How to use QKeySequence or QKeySequenceEdit from QML? - qt

Is it possible to use a QKeySequence or QKeySequenceEdit in QML? I only see the documentation for C++ https://doc.qt.io/qt-5/qkeysequence.html#details
To provide context, I want a QKeySequence to be input by the user of the application so that I can pass it to my C++ backend so that I can hook into native OS APIs and also serialize it to file.
I do not want to actually establish the shortcut within Qt.

I created a new object that wraps the QKeySequence::toString and makes it available from QML so I wouldn't have to re-implement a massive switch-case in QML.
#ifndef QMLUTIL_H
#define QMLUTIL_H
#include <QObject>
#include <QKeySequence>
// A singleton object to implement C++ functions that can be called from QML
class QmlUtil : public QObject{
Q_OBJECT
public:
Q_INVOKABLE bool isKeyUnknown(const int key) {
// weird key codes that appear when modifiers
// are pressed without accompanying standard keys
constexpr int NO_KEY_LOW = 16777248;
constexpr int NO_KEY_HIGH = 16777251;
if (NO_KEY_LOW <= key && key <= NO_KEY_HIGH) {
return true;
}
if (key == Qt::Key_unknown) {
return true;
}
return false;
}
Q_INVOKABLE QString keyToString(const int key, const int modifiers){
if (!isKeyUnknown(key)) {
return QKeySequence(key | modifiers).toString();
} else {
// Change to "Ctrl+[garbage]" to "Ctrl+_"
QString modifierOnlyString = QKeySequence(Qt::Key_Underscore | modifiers).toString();
// Change "Ctrl+_" to "Ctrl+..."
modifierOnlyString.replace("_", "...");
return modifierOnlyString;
}
}
};
To expose this in QML, you have to say engine.rootContext()->setContextProperty("qmlUtil", new QmlUtil()); in your main.cpp where you are setting up your QQmlEngine.
Then you can type qmlUtil.keyToString(event.key, event.modifiers) in QML to turn a keyboard event to a string.
You can combine that with the solution here https://stackoverflow.com/a/64839234/353407 replacing the individual cases with a single function call to qmlUtil.keyToString

You can set a string to the sequence property from Shortcut, see Qt docs.
For example if you want to chain Ctrl+M and Ctrl+T, you specify the following:
Shortcut {
sequence: "cltr+m,ctrl+t"
onActivated: console.log("you activated turbo mode")
}
It's even possible to assign multiple keyboard shortcuts to the same action, using the sequences (plural) property: Qt docs

Related

If I call a setValue() or similar function of a Qt widget, when is its valueChanged() slot guaranteed to be executed?

Let's say I have multiple input widgets to set up the same parameter. For example, there is a QSlider and a QSpinBox which need to show the same value. In the valueChanged() slot of one of them I call the setValue() of the other one.
Obviously, this would result in an endless loop of them calling each other.
A similar problem arises when this input widget controls some external resource or device. If the user changes the value, it will send the new value to the external device. But if the external device changes the value (or it is read from a settings file, etc) then I have to update the widget, which in turn will send the value, which in turn will update the widget, and so on.
A third scenario is when I save the values into a file or database, but I have to initialize the widgets to some value at the beginning, possibly before I got all the values from the database. But by initializing the widgets at the beginning of my program, they will write that dummy value into the database, overwriting the real values.
The obvious solution for these problems is to just have a bool which allows or forbids the side effects of the valueChanged() functions.
For example, if I want to change the value of my slider, I use
editing = true;
slider.setValue(value);
editing = false;
While I have if (editing) return; at the beginning of my valueChanged() function.
Assuming I didn't fiddle with setting up the signals and slots manually, but they were done by QtCreator, is there a danger of the slot being called later, for example after the editing flag is set to false again? I tried it, and it works, but I am unsure how guaranteed it is.
If you use direct connection (the default for objects in the same thread), the slot is called as soon as the signal is emitted, that is before the setValue method returns.
If you use Qt::QueuedConnection, the slot is invoked when control returns to the event loop of the receiver's thread.
See Qt::ConnectionType
The way I would go about solving this problem is by having another QObject that will be your data model. Your data will be centralized in your model, and will gotten/set via the model. This way your widgets wouldn't need to know about one another and can be created in separate places in your code as long as they can access your model.
Your model will have a method setValue and a signal valueChanged, so it will look some thing like this:
class Model : public QObject {
Q_OBJECT
public:
void setValue(const QVariant& value) {
if (_value != value) {
_value = value;
emit valueChanged(_value);
}
}
const QVariant& getValue() const {
return _value;
}
public signals:
void valueChanged(QVariant& value);
private:
QVariant _value;
}
Then your widgets can take the same instance of Model as a dependency and listen to its valueChanged signal and update themselves. The widgets will also listen to user input, and when the user changes the value then they will change the value in the model. That way the other widgets will get notified about the change.
Your widgets will look like this:
class MySlider : public QSlider {
Q_OBJECT
public:
explicit MySlider(QSharedPointer<Model> model, QWidget *parent=nullptr)
: QSlider(parent), _model(model) {
connect(this, &QSlider::valueChanged, this, [this](int value){
_model->setValue(value);
});
connect(_model.data(), &Model::valueChanged, this, &MySlider::onValueChanged);
//this is to update the widget with the latest value upon creation
onValueChanged(_model->getValue());
}
private slots:
void onValueChanged(const QVariant& value) {
if (value.toInt() != value()) {
//this is calling QSlider::setValue
setValue(value.toInt());
}
}
}
Before you create all your widgets you can create your model with the default value, so let's assume it's in main:
int main(int argc, char *argv[]) {
QApplication a(argc, argv);
MainWindow w;
w.show();
//note that your model doesn't have a parent, it's a shared pointer
auto model = QSharedPointer<Model>::create();
auto mySlider1 = new MySlider(model, &w);
auto mySlider2 = new MySlider(model, &w);
return a.exec();
}
P.S. You can also look into QDataWidgetMapper and see if it can accomplish what you're looking for.

