Forward Key Press from QGraphicsView - c++

I'm attempting to forward all key press events from my QGraphicsView to a widget that is currently on the scene.
My QGraphicsView looks like this:
Character_controller::Character_controller(Game_state * game_state) : Game_base_controller(game_state) {
this->character = new Character(this->game_state);
this->scene->addWidget(this->character);
connect(this, SIGNAL(keyPress(QKeyEvent *)), this->character, SLOT(update()));
}
And then, my character which subclasses QWidget, which should recieve all keypress events
Character::Character(Game_state * game_state) : Base_object(game_state) {
}
Character::~Character() {
}
void Character::update() {
cout << "HELLO FROM TIMER CONNECTED ITEM" << endl;
}
For some reason, this isn't working. How can I forward all keypress events from the view to my character?
The error I get is this:
Object::connect: No such signal game::Character_controller::keyPress(QKeyEvent *) in implementation/game_controllers/character_controller.cpp:21

keyPress(QKeyEvent*) doesn't exist as a signal, hence the error message that you're getting. As such, you can't do this:
connect(this, SIGNAL(keyPress(QKeyEvent *)), this->character, SLOT(update()));
In order to capture key press events in your graphics view, you will need to override the keyPressEvent function:
void Character_controller::keyPressEvent(QKeyEvent* event)
{
// Call functions on your character here.
switch (event->key())
{
case Qt::Key_A:
character->moveLeft(); // For example
break;
case Qt::Key_D:
character->moveRight(); // For example
break;
...
}
// Otherwise pass to QGraphicsView.
QGraphicsView::keyPressEvent(event);
}
You could just pass the QKeyEvent to the character to manage its own key presses, but you might find it difficult to ensure that different items in your scene don't rely on the same key(s) if you don't keep all your key press handling code in one place.

You have to override the keyPressEvent event to capture key press events

Related

Mouse right click option using eventFilter in Qt

I have QGraphicsView, which has many QGraphicsItem. I am trying to create a right click menu on these QGraphicsItem. Right click menu has multiple options. But only 1st option works. It means, if I click on 2nd option, it does not work. If I change the sequence ( means 1st one will go to 2nd position, and 2nd one will come to 1st position ) then still 2nd one will not work.
bool myClass::eventFilter(QObject *watched, QEvent *event)
{
switch(event->type())
{
case QEvent::ContextMenu:
{
foreach(QGraphicsItem* pItem, _scene->items())
{
if(pItem->isUnderMouse())
{
QMouseEvent *mouseEvent = static_cast<QMouseEvent*> (event);
menu = new QMenu(this);
myMenu = menu->addMenu("Copy");
myMenu ->addAction(Name);
myMenu ->addAction(Address);
if(Name == menu->exec(mouseEvent->globalPos()))
{
// logic
}
if(Address == menu->exec(mouseEvent->globalPos()))
{
// logic
}
}
}
}
}
Always works only 1st mouse right click option. Why is so ?
The usual way to do something like this is to override the QGraphicsItem::mouseReleaseEvent() or QGraphicsItem::mousePressEvent() function of your item class.
This way, you won't have to do anything (no looping, etc...), it is already handled by the event loop.
Here you can find a simple example:
void MyItem::mouseReleaseEvent(QGraphicsSceneMouseEvent * event)
{
if(event->button() == Qt::RightButton)
{
QMenu my_menu;
// Build your QMenu the way you want
my_menu.addAction(my_first_action);
my_menu.addAction(my_second_action);
//...
my_menu.exec(event->globalPos());
}
}
From the Qt documentation:
Note that all signals are emitted as usual. If you connect a QAction to a slot and call the menu's exec(), you get the result both via the signal-slot connection and in the return value of exec().
You just need to QObject::connect() the QActions you added to the context menu to the proper slots (here goes the "logic") and the job is done.
If you prefer to check the returned value by yourself, you just have to get the returned QAction* once and for all (only one call to QMenu::exec()) and branch on it.
For example:
void MyItem::mouseReleaseEvent(QGraphicsSceneMouseEvent * event)
{
if(event->button() == Qt::RightButton)
{
QMenu my_menu;
// Build your QMenu the way you want
my_menu.addAction(my_first_action);
my_menu.addAction(my_second_action);
//...
QAction * triggered = my_menu.exec(event->globalPos());
if(triggered == my_first_action)
{
// Do something
}
else if(triggered == my_second_action)
{
// Do some other thing
}
//...
}
}
I would personnally prefer to stick with the signal-slot connections instead that manually handling the returned value, especially since each QAction is most likely to be already connected to its corresponding slot.

slow response on right click contex menu in graphic scene Qt

I have set a large menu in event filter on right click with 45-50 actions
inside and I find that when I right click the response to show the menu is slow
I did try the same code with 5 actions in the menu and the response was fine.
Is there something wrong with this way of coding on a contex menu ?
eventFilter
bool Editor::eventFilter(QObject *o, QEvent *e)
{
Q_UNUSED (o);
QGraphicsSceneMouseEvent *me = (QGraphicsSceneMouseEvent*) e;
switch ((int) e->type()){
case QEvent::GraphicsSceneMousePress:{
switch ((int) me->button()){
case Qt::RightButton:{
QGraphicsItem *item = itemAt(me->scenePos());
showContextMenu(item->scenePos().toPoint());
return true;
}
//more cases here//
}
break;
}
}
return QObject::eventFilter(o, e);
}
showContextMenu
void Editor::showContextMenu(const QPoint &pos)
{
QGraphicsItem *item =itemAt(pos);
// Create main effe menu
effeMenu= new QMenu("Menu");
QString menuStyle(
"QMenu {"
"border:10px };"
//more code here
);
effeMenu->setStyleSheet(menuStyle);
AmpMenu=effeMenu->addMenu(QIcon(":/effectImg/img/effePng/amp.png"),"Amp");
Amp1 =AmpMenu->addAction(QIcon(":/effectImg/img/effePng/amp.png"),"Amp 1");
Amp2 =AmpMenu->addAction(QIcon(":/effectImg/img/effePng/amp.png"),"Amp 2");
CabMenu=effeMenu->addMenu(QIcon(":/effectImg/img/effePng/cab.png"),"Cab");
Cab1 =CabMenu->addAction(QIcon(":/effectImg/img/effePng/cab.png"),"Cab 1");
Cab2 =CabMenu->addAction(QIcon(":/effectImg/img/effePng/cab.png"),"Cab 2");
.
.
.
.
//45 actions more
connect(effeMenu, &QMenu::triggered,this,[this,&item](QAction * k){
menuSelection(k,item);
});
Instead of creating a new QMenu each time you call showContextMenu you could make it a member of the class and build it once. On the other hand it is not necessary to use a signal, you could simply use the exec() method of QMenu:
*.h
class Editor: ...{
...
private:
QMenu effeMenu;
}
*.cpp
Editor::Editor(...){
effeMenu.setTitle("Menu");
QString menuStyle(
"QMenu {"
"border:10px };"
//more code here
);
effeMenu.setStyleSheet(menuStyle);
AmpMenu=effeMenu.addMenu(QIcon(":/effectImg/img/effePng/amp.png"),"Amp");
Amp1 =AmpMenu->addAction(QIcon(":/effectImg/img/effePng/amp.png"),"Amp 1");
Amp2 =AmpMenu->addAction(QIcon(":/effectImg/img/effePng/amp.png"),"Amp 2");
CabMenu=effeMenu.addMenu(QIcon(":/effectImg/img/effePng/cab.png"),"Cab");
Cab1 =CabMenu->addAction(QIcon(":/effectImg/img/effePng/cab.png"),"Cab 1");
Cab2 =CabMenu->addAction(QIcon(":/effectImg/img/effePng/cab.png"),"Cab 2");
...
}
void Editor::showContextMenu(const QPoint &pos){
QGraphicsItem *item =itemAt(pos);
QAction *action = menu.exec(pos);
menuSelection(action, item);
}
There are two things you can do to improve speed:
1 - itemAt(pos) is costly, and you are doing it twice, one in the event, and one in the showContextMenu. From what I could understand from your code you don't need the item in the event, just in the showMenu.
2 - The menu creation that you are doing is expensive: all the actions have pixmaps. this allocs memory for the QPixmap, loads, execute, dumps. Because you told us that you use around 40 actions (and really, that's too much for a menu), this can get costly.
My advice:
Create a class for your menu, create one instance of it, add a setter for the current QGraphicsObject that your menu will work on, and always use that one instance.

