other class.
MyWidget.h
#ifndef MYWIDGET_H
#define MYWIDGET_H
#include"myclass.h"
#include <QWidget>
#include <QtWidgets>
namespace Ui {
class MyWidget;
}
class MyWidget : public QWidget
{
Q_OBJECT
public:
explicit MyWidget(QWidget *parent = 0);
~MyWidget();
private:
Ui::MyWidget *ui;
signals:
void redirectData(QString data);
public slots:
void sendData();
private:
MyClass *myClass; // the object to receive and output the data
};
#endif // MYWIDGET_H
MyWidget.cpp
#include "mywidget.h"
#include "ui_mywidget.h"
MyWidget::MyWidget(QWidget *parent) :
QWidget(parent),
ui(new Ui::MyWidget)
{
ui->setupUi(this);
myClass = new MyClass();
connect(ui->pushButton, SIGNAL(clicked()), this, SLOT(sendData()));
connect(this, SIGNAL(redirectData(QString)), myClass, SLOT(outputData(QString)));
}
MyWidget::~MyWidget()
{
delete ui;
}
void MyWidget::sendData()
{
emit redirectData(ui->lineEdit->text());
myClass->show();
}
MyClass.h
#ifndef MYCLASS_H
#define MYCLASS_H
#include <QWidget>
namespace Ui {
class MyClass;
}
class MyClass : public QWidget
{
Q_OBJECT
public:
explicit MyClass(QWidget *parent = 0);
~MyClass();
QString x;
private:
Ui::MyClass *ui;
signals:
void send2(QString);
public slots:
void outputData(QString data);
};
#endif // MYCLASS_H
MyClass.cpp
#include "myclass.h"
#include "ui_myclass.h"
MyClass::MyClass(QWidget *parent) :
QWidget(parent),
ui(new Ui::MyClass)
{
ui->setupUi(this);
ui->plainTextEdit->insertPlainText(x); // show x in plainTextEdit
}
MyClass::~MyClass()
{
delete ui;
}
void MyClass::outputData(QString data){
x=data; // affect data a x
}
I want to display the value of x in the QPlainTextEdit.
This method is correct but does not fit with the rest of my code. I would like to preserve the value in x.
MyClass.cpp
#include "myclass.h"
#include "ui_myclass.h"
MyClass::MyClass(QWidget *parent) :
QWidget(parent),
ui(new Ui::MyClass)
{
ui->setupUi(this);
}
MyClass::~MyClass()
{
delete ui;
}
void MyClass::outputData(QString data){
ui->plainTextEdit->insertPlainText(data);
}
This now an OK question, if a tad wordy and basic. It is clearly mostly complete (the .ui files are missing - but don't include them!) and reproducible.
Thus, there are two things that you can do:
Simply set the value of the plain text edit in the slot:
void MyClass::outputData(QString data){
x = data;
ui->plainTextEdit->insertPlainText(x);
}
You don't need to store the value in x at all, if you don't need it anywhere else in MyClass.
If MyClass should expose the x property to interact with other classes, you should make it so - and then use the notification signal to modify the widget:
class MyClass : public QWidget {
Q_OBJECT
Q_PROPERTY(QString x READ x WRITE setX NOTIFY xChanged)
QString m_x;
Ui::MyClass *ui;
public:
explicit MyClass(QWidget *parent = {}) {
ui->setupUi(this);
connect(this, &MyClass::xChanged, ui->plainTextEdit, &QPlainTextEdit::insertPlainText);
~MyClass {}
Q_SIGNAL void xChanged(const QString &);
Q_SLOT void setX(const QString &x) {
if (m_x != x) {
m_x = x;
emit xChanged(m_x);
}
}
QString x() const { return m_x; }
};
Other notes
The MyClass::x member should not be public.
The containers passed as method arguments should be almost always of a const reference type - to avoid the premature pessimization of making copies of objects passed. Thus you should modify the signatures as follows - in both declarations (header files) and definitions (implementation - .cpp files):
void MyClass::send2(const QString&);
void MyClass::outputData(const QString &data)
void MyWidget::redirectData(const QString &data)
The old-style connect syntax you use demands normalized signatures and doesn't change - the const and reference must be dropped.
There's no need to store the ui by pointer - simply store it by value. The C++ language then automatically takes care of memory management for you, and the default compiler-generated destructor does the job.
In self-contained examples, there's no need to use the .ui files. Creating the widgets manually and laying them out is quite trivial, as you can see below.
A reworked example
Taking all this into account, this would be a self-contained demo - with no Ui files needed. Your question should have had something like this included - it's self contained, single file. The use of the properties is not undesirable to indicate intent: those are the changeable properties of the classes.
#include <QtWidgets>
class Source : public QWidget {
Q_OBJECT
Q_PROPERTY(QString text READ text WRITE setText NOTIFY textChanged)
QHBoxLayout m_layout{this};
QLineEdit m_edit;
QPushButton m_send{tr("Send")};
QString m_text;
public:
Source(QWidget *parent = {}) : QWidget(parent) {
m_layout.addWidget(&m_edit);
m_layout.addWidget(&m_send);
connect(&m_send, &QPushButton::clicked, [this]{
setText(m_edit.text());
});
}
Q_SLOT void setText(const QString &text) {
if (text == m_text) return;
m_text = text;
emit textChanged(m_text);
}
QString text() const { return m_text; }
Q_SIGNAL void textChanged(const QString &);
};
class Destination : public QWidget {
Q_OBJECT
Q_PROPERTY(QString text READ text WRITE setText NOTIFY textChanged)
QHBoxLayout m_layout{this};
QPlainTextEdit m_edit;
QString m_text;
public:
Destination(QWidget *parent = {}) : QWidget(parent) {
m_layout.addWidget(&m_edit);
connect(this, &Destination::textChanged, &m_edit, &QPlainTextEdit::setPlainText);
}
Q_SLOT void setText(const QString &text) {
if (text == m_text) return;
m_text = text;
emit textChanged(m_text);
}
QString text() const { return m_text; }
Q_SIGNAL void textChanged(const QString &);
};
int main(int argc, char **argv) {
QApplication app{argc, argv};
Source src;
Destination dst;
QObject::connect(&src, &Source::textChanged, &dst, [&](const QString &text){
if (!dst.isVisible()) {
dst.move(src.frameGeometry().topRight()); // align the windows
dst.show();
}
dst.setText(text);
});
src.show();
return app.exec();
}
#include "main.moc"