How to render programmatically a vtk item in qml?

So far, I understand that we have two threads in QML, our main application thread, and our "scene graph" thread : http://doc.qt.io/qt-5/qtquick-visualcanvas-scenegraph.html
I've implemented my own vtkQmlItem with the help of this link : http://doc.qt.io/qt-5/qtquick-scenegraph-openglunderqml-example.html
and I've noticed that my vtkscene is only rendered when the afterrendering signal is emitted by the qml flow.
So far, everything is ok and works perfectly, I can see my vtk scene and can even interract with it.
But I would like to also programmatically render my vtk scene as well, since I want to do an animation by moving the camera around a vtk object.
Calling renderer->render() directly shows a lot of vtk error, and does not seem to be the good way to do this.
Calling this->window()->update() seems to put the event in the eventLoop, when I want it to be handled instantly. The only way I've managed to make it work instantly is by using QApplication::processEvents(), which is a hack I don't like and would love another solution.
So the pseudocode of the working solution that I don't like is the following :
for (int i = 0; i < 50; i++)
{
ChangeCameraPosition(i); // Change the position and orientation of the vtk camera
this->window()->update();
QApplication::processEvents(); // The hack I don't like
QThread::msleep(500);
}
For people looking for a solution for this using Qt QuickControls 2 and VTK 8, you can find a working example in this repository https://github.com/nicanor-romero/QtVtk with building instructions in the README.
the problem is actually a bit complicated and if nothing changed in the past few months, there is still no support for QtQuick in VTK, which means no simple few lines solution. You can find support classes for QtWidgets in VTK/GUISupport/QtOpenGL/ and use them as a template to derive support for qml. But mainly I recommend checking this thread for a discussion about this topic.
The key point is that QtQuick holds the openGL context for the qml window you are trying to render into in a dedicated thread and it won't let anything else get that context. So in order to render into it from VTK, you have to do it within that thread. This means:
1) Create your own vtkRenderWindow that overrides the Render() method such that it is ensured it happens in the qml's render thread.
2) Make that render window render into a framebuffer object provided by the qtquick (instance of QQuickFramebufferObject).
3) Interconnect vtk's rendering signals with the qt's rendering methods -> e.g. when the vtk render window calls makeCurrent, the qt's rendering thread "wakes up".
Here is my implementation based on Taylor Braun-Jones' template linked above. It might not be perfect, but it works for me (I have removed some parts specific to my app so it might not compile straight away, but it should put you on a path to some working solution):
qmlVtk.h:
#include <vtkEventQtSlotConnect.h>
#include <vtkGenericOpenGLRenderWindow.h>
#include <vtkRenderer.h>
#include <QtQuick/QQuickFramebufferObject>
// Use the OpenGL API abstraction from Qt instead of from VTK because vtkgl.h
// and other Qt OpenGL-related headers do not play nice when included in the
// same compilation unit
#include <QOpenGLFunctions>
#include <qqmlapplicationengine.h>
class QVTKFramebufferObjectRenderer;
class QVTKInteractorAdapter;
class vtkInternalOpenGLRenderWindow;
class QVTKFramebufferObjectRenderer;
class QVTKFrameBufferObjectItem : public QQuickFramebufferObject
{
Q_OBJECT
public:
QVTKFrameBufferObjectItem(QQuickItem *parent = 0);
~QVTKFrameBufferObjectItem();
Renderer *createRenderer() const;
vtkSmartPointer<vtkInternalOpenGLRenderWindow> GetRenderWindow() const;
protected:
// Called once before the FBO is created for the first time. This method is
// called from render thread while the GUI thread is blocked.
virtual void init();
vtkSmartPointer<vtkInternalOpenGLRenderWindow> m_win;
QVTKInteractorAdapter* m_irenAdapter;
vtkSmartPointