MDI window and QSignalMapper basics - c++

First of all my apologies for big looking question but indeed it's not. I’m reading Foundation of qt development book and while reading fourth chapter author tells the basics of MDI window by showing this example :
MdiWindow::MdiWindow( QWidget *parent ) : QMainWindow( parent ) {
setWindowTitle( tr( "MDI" ) );
QWorkspace* workspace = new QWorkspace;
setCentralWidget( workspace );
connect( workspace, SIGNAL(windowActivated(QWidget *)), this, SLOT(enableActions()));
QSignalMapper* mapper = new QSignalMapper( this );
//my problem is in this line
connect( mapper, SIGNAL(mapped(QWidget*)), workspace, SLOT(setActiveWindow(QWidget*)) );
createActions();
createMenus();
createToolbars();
statusBar()->showMessage( tr("Done") );
enableActions();
}
His this para of explanation completely eluded me (is it me or others having problem understanding it too?) :
Next, a signal mapping object called QSignalMapper is created and
connected. A signal mapper is used to tie the source of the signal to
an argument of another signal. In this example, the action of the menu
item corresponding to each window in the Window menu is tied to the
actual document window. The actions are in turn connected to mapper.
When the triggered signal is emitted by the action, the sending action
has been associated with the QWidget* of the corresponding document
window. This pointer is used as the argument in the mapped(QWidget*)
signal emitted by the signal mapping object.
My question : I still don’t get what is signal mapper class, how it’s used and what's functionality it's doing in the example above?. Can anyone please explain the above para using easy terms? also It’d be awesome if you could please teach me about mapper class’s basics with simple example? possibly in layman’s term?
P.S : A confusion is when we have MDI window, do menu changes (though actions are disabled/enabled) e.g suppose for one particular document we have menu “File/close” and for other document we have “File/remaper” ?

The QSignalMapper is used to re-emit signals with optional parameters. In other words (from the documentation):
This class collects a set of parameterless signals, and re-emits them
with integer, string or widget parameters corresponding to the object
that sent the signal.
A good example (also from the doc - take a look at it) is set as follows:
Suppose we want to create a custom widget that contains a
group of buttons (like a tool palette). One approach is to connect
each button's clicked() signal to its own custom slot; but in this
example we want to connect all the buttons to a single slot and
parameterize the slot by the button that was clicked.
So imagine you have a number of buttons encapsulated in a class, say ButtonWidget, with a custom signal void clicked(const QString &text). Here is the definition:
class ButtonWidget : public QWidget {
Q_OBJECT
public:
ButtonWidget(QStringList texts, QWidget *parent = 0);
signals:
void clicked(const QString &text);
private:
QSignalMapper *signalMapper;
};
The constructor could then be defined like the following:
ButtonWidget::ButtonWidget(QStringList texts, QWidget *parent)
: QWidget(parent)
{
signalMapper = new QSignalMapper(this);
QGridLayout *gridLayout = new QGridLayout;
for (int i = 0; i < texts.size(); ++i) {
QPushButton *button = new QPushButton(texts[i]);
connect(button, SIGNAL(clicked()), signalMapper, SLOT(map()));
signalMapper->setMapping(button, texts[i]);
gridLayout->addWidget(button, i / 3, i % 3);
}
connect(signalMapper, SIGNAL(mapped(const QString &)),
this, SIGNAL(clicked(const QString &)));
setLayout(gridLayout);
}
So what happens here? We construct a grid layout and our buttons of type QPushButton. The clicked() signal of each of these is connected to the signal mapper.
One of the forces using QSignalMapper is that you can pass arguments to the re-emitted signals. In our example each of the buttons should emit a different text (due to the definition of our signal), so we set this using the setMapping() method.
Now all that's left to do is map the signal mapper to the signal of our class:
connect(signalMapper, SIGNAL(mapped(const QString &)),
this, SIGNAL(clicked(const QString &)));
Assume we have a testing class called TestClass then ButtonWidget can be used thusly:
TestClass::TestClass() {
widget = new ButtonWidget(QStringList() << "Foo" << "Bar");
connect(widget, SIGNAL(clicked(const QString &)),
this, SLOT(onButtonClicked(const QString &)));
}
void TestClass::onButtonClicked(const QString &btnText) {
if (btnText == "Foo") {
// Do stuff.
}
else {
// Or something else.
}
}
By using the signal mapper this way you don't have to declare and manage all the buttons and their clicked signals, just one signal pr. ButtonWidget.
The buttom line is that the signal mapper is great for bundling multiple signals and you can even set parameters when it re-emits them. I hope that gave some intuition about the usage of QSignalMapper.
Your example code
The explanation (your "para") states that all the actions are each individually mapped to a specific QWidget*. When triggering an action its respective QWidget* will be passed to the slot QWorkspace::setActiveWindow(QWidget*) of workspace, which in turn activates the widget.
Also note that the mapping from action to widget has to happen somewhere in your code. I assume it is done in createActions() or enableActions() perhaps.

