Using Qt I create a QMainWindow and want to call a function AFTER the windows is shown. When I call the function in the constructor the function (a dialog actually) get's called before the window is shown.
If you want to do something while the widget is made visible, you can override QWidget::showEvent like this:
class YourWidget : public QWidget { ...
void YourWidget::showEvent( QShowEvent* event ) {
QWidget::showEvent( event );
//your code here
}
After analyzing the solutions above, it turns that all of them, including the heavily upvoted ones, are faulty.
Many recommend something like this:
class MyWidget : public QWidget {
// ...
};
void MyWidget::showEvent(QShowEvent* event) {
QWidget::showEvent(event);
DoSomething();
}
void MyWidget::DoSomething() {
// ...
}
This works as long as there is no QCoreApplication::processEvents(); in DoSomething. If there is one, it processes all events in the queue, including the QShowEvent which called MyWidget::showEvent in the first place. When it gets to the original QShowEvent, it calls MyWidget::showEvent again, causing an infinite loop.
If this happens, there are three solutions:
Solution 1. Avoid calling processEvents in MyWidget::DoSomething, instead call update or repaint when necessary. If DoSomething calls something else, these functions should avoid processEvents also.
Solution 2. Make DoSomething a slot, and replace direct call to DoSomething() by
QTimer::singleShot(0, this, SLOT(DoSomething()));
Since zero interval timer fires only when after all events in the queue are processed, it will process all events, including the original QShowEvent, remove them from the queue, and only then call DoSomething. I like it the most.
Since only zero interval timer fires only when after all events in the queue are processed, you should not try to "improve" it by lengthening the interval, for instance
QTimer::singleShot(50, this, SLOT(DoSomething())); // WRONG!
Since 50 ms is usually enough time for processing events in the queue, that would usually work, causing an error which is hard to reproduce.
Solution 3. Make a flag which prevents calling DoSomething the second time:
class MyWidget : public QWidget {
// ...
};
void MyWidget::showEvent(QShowEvent* event) {
if (is_opening)
return;
is_opening = true;
QWidget::showEvent(event);
DoSomething();
is_opening = false;
}
void MyWidget::DoSomething() {
// ...
}
Here, is_opening is a boolean flag which should be initialized as false in constructor.
try this:
in mainwindow.h:
class MainWindow : public QMainWindow
{
Q_OBJECT
public:
explicit MainWindow(QWidget *parent = 0);
~MainWindow();
protected:
void showEvent(QShowEvent *ev);
private:
void showEventHelper();
Ui::MainWindow *ui;
}
in mainwindow.cpp:
MainWindow::MainWindow(QWidget *parent) : QMainWindow(parent),
ui(new Ui::MainWindow)
{
ui->setupUi(this);
}
void MainWindow::showEvent(QShowEvent *ev)
{
QMainWindow::showEvent(ev);
showEventHelper();
}
void MainWindow::showEventHelper()
{
// your code placed here
}
Follow Reza Ebrahimi's example, but keep this in mind:
Do not omit the 5th parameter of connect() function which specifies the connection type; make sure it to be QueuedConnection.
I.E.,
connect(this, SIGNAL(window_loaded), this, SLOT(your_function()), Qt::ConnectionType(Qt::QueuedConnection | Qt::UniqueConnection));
I believe that you'd achieve what you need if you do it this way.
There are several types in signal-slot connections: AutoConnection, DirectConnection, QueuedConnection, BlockingQueuedConnection (+ optional UniqueConnection). Read the manual for details. :)
Assuming you want to run your code in the UI thread of the window after the window has been shown you could use the following relatively compact code.
class MainWindow : public QMainWindow
{
// constructors etc omitted.
protected:
void showEvent(QShowEvent *ev)
{
QMainWindow::showEvent(ev);
// Call slot via queued connection so it's called from the UI thread after this method has returned and the window has been shown
QMetaObject::invokeMethod(this, "afterWindowShown", Qt::ConnectionType::QueuedConnection);
}
private slots:
void afterWindowShown()
{
// your code here
// note this code will also be called every time the window is restored from a minimized state
}
};
It does invoke afterWindowShown by name but that sort of thing is fairly common practice in Qt. There are ways of avoiding this but they're a bit more verbose.
Note that this code should work for any QWidget derived class, not just QMainWindow derived classes.
In theory it might be possible for a very quick user to invoke some sort of action on the UI of the displayed window before afterWindowShown can be called but it seems unlikely. Something to bear in mind and code defensively against perhaps.
I found a nice answer in this question which works well, even if you use a Sleep() function.
So tried this:
//- cpp-file ----------------------------------------
#include "myapp.h"
#include <time.h>
#include <iosteream>
MyApp::MyApp(QWidget *parent)
: QMainWindow(parent, Qt::FramelessWindowHint)
{
ui.setupUi(this);
}
MyApp::~MyApp()
{
}
void MyApp::showEvent(QShowEvent *event) {
QMainWindow::showEvent(event);
QTimer::singleShot(50, this, SLOT(window_shown()));
return;
}
void MyApp::window_shown() {
std::cout << "Running" << std::endl;
Sleep(10000);
std::cout << "Delayed" << std::endl;
return;
}
//- h-file ----------------------------------------
#ifndef MYAPP_H
#define MYAPP_H
#include <QtWidgets/QMainWindow>
#include <qtimer.h>
#include <time.h>
#include "ui_myapp.h"
class MyApp : public QMainWindow
{
Q_OBJECT
public:
MyApp(QWidget *parent = 0);
~MyApp();
protected:
void showEvent(QShowEvent *event);
private slots:
void window_shown();
private:
Ui::MyAppClass ui;
};
#endif // MYAPP_H
I solved it without a timer using Paint event. Works for me at least on Windows.
// MainWindow.h
class MainWindow : public QMainWindow
{
...
bool event(QEvent *event) override;
void functionAfterShown();
...
bool functionAfterShownCalled = false;
...
}
// MainWindow.cpp
bool MainWindow::event(QEvent *event)
{
const bool ret_val = QMainWindow::event(event);
if(!functionAfterShownCalled && event->type() == QEvent::Paint)
{
functionAfterShown();
functionAfterShownCalled = true;
}
return ret_val;
}
The best solution for me is count once paint event:
.H
public:
void paintEvent(QPaintEvent *event);
.CPP
#include "qpainter.h"
#include <QMessageBox> // example
int contPaintEvent= 0;
void Form2::paintEvent(QPaintEvent* event)
{
if (contPaintEvent ==0 )
{
QPainter painter(this);
QMessageBox::information(this, "title", "1 event paint"); // example
// actions
contPaintEvent++;
}
}
Reimplement method void show() like this:
void MainWindow::show()
{
QMainWindow::show();
// Call your special function here.
}
Related
I need to send a signal from static callback function. I do the following:
.h
class MainWindow : public QMainWindow {
Q_OBJECT
public:
MainWindow (QWidget* parent=0);
~MainWindow();
static MainWindow* getInstance();
private:
void emitSignal();
static MainWindow* m_instance;
signals:
void mysignal();
slots:
void print();
...
}
.cpp
MainWindow* MainWindow::m_instance = 0;
MainWindow::MainWindow(QWidget* parent):
QMainWindow(parent) {
...
}
MainWindow* MainWindow::getInstance() {
if (m_instance == 0)
m_instance = new MainWindow;
return m_instance;
}
void MainWindow::emitSignal() {
emit mysignal();
}
inside of callback function:
getInstance()->emitSignal();
and somewhere in code:
connect(MainWindow::getInstance(), SIGNAL(mysignal()), this, SLOT(print()));
But the slot print() is not executed. And no errors are printed. Where am I wrong?
The callback uses getInstance() and thus can definitely create a new widget if one doesn't exist yet. Then it's a matter of how well you understand the code that executes the callback. If the callback is made before you make the connection, then the slot won't be invoked. That's likely your problem. It is invalid to invoke the callback without an instance already in place, and you should assert that it is so.
Most likely, you do not need to create an instance of the main window on the fly. You're likely facing an XY problem where you think you need to do something, but you're so invested in a solution that doesn't work that you don't see the bigger problem you're trying to solve. Please clearly expose what exactly is your application - why are you creating the window on the fly?
It is also unnecessary to create a method that forwards to the signal, unless you really somehow need the signal to be private. I doubt that you do - don't make it private.
The code below demonstrates that what you're trying to do definitely works if you do it correctly:
// https://github.com/KubaO/stackoverflown/tree/master/questions/static-signal-48540601
#include <QtCore>
class Main : public QObject {
Q_OBJECT
static Main * m_instance;
public:
Main(QObject * parent = {}) : QObject(parent) {
Q_ASSERT(! hasInstance());
m_instance = this;
}
static Main * instance() {
if (! m_instance) m_instance = new Main;
return m_instance;
}
static bool hasInstance() { return m_instance; }
Q_SIGNAL void theSignal();
};
Main * Main::m_instance;
void callback() {
Q_ASSERT(Main::hasInstance());
// If the instance didn't exist here, nothing can receive the signal.
Main::instance()->theSignal();
}
int main()
{
int slotCalls = {};
Main object;
QObject::connect(&object, &Main::theSignal, [&]{ slotCalls ++; });
Q_ASSERT(slotCalls == 0);
callback();
Q_ASSERT(slotCalls == 1);
}
#include "main.moc"
Are you sure the signal connected to the slot?
To avoid typos you could use this syntax (as long as you dont overload signals/slots you are fine with that ):
connect(MainWindow::getInstance(), &MainWindow::mysignal, this, &MainWindow::print);
another hint/styleguide: name your signals like signal_mySignal and slots like slot_print to avoid typos and clear things up.
You can also call this->dumpObjectInfo(); from somewhere in your main (after the connects of course) and take a look at the output
The core of my project is independent of GUI framework that's why I prefer std::thread. But Qt gives me an error when thread is using.
The inferior stopped because it received a signal from the operating system.
Signal name: SIGSEGV
Signal meaning: Segmentation fault
//MainWindow.h
#ifndef MAINWINDOW_H
#define MAINWINDOW_H
#include <thread>
#include <mutex>
#include <QMainWindow>
namespace Ui { class MainWindow; }
struct Observer
{
virtual void notify() = 0;
};
class Core
{
public:
std::thread *run()
{
std::thread thread(&Core::runP, this);
thread.detach();
return &thread;
}
void setObserver(Observer *observer) { _observer = observer; }
int ii() const { return _ii; }
void nextIi() { _ii++; }
void lock() { _mutex.lock(); }
bool tryLock() { return _mutex.try_lock(); }
void unlock() { _mutex.unlock(); }
private:
void runP()
{
for (int i = 1; i <= 1000; i++) {
if (i % 10 == 0) {
lock();
nextIi();
unlock();
notify();
}
}
}
void notify() { _observer->notify(); } //!!!
Observer *_observer;
int _ii;
std::mutex _mutex;
};
struct MwObserver : public Observer
{
explicit MwObserver(struct MainWindow *mainWindow) { _mainWindow = mainWindow; }
virtual void notify();
MainWindow *_mainWindow;
};
class MainWindow : public QMainWindow
{
Q_OBJECT
public:
explicit MainWindow(QWidget *parent = 0);
~MainWindow() { delete _ui; }
void upd();
public slots:
void run() { _core.run(); }
private:
Ui::MainWindow *_ui;
MwObserver _observer;
Core _core;
};
inline void MwObserver::notify() { _mainWindow->upd(); }
#endif
-
//MainWindow.cpp
#include "mainwindow.h"
#include "ui_mainwindow.h"
MainWindow::MainWindow(QWidget *parent) :
QMainWindow(parent),
_ui(new Ui::MainWindow),
_observer(this)
{
_ui->setupUi(this);
connect(_ui->pushButtonRun, SIGNAL(clicked(bool)), this, SLOT(run()));
}
void MainWindow::upd()
{
_core.lock();
setWindowTitle(QString::number(_core.ii()));
_core.unlock();
}
There are multiple problems here, first and most obvious was already noted by perencia. You are returning a pointer to stack variable. In c++ terms it's unacceptable.