QListWidget::itemChanged signal triggered twice in qt

I have a QListWidget to store usernames, and I use this signal to detect if username is being changed:
connect(listWidget, &QListWidget::itemChanged, this, &MainWindow::changeUserName);
void MainWindow::changeUserName(QListWidgetItem *editItem)
{
qDebug() << "Name:" << editItem->text();
}
And this is how I make QListWidget editable in another function:
connect(listWidget, &QListWidget::itemDoubleClicked, this, &MainWindow::makeListEditable);
void MainWindow::makeListEditable()
{
QListWidgetItem *editItem = listWidget->currentItem();
editItem->setFlags(editItem->flags() | Qt::ItemIsEditable);
qDebug() << "Name edit";
}
But which confused me is, whenever I double clicked the list widget, the itemChanged signal will be triggered once, and when I input a new username, the signal will be triggered again. Why would this happen?
This is the debug output, when I double clicked the list, it says:
Name: "Testing name_1"
Name edit
after I entered a new name and hit the enter, it says:
Name: "Testing name_2" //a new name I changed to
And what if I only want a signal be triggered once whenever I input a new name and hit the enter, what should I do to achieve this?
Thanks
You can use the item delegate commitData signal, this way:
QObject::connect(listWidget->itemDelegate(), SIGNAL(commitData(QWidget*)), this, SLOT(dataCommited(QWidget*)));
the slot is like this:
void dataCommited(QWidget * w)
{
QString data = (static_cast<QLineEdit *>(w))->text();
//...
}
The signal will be emitted at the end of the editing (i.e. enter key pressed or focus lost etc.)
As #Rafalon said, calling setFlags calls your slot changeUserName, and the signal currentTextChanged is emitted when the current item changed, it is the same as currentItemChanged except it gives you the text instead of the item.
What you can do is, make your item editable as you instantiate it:
QListWidgetItem* pItem = new QListWidgetItem();
pItem->setText("Testing name_1");
pItem->setFlags(pItem->flags() | Qt::ItemIsEditable);
listWidget->addItem(pItem);
or you can activate/deactivate the connection when you need it:
void MainWindow::makeListEditable(QListWidgetItem *editItem)
{
editItem->setFlags(editItem->flags() | Qt::ItemIsEditable);
connect(ui->listWidget, SIGNAL(itemChanged(QListWidgetItem *)), this, SLOT(changeUserName(QListWidgetItem *)));
qDebug() << "Name edit";
}
void MainWindow::changeUserName(QListWidgetItem *editItem)
{
qDebug() << "Name:" << editItem->text();
disconnect(ui->listWidget, SIGNAL(itemChanged(QListWidgetItem *)), this, SLOT(changeUserName(QListWidgetItem *)));
}
but you will have to make another connection when the current element is not modified after a double click, maybe with the signal currentItemChanged.

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
}

Qt, PushButton, id attribute? Any way to know which button was clicked

void MainWindow::addRadioToUI()
{ int button_cunter=4;
while(!database.isEmpty())
{ button_cunter++;
QPushButton *one = new QPushButton("Play: "+name(get_r.getTrackId()));
one->setIcon(QIcon(":/images/play_button.png"));
one->setMaximumWidth(140);
one->setFlat(true);
QGroupBox* get_rGB = new QGroupBox("somethink");
QFormLayout* layout = new QFormLayout;
if(button_cunter%5 == 0){
layout->addWidget(one);
}
get_rGB->setLayout(layout);
scrollAreaWidgetContents->layout()->addWidget(get_rGB);
}
}
I have a few QPushButtons which are added automaticlly.
Is there a way to add "id attribute or sth else" to button and next know which button was clicked? I have different action for each button.
QApplication offers sender() which contains which object sent the signal. So you can do:
//slot, this could also be done in a switch
if(button[X] == QApplication::sender()){
doX();
}else if(button[Y] == QApplication::sender()){
doY();
}
http://doc.qt.io/qt-4.8/qobject.html#sender
QSignalMapper is pretty good for this type of thing.
You would define your slot like this for instance:
public slots:
void clicked(int buttonId); // or maybe trackId
Then add a QSignalMapper* member to your class and connect it to that slot:
signalMapper = new QSignalMapper(this);
connect(signalMapper, SIGNAL(mapped(int)),
this, SLOT(clicked(int)));
In the addRadioToUI, after creating your push button, do:
signalMapper.setMapping(one, button_cunter);
// or trackId if that's more practical
If all you need is a pointer to the object that triggered the signal though, you can use the static QOjbect::sender function in your slot to get a handle to that.
Use QButtonGroup. It takes id as a parameter when a button is added and provides the id to a slot when a button in the group is pressed.