A QSignalMapper allows you to add some information to a signal, when you need it. This object internally have a map like QMap<QObject*,QVariant>. Then you connect an object to it, and when the slot is called, it re-emit the signal with the associated value.
Workflow:
mySignalMapper:
[ obj1 -> 42 ]
[ obj2 -> "obiwan" ]
[ obj3 -> myWidget ]
connect(obj1,mySignal,mySignalMapper,SLOT(map())); // idem for obj2 and obj3
(obj2 emits "mySignal")
-> (mySignalMapper::map slot is called)
-> (sender() == obj2, associated data = "obiwan")
-> (mySignalMapper emits mapped("obiwan"))
I was going to add a more detailed example, but Morten Kristensen was faster than me ;)

Related

C++ GUI how to use private data from one window in the second one

I have got problem in Qt. I have to make two windows:
In the first one you can click on 10 buttons and each button have to add an item(name of the button) in comboBox in the second window. But I can't refer to this comboBox. I am out of any ideas :(
I tried to make the variable protected and public, but it doesn't work. I had included window2.h to window1 and I'm trying to do something like this:
//this is in window1
void window1::on_button1_clicked() {
window2::combo->addItem("button1");
}
You can connect the button's click signals to a slot in the second window. This slot will add the information to the combobox.
To do that, you will need to distinguish the signals from each other. The best way to do this is to use a QSignalMapper.
class window1 {
Q_OBJECT
... // your other definitions...
QSignalMapper* signalMapper;
};
window1::window1 (/*your constructor's parameters*/) {
signalMapper = new QSignalMapper(this); // Will map each buttons' signals to a signal with a QString parameter.
// You can do an iteration instead of this if your buttons are on a container.
signalMapper->setMapping(button1, QString("button1"));
signalMapper->setMapping(button2, QString("button2"));
// ...
signalMapper->setMapping(button10, QString("button10"));
// Same comment as above applies here.
connect(button1, SIGNAL(clicked()),
signalMapper, SLOT(map());
connect(button2, SIGNAL(clicked()),
signalMapper, SLOT(map());
// ...
connect(button10, SIGNAL(clicked()),
signalMapper, SLOT(map());
connect(signalMapper, SIGNAL(mapped(QString)),
window2, SLOT(updateCombo(QString)));
}
class window2 {
Q_OBJECT
... // your other definitions...
public slots:
void updateCombo(QString);
};
void window2::updateCombo(QString str) {
combo->addItem(str);
}
Alternatively to the QSignalMapper approach you could name the button objects in window1 (setName("buttonXYZ")), connect the clicked signals to a slot in window2 and ask for the object name of the sender (sender()->name()).
So in the receiving slot you could do :
m_combo->addItem(sender()->name());
or
if(sender()->name() == "Button1") {
m_combo->addItem("Foo");
}

How does QSignalMapper work?