Secondly. The crash comes from not using std::thread, but from race condition. The Qt event loop does not know about you mutex, so your setWindowTitle call is introducing a race, that leads to crash.
You need to use QMetaObject::invokeMethod to post function to the Qts event loop.
Example:
change
inline void MwObserver::notify() { _mainWindow->upd(); }
to
inline void MwObserver::notify() {
if(!QMetaObject::invokeMethod(_mainWindow, "upd", Qt::QueuedConnection))
std::cerr << " Failed to invoke method" << std::endl;
}
additional includes may apply
This updates the GUI from a thread different then the GUI thread! Which is not allowed.
Why not to use QThread and a signal/slot mechanism to update your window title. The Qt framework does the thread switching automatically.
class Core : public QObject
{
Q_OBJECT
public:
explicit Core(QObject * parent = 0) : QObject(parent) {}
signals:
void notify();
public slots:
void nextIi() { _ii++; }
void runP()
{
for (int i = 1; i <= 1000; i++) {
if (i % 10 == 0) {
nextIi();
notify();
}
}
}
private:
Q_DISABLE_COPY(Core);
int _ii;
};
class MainWindow : public QMainWindow
{
Q_OBJECT
public:
explicit MainWindow(QWidget *parent = 0);
~MainWindow();
public slots:
void run() {_th.start();}
void upd(int ii) {setWindowTitle(QString::number(ii));}
private:
Ui::MainWindow *_ui;
Core _core;
QThread _th;
};
//MainWindow.cpp
#include "mainwindow.h"
#include "ui_mainwindow.h"
MainWindow::MainWindow(QWidget *parent) :
QMainWindow(parent),
_ui(new Ui::MainWindow),
_observer(this)
{
_ui->setupUi(this);
connect(_ui->pushButtonRun, SIGNAL(clicked(bool)), this, SLOT(run()));
connect(&_core, SIGNAL(notify(int)), this, SLOT(upd(int)));
_core.moveToThread(&_th);
}
MainWindow::~MainWindow()
{
delete _ui;
_th.quit();
_th.wait(1000);
}
You are creating thread on the stack and returning a pointer to that. After run() that pointer is no longer valid.
Aside from returning pointer to stack variable and updating GUI from thread object that is not known for QT. I don't see from your code, where you set up _observer member of Core class. There is no setObserver call for _core member of MainWindow class.
So consructor of MainWindow class calls consructor of _core member, but after that _core._observer contains garbage. I think this is the cause of your Segmentaion Fault in call of notify method of Core class.
The answers to all the problems have already been given, let me summarize.
The program crash has nothing to do with the threading, The problem is that the _observer in the _core member of MainWindowis not set. A call to setObserver must be added.
explicit MainWindow( QWidget *parent = nullptr ) :
QMainWindow( parent ),
_observer( this )
{
_core.setObserver( &_observer );
}
This will lead to the next problem, that the observer actually calls the udp message from another thread, causing a UI update in a different thread context. To solve this, it is easiest to use Qt's Qt::QueuedConnection. To enable this we must make upt() a slot.
public slots:
void run();
void upd();
Then we can either call it using QMetaObject::invokeMethod in
inline void MwObserver::notify()
{
QMetaObject::invokeMethod( _mainWindow, "upd", Qt::QueuedConnection );
}
or use a signal / slot connection by deriving MwObserver from QObject, giving it a signal, and connect that signal to the upd slot and raising the signal in notify.
struct MwObserver
: public QObject
, public Observer
{
Q_OBJECT;
signals:
void sigUpd();
public:
explicit MwObserver( MainWindow *mainWindow );
virtual void notify()
MainWindow *_mainWindow;
};
void MwObserver::notify()
{
sigUpd();
}
MwObserver::MwObserver( MainWindow *mainWindow )
{
_mainWindow = mainWindow;
connect( this, SIGNAL(sigUpd()), _mainWindow, SLOT(upd()) )
}
Disclaimer: I haven't used Qt in some time but with X/XMotif on Linux/UNIX the GUI MUST run in the 'main-thread', not spawned threads. Maybe this applies to your situation. Just a thought, have your GUI code run in the main-thread.
The best approach is to wrap pure C++ code with QObejct instance and fire signals when this objects receive some notification from pure C++ code.
SO in your case:
class MwObserver : public QObject, public Observer
{
Q_OBJECT
public:
explicit MwObserver(QObject *parent)
: QObject(parent)
{}
signals:
void SomeEvent();
protected:
// Observer
void notify() {
emit SomeEvent();
}
};
Now MainWindow should connect some slot to signal provided this way and everything should work out of the box (Qt will do thread jumping behind the scenes).
In your code form comment the crash is caused by invalid use of temporary object. This is INVALID C++ code no mater what kind of object is returned:
std::thread *run()
{
std::thread thread(&Core::runP, this);
thread.detach();
return &thread;
}
You cant return a pointer to local object of the function method, since this object becomes invalid immediately when you return a function. This is basic C++ knowledge.
I was able to simulate the Right-Click event by subclassing the QTableWidget:
header file:
#ifndef QRIGHCLICKTABLE_H
#define QRIGHCLICKTABLE_H
#include <QTableWidget>
#include <QMouseEvent>
class QRightClickTable : public QTableWidget
{
Q_OBJECT
public:
explicit QRightClickTable(QWidget *parent = 0);
private slots:
void mousePressEvent(QMouseEvent *e);
signals:
void rightClicked();
public slots:
};
#endif // QRIGHCLICKTABLE_H
cpp file
QRightClickTable::QRightClickTable(QWidget *parent) :
QPushButton(parent)
{
}
void QRightClickTable::mousePressEvent(QMouseEvent *e)
{
if(e->button()==Qt::RightButton)
emit rightClicked();
}
QRightClickTable *button = new QRightClickTable(this);
ui->gridLayout->addWidget(button);
connect(button, SIGNAL(rightClicked()), this, SLOT(onRightClicked()));
void MainWindow::onRightClicked()
{
qDebug() << "User right clicked me";
}
Now, right-click works correctly, but there are other problems with QTableWidget: all other mouse events, such as the left click to select a cell, no longer work.
Can you help me? I know I need to call the base class implementation in my override of mousePressEvent, you could show me how with a little piece of code?
Change your event handler like this :
void QRightClickTable::mousePressEvent(QMouseEvent *e) {
if(e->button()==Qt::RightButton) {
emit rightClicked();
} else {
QTableWidget::mousePressEvent(e);
}
}
I've created a Qt project which displays a circle on a widget.
Then I have a method which redraws the circle at different positions every time I call the method.
What I want is to run that method in a for loop, say ten times, and be shown each of the 10 positions that the circle is redrawn in every one second.
Something along the lines of:
void method::paintEvent(QPaintEvent * p)
{
//code
for(int i=0; i<10;i++)//do this every second
{
method(circle[i]); //co-ordinates change
circle[i].pain( & painter); //using QPainter
}
//code
}
I've read about QTimer, but do not know how to use it. And the sleep function does not work.
As you've guessed, QTimer is the correct mechanism to use here. How to go about setting it up?
Here's one option:
class MyClass : public QObject
{
public:
MyClass():i(0)
{
QTimer::singleShot(1000,this,SLOT(callback()));//or call callback() directly here
} //constructor
protected:
unsigned int i;
void paintEvent(QPaintEvent * p)
{
//do your painting here
}
public slots:
void callback()
{
method(circle[i]); //co-ordinates change
//circle[i].pain( & painter); //don't use QPainter here - call update instead
update();
++i;//increment counter
if(i<10) QTimer::singleShot(1000,this,SLOT(callback()));
}
}
All you need to do is to trigger an update() from the timer event. The update() method schedules a paintEvent on the widget.
It is invalid to paint on a widget outside of the paintEvent - that's the mistake that all other answers did at the time I posted this answer. Merely calling the paintEvent method is not a workaround. You should call update(). Calling repaint() would also work, but do so only when you have understood the difference from update() and have a very good reason for doing so.
class Circle;
class MyWidget : public QWidget {
Q_OBJECT
QBasicTimer m_timer;
QList<Circle> m_circles;
void method(Circle &);
void paintEvent(QPaintEvent * p) {
QPainter painter(this);
// WARNING: this method can be called at any time
// If you're basing animations on passage of time,
// use a QElapsedTimer to find out how much time has
// passed since the last repaint, and advance the animation
// based on that.