Signals and slots not working in qt

in my Qt program I need the dialog to send a signal to a slot in the mainwindow. I have set the connection up correctly to the best of my knowledge and it does not give me any errors during compile or run time but for some reason it just doesn't do anything when the button that is supposed to activate the signal is clicked. Why is this happening?
beastiary.h (mainwindow header)
namespace Ui {
class Beastiary;
}
class Beastiary : public QMainWindow
{
Q_OBJECT
public:
explicit Beastiary(QWidget *parent = 0);
Ui::Beastiary *ui;
QStringList MyList;
~Beastiary();
public slots:
void refresh();
private slots:
void on_pushButton_clicked();
void on_listWidget_itemClicked(QListWidgetItem);
void on_pushButton_2_clicked();
void on_pushButton_3_clicked();
beastiary.cpp (mainwindow cpp file)
Beastiary::Beastiary(QWidget *parent) :
QMainWindow(parent),
ui(new Ui::Beastiary)
{
ui->setupUi(this);
Dialog dialog;
connect(&dialog, SIGNAL(gorefresh()),this, SLOT(refresh())) ;
void Beastiary::refresh()
{
qDebug () << "recieved";
ui->listWidget->clear();
QString path = "C:/Program Files/Bargest/bin";
QDir myPath(path);
myPath.setFilter(QDir::Dirs | QDir::Files | QDir::NoDotAndDotDot);
MyList = myPath.entryList();
ui->listWidget->addItems(MyList);
}
dialog.h
namespace Ui {
class Dialog;
}
class Dialog : public QDialog
{
Q_OBJECT
public:
explicit Dialog(QWidget *parent = 0);
~Dialog();
signals:
void gorefresh();
private slots:
void on_pushButton_done_clicked();
void on_pushButton_cancel_clicked();
void on_pushButton_clicked();
private:
Ui::Dialog *ui;
dialog.cpp
void Dialog::on_pushButton_done_clicked()
{
emit gorefresh();
}
I did leave out large parts of the code that just have nothing to do with the actual signals and slots mechanism at play here.
You're only connecting the dialog instance you created locally in the Bestiary's constructor, which goes out of scope as the constructor finishes.
connect is connecting instances, not classes. That means you need to connect each created dialog:
void Beastiary::on_pushButton_clicked() {
Dialog* ad = new Dialog(this);
connect(ad, SIGNAL(gorefresh()), this, SLOT(refresh()));
ad->show();
}
While at it, you should seriously consider using the type-safe connect syntax that came with Qt 5:
void Beastiary::on_pushButton_clicked() {
Dialog* ad = new Dialog(this);
connect(ad, &Dialog::gorefresh, this, &Bestiary::refresh));
ad->show();
}