After my post here : Associate signal and slot to a qcheckbox create dynamically I need to associate :
• The signal clicked() when I click on a qCheckBox to my function cliqueCheckBox(QTableWidget *monTab, int ligne, QCheckBox *pCheckBox)
To do so, I have to use QSignalMapper, after two hours of trying to understand how it works, I can't have a good result, here's the code I make, this is obviously wrong :
QSignalMapper *m_sigmapper = new QSignalMapper(this);
QObject::connect(pCheckBox, SIGNAL(mapped(QTableWidget*,int, QCheckBox*)), pCheckBox, SIGNAL(clicked()));
QObject::connect(this, SIGNAL(clicked()), this, SLOT(cliqueCheckBox(QTableWidget *monTab, int ligne, QCheckBox *pCheckBox)));
m_sigmapper->setMapping(pCheckBox, (monTab,ligne, pCheckBox));
QObject::connect(m_sigmapper, SIGNAL(clicked()),this, SLOT(cliqueCheckBox(QTableWidget *monTab, int ligne, QCheckBox *pCheckBox)));
Can you explain to me, how QSignalMapper works ? I don't really understand what to associate with :(
QSignalMapper class collects a set of parameterless signals, and re-emits them with integer, string or widget parameters corresponding to the object that sent the signal. So you can have one like:
QSignalMapper * mapper = new QSignalMapper(this);
QObject::connect(mapper,SIGNAL(mapped(QWidget *)),this,SLOT(mySlot(QWidget *)));
For each of your buttons you can connect the clicked() signal to the map() slot of QSignalMapper and add a mapping using setMapping so that when clicked() is signaled from a button, the signal mapped(QWidget *) is emitted:
QPushButton * but = new QPushButton(this);
QObject::connect(but, SIGNAL(clicked()),mapper,SLOT(map()));
mapper->setMapping(but, but);
This way whenever you click a button, the mapped(QWidget *) signal of the mapper is emitted containing the widget as a parameter.
First I will explain you how QSignalMapper works. Then I will explain you why you don't need it.
How QSignalMapper works:
Create s QSignalMapper. Lets assume that you want to assign an integer value to each checkbox, so every time you click on any checkbox, you will get a signal with the integer value assigned to it.
Connect the mapper signal to your SLOT, that you will implement:
connect(mapper, SIGNAL(mapped(int)), this, SLOT(yourSlot(int)));
Now you can write slot, that will take integer argument. The argument will be different for each checkbox you have.
While you create checkboxes, for each checkbox you need to do following:
mapper->setMapping(checkBox, integerValueForThisCheckbox);
connect(checkBox, SIGNAL(clicked()), mapper, SLOT(map()));
From now on, every time you click on a checkbox, it will emit clicked() signal to the QSignalMapper, which will then map it to the assigned integer value and will emit mapped() signal. You connected to that mapped() signal, so yourSlot(int) will be called with the proper integer value.
Instead of integers, you can assign QString, QWidget* or QObject* (see Qt documentation).
This is how QSignalMapper work.
You don't need it:
The QTableWidget *monTab is the single object, it doesn't change. Keep it as a class member field and use it from your slot function.
The QCheckBox *pCheckBox - you can get it by casting sender() to QCheckBox*.
Like this:
void supervision::yourSlot()
{
QCheckBox* pCheckBox = qobject_cast<QCheckBox*>(sender());
if (!pCheckBox) // this is just a safety check
return;
}
The sender() function is from QObject, which you do inherit from, so you have access to it.
The int linge (it's a line number, right?) - when you create checkboxes, you can store pointers to that checkboxes in QList class field and use it from your slot function find out which line is it, like this:
In class declaration:
private:
QList<QCheckBox*> checkboxes;
When creating checkboxes:
QCheckBox* cb = new QCheckBox();
checkboxes << cb;
In your slot function:
void supervision::yourSlot()
{
QCheckBox* pCheckBox = qobject_cast<QCheckBox*>(sender());
if (!pCheckBox) // this is just a safety check
return;
int linge = checkboxes.indexOf(pCheckBox);
}
If you want, you can skip that QList and use QSignalMapper and assign lines to checkboxes using mapper. That's just a matter of what you prefer.

Qt toolbar/qtoolbutton action never triggered

I have the following piece of code, for some reason, from the UI window, MyActionDock inherited from QToolBar, it is displayed without any problem, when clicked on the button, the button color also changed, but the slots (a1ActionSlot(), and a2ActionSlot()) connected to the signals are never called, feel like the action is never triggered. I'm using Qt 4.7.2. What's wrong with it? Thanks a lot.
I believe the code used to work properly for Qt4.6 or earlier. Don't know when the problem happens.
MyActionDock::MyActionDock (QWidget *parent) :
QToolBar (parent)
{
setOrientation (Qt::Vertical);
setToolButtonStyle(Qt::ToolButtonTextUnderIcon);
setFixedWidth(canvas()->toolsDockWidth());
// ACTIONS
QToolButton * a1btn= new QToolButton (this);
a1btn->setText("Action 1");
a1btn->setIcon(QIcon("a1.png"));
a1btn->setToolTip ("Some action a1");
a1btn->setToolButtonStyle(Qt::ToolButtonTextUnderIcon);
QAction *a1Action = addWidget(a1btn);
connect (a1Action , SIGNAL (triggered()), this, SLOT(a1ActionSlot()));
addAction (a1Action);
QToolButton * a2Btn = new QToolButton (this);
a2Btn ->setText("A2");
a2Btn ->setIcon(QIcon("a2.png"));
a2Btn ->setToolTip ("something");
QAction *a2Action= addWidget(a2Btn );
connect (a2Action, SIGNAL (triggered()), this, SLOT(a2ActionSlot()));
addAction (a2Action);
}
void MyActionDock::a1ActionSlot()
{
//do something
}
void MyActionDock::a2ActionSlot()
{
//do something
}
As Jay suggested, directly connect to the QToolButton and don't addAction, then it works. Think this is a Qt upgrade related problem. The code used to work in Qt 4.6 or earlier, but it stopped working after 4.7. So for 4.7 if you want to use QToolButton, direct connect the button's signal.
QToolButton * a2Btn = new QToolButton (this);
a2Btn ->setText("A2");
a2Btn ->setIcon(QIcon("a2.png"));
a2Btn ->setToolTip ("something");
addWidget(a2Btn );
connect (a2Btn , SIGNAL (clicked()), this, SLOT(a2ActionSlot()));
The slot is in the wrong class.
You declare the slot a1ActionSlot is in the class MyActionDock here:
connect (a1Action , SIGNAL (triggered()), this, SLOT(a1ActionSlot()));
The third parameter is 'this' (which points to the MyActionDock class).
You instantiate the a1ActionSlot method in the class QtCanvasActionDock.
void QtCanvasActionDock::a1ActionSlot()

Qt No matching function for call to mainWindow::connect()

I'm trying to connect a combo box value and a label such that when the combo box changes the label reflects that. I have googled my heart out trying to find an answer but, as of yet, nothing has worked; I still get the error:no matching function for call to mainWindow::connect(QComboBox*&, const char [38], QString*, const char [26])
I have tried QObject::connect, QWidget::connect and anything else dealing with Qt, but to no avail.
Creating a label that says the combo box value is not my final intention for the program. Rather, I wish to get it working with a simple label then change it to what I want it to display (thus the tempLabel).
mainwindow.h:
class MainWindow : public QMainWindow
{
public:
MainWindow();
private slots:
QString getClass(QComboBox *box);
};
mainwindow.cpp:
MainWindow::MainWindow()
{
QString qMathClassName;
QComboBox* mathClassCombo = new QComboBox;
QLabel* label = new QLabel(qMathClassName);
// omitting layout code...
connect(mathClassCombo, SIGNAL(currentIndexChanged(const QString &)),
&qMathClassName, SLOT(getClass(mathClassCombo)));
}
QString MainWindow::getClass(QComboBox *box)
{
return box->currentText();
}
Any help would be greatly appreciated!
You are connecting a signal to a slot with a different signature. You have to change your slot to something like
getClass(const QString &)
to match currentIndexChanged signal.
I think you need to read Qt's signals and slots documentation. Again, if you've already done so. Pay special attention to their examples.
I think that you had these misconceptions about Qt in C++:
That QLabel takes a reference to a QString, and that it will update its text when that string changes. It won't. QLabel will display the value of the string when you give it the string. That is the only time it will update.
That objects constructed on the stack will not be destroyed at the end of the function. They will not. At the end of the constructor, qMathClassName will be destroyed and any reference to it will become invalid. Thus, you'd not want to make a connection to it, even if you could.
That the third argument of QObject::connect is a pointer to a place to put the return value for the slot. It's not. The third argument is a pointer to the QObject on which to call the slot. The return value of a slot is unused for any calls made to it via QObject::connect.
That you can bind values to slots in your connection. Unfortunately not. Within the SLOT macro, you must put the function signature of the slot. You may not reference any variables. The arguments section must have only class names. That is SLOT(getClass(QComboBox*)), not SLOT(getClass(mathClassCombo)).
The simplest way to ensure the contents of a combo box are displayed in a label are this:
QComboBox* mathClassCombo = new QComboBox;
QLabel* tempLabel = new QLabel;
connect(mathClassCombo, SIGNAL(currentIndexChanged(const QString&)),
tempLabel, SLOT(setText(const QString&)));
If you want to do something more complicated, I recommend just making a slot on your window that can handle those complications. For example:
mainwindow.h:
class MainWindow : public QMainWindow
{
Q_OBJECT
public:
MainWindow();
private slots:
void updateLabelText(const QString& className);
private:
QComboBox* mathClassCombo;
QLabel* tempLabel;
}
mainwindow.cpp:
MainWindow::MainWindow()
{
mathClassCombo = new QComboBox;
tempLabel = new QLabel;
// omitting layout code...
connect(mathClassCombo, SIGNAL(currentIndexChanged(const QString&)),
this, SLOT(updateLabelText(const QString&)));
}
void MainWindow::updateLabelText(const QString& className)
{
QString newLabelString = className + " is the best class ever!";
tempLabel->setCurrentText(newLabelString);
}

How to pass variables to slot methods in QT?

I'm making a little chat messenger program, which needs a list of chat channels the user has joined. To represent this list graphically, I have made a list of QPushButtons, which all represent a different channel. These buttons are made with the following method, and that's where my problem kicks in:
void Messenger::addToActivePanels(std::string& channel)
{
activePanelsContents = this->findChild<QWidget *>(QString("activePanelsContents"));
pushButton = new QPushButton(activePanelsContents);
pushButton->setObjectName("pushButton");
pushButton->setGeometry(QRect(0, 0, 60, 60));
pushButton->setText("");
pushButton->setToolTip(QString(channel.c_str()));
pushButton->setCheckable(true);
pushButton->setChecked(false);
connect(pushButton, SIGNAL(clicked()), this, SLOT(switchTab(channel)));
}
(activePanelContents is a QWidget that holds the list.)
The point is that each button should call the switchTab(string& tabname) method when clicked, including the specific channel's name as variable. This implementation doesn't work though, and I haven't been able to find out how to properly do this.
For strings and integers, you can use QSignalMapper. In your Messenger class, you would add a QSignalMapper mapper object, and your function would look like:
void Messenger::addToActivePanels(std::string& channel)
{
activePanelsContents = this->findChild<QWidget *>(QString("activePanelsContents"));
pushButton = new QPushButton(activePanelsContents);
// ...
connect(pushButton, SIGNAL(clicked()), &mapper, SLOT(map()));
mapper.setMapping(pushButton, QString(channel.c_str()));
}
and after you have added all channels to your active panels, you call
connect(&mapper, SIGNAL(mapped(const QString &)), this, SLOT(switchTab(const QString &)));
Use QSignalMapper to pass variables;
QSignalMapper* signalMapper = new QSignalMapper (this) ;
QPushButton *button = new QPushButton();
signalMapper -> setMapping (button, <data>) ;
connect (signalMapper, SIGNAL(mapped(QString)), this,
SLOT(buttonClicked(QString))) ;
in slot i.e
void class::buttonClicked(QString data){
//use data
// to get sender
QSignalMapper *temp = (QSignalMapper *)this->sender();
QPushButton *btn = (QPushButton *)temp->mapping(data);
// use btn
}
Hope my ans may help you
Don't use the sender method unless you absolutely have to. It ties the function directly to being used only as a slot (can't be called directly). Retain the behavior of having the function accept a string and simply make a mechanism by which you can call it.
One method, among others you might find, is to leverage use of QSignalMapper. It will map objects to values and regenerate signals of the appropriate signature.
I would do it with "relay" objects:
Create TabSwitchRelay which is a sub-class of QObject with this constructor:
TabSwitchRelay::TabSwitchRelay(QObject *parent, Messanger * m, const QString & c)
: QObject(parent), m_messanger(m), m_channel(c)
{
}
It also has a slot clicked():
void TabSwitchRelay::clicked()
{
m_messager->switchTab(m_channel);
}
Now replace the line in your code that does connect with this:
TabSwitchRelay * tabRelay = new TabSwitchRelay(pushButton, this, channel);
connect(pushButton, SIGNAL(clicked()), tabRelay, SLOT(clicked()));
It's not tested but you get teh basic idea.
You could try having your switchTab slot take no argument and use QObject::sender to get the object that sent the signal.
Messenger::switchTab()
{
QObject* sender = this->sender();
QPushButton* button = qobject_cast<QPushButton*>(sender);
if(button)
{
// Do stuff...
}
}
if you're using Qt5, you can do it through lambda:
connect( sender, &Sender::valueChanged, [=](){ myMethod(5); } );
void myMethod(int value)
{
// do stuff
}