...
for(int i=0; i<10;i++)
{
method(m_circles[i]); //co-ordinates change
m_circles[i].paint(&painter);
}
...
}
void timerEvent(QTimerEvent * ev) {
if (ev->timerId() != m_timer.timerId()) {
QWidget::timerEvent(ev);
return;
}
update();
}
public:
MyWidget(QWidget*parent = 0) : QWidget(parent) {
...
m_timer.start(1000, this);
}
};
Try something like this:
class MyDrawer : public QObject
{
Q_OBJECT
int counter;
QTimer* timer;
public:
MyDrawer() : QObject(), counter(10)
{
timer = new QTimer(this);
connect(timer, SIGNAL(timeout()), this, SLOT(redraw()));
timer->start(1000);
}
public slots:
void redraw()
{
method(circle[i]); //co-ordinates change
circle[i].pain( & painter);
--counter;
if (counter == 0) timer->stop();
}
};
Don't forget to run moc on this file, although if your class is a QObject you probably already do it.
Try this.
for(int i=0; i<10;i++)//do this every second
{
method(circle[i]); //co-ordinates change
circle[i].pain( & painter);
sleep(1000);// you can also use delay(1000);
}
Use sleep() The function called sleep(int ms) declared in which makes the program wait for the time in milliseconds specified.
I'm learning Qt and I was reading about Threads, Events and QObjects from Qt wiki, and followed the wiki recommendations on how to handle some work in a while condition but its not working for my specific case. Here's a simple example of what I'm currently trying to achieve.
class FooEvents : public FooWrapper {
public virtual serverTime(..) { std::cout << "Server time event\n"; }
public virtual connected(..) { std::cout << "Connected event\n"; }
}
class Foo : public QObject {
private:
FooAPI *client;
public:
Foo(FooEvents *ev, QObject *parent = 0) : client(new FooApi(ev)) { .. }
private slots:
void processMessages() {
if (state is IDLE)
reqFooAPiServerTime();
select(client->fd()+1, ...);
if (socket is ready for read)
client.onReceive();
}
public:
void connect(...) {
if (connection) {
QObject::connect(&timer, SIGNAL(timeout()), this, SLOT(processMessages()));
timer.start(1000); // I don't get the output from FooEvents
}
}
}
This is a very simple but I think it illustrates my case. Why is this not working and what other alternatives to I have to handle this case? Thanks.s
Edit: The processMessages is being called every second but I don't get any output from the events
Where is timer declared and defined?
If it's local to Foo::connect() it'll be destroyed before it ever has a chance to fire. Presumably it just needs to be a member object of the Foo class.
Also keep in mind that QObject provides it's own simple interface to a timer - just override the protected virtual timerEvent() function and call QObject's startTimer() to start getting those timer events. In this case instead of having a slot to receive the timer events, they will just end up at the overridden timerEvent() function:
protected:
void timerEvent(QTimerEvent *event) {
processMessages();
}
public:
void connect( /* ... */ ) {
// ...
startTimer(1000);
}
This won't work, because processMessages() is not a SLOT.
So Declare processMessages() as a private slot and then try.
You don't declare the timer neither the slot. In the header you must declare:
class ... {
QTimer timer;
...
private slots:
void processMessages();
...
};
Then remember to make the SIGNAL-SLOT connection and configure the timer:
connect(&timer, SIGNAL(timeout()), this, SLOT(processMessages()));
timer.setInterval(1000);
timer.start();
Also timer.start(1000); would be valid...
ANOTHER POSSIBILITY
Other possibility would be to use the timer associated with each Q_OBJECT and overload the timerEvent:
class ... {
Q_OBJECT
...
protected:
void timerEvent(QTimerEvent *event);
...
};
Then you must implement the timer event as this:
void MyClass::timerEvent(QTimerEvent *event) {
processMessages();
}
And you can configure the timer with a simple call to startTimer(1000);