Qt emitted signal is not received

I'm not able to receive my custom signal in the supposed SLOT. Here is my code:
mainwindow.h:
class HistoryItem {
public:
QString channel;
};
class dbThread : public QObject
{
Q_OBJECT
public:
dbThread();
signals:
void historyLoaded(QList<HistoryItem*> innerResult);
class MainWindow : public QMainWindow
{
Q_OBJECT
public:
explicit MainWindow(QWidget *parent = 0);
~MainWindow();
public slots:
void historyLoaded(const QList<HistoryItem*> innerResult);
mainwindow.cpp:
connect(dbtrad, SIGNAL(historyLoaded(QList<HistoryItem*>*)), this, SLOT(historyLoaded(QList<HistoryItem*>*)));
void MainWindow::historyLoaded(QList<HistoryItem*> innerResult) {
qDebug() << "historyLoaded()...";
}
And this is how I emit the signal:
QList<HistoryItem*> innerResult;
while (queryInner.next()) {
QString channelIDInner = queryInner.value(0).toString();
HistoryItem* item = new HistoryItem();
item->channel = channelIDInner;
innerResult.append(item);
}
qDebug() << "DONE LOADING.....";
emit historyLoaded(innerResult);
However, qDebug() << "historyLoaded()..."; is never executed.
Any ideas what the problem could be?
It seems you're using threads. Using QList when signaling across threads (or using Qt::QueuedConnection in general) requires some extra work. Basically you need to define the QList<T> type using typedef and then register it using qRegisterMetaType:
typedef QList<HistoryItem*> HistoryList_t;
...
qRegisterMetaType<HistoryList_t>("HistoryList_t");
Then use this type in your signals and slots:
public slots:
void historyLoaded(const HistoryList_t &list);
Check return value of your connect, it should fail. There is an extra * in SIGNAL(historyLoaded(QList<HistoryItem*>*)), should be SIGNAL(historyLoaded(QList<HistoryItem*>)). Fix your SLOT() too.

Connect: No such Slot QTreeView

I have inherited a class MainTree from QTreeview
maintree.cpp file
void MainTree::LaunchTree()
{
//Tree launching
connect(this, SIGNAL(customContextMenuRequested(const QPoint& )),this,SLOT(showCustomContextMenu(const QPoint&)));
}
void MainTree::showCustomContextMenu(const QPoint &pos)
{
//Add actions
}
But i get the following error
QObject::connect: No such slot QTreeView::showCustomContextMenu(const QPoint&)
I could not understand why, am i missing something ??
Definition of the class MainTree
class MainTree : public QTreeView
{
public:
MainTree();
MainTree(QWidget *parent = 0);
public slots:
private slots:
void showCustomContextMenu(const QPoint& pos);
private:
void launchTree();
};
You are missing the Q_OBJECT macro out, so try this:
class MainTree : public QTreeView
{
Q_OBJECT
// ^^^^^
public:
MainTree();
MainTree(QWidget *parent = 0);
public slots:
private slots:
void showCustomContextMenu(const QPoint& pos);
private:
void launchTree();
};
Do not forget to re-run qmake after this to regenerate the moc files properly. Make sure you have the moc include at the end of your source code, or you handle the moc generation without that.
Also, note that if you used Qt 5.2 or later with C++11 support, you would get a static assertion about the missing Q_OBJECT macro, so you would not get runtime issues anymore. I suggest to follow that if you can.
When referring to slot and signals you have to omnit all decoration: const & and so on (only star can remain).
connect(this, SIGNAL(customContextMenuRequested(QPoint)),
this, SLOT(showCustomContextMenu(QPoint)))
Also you forgot about Q_OBJECT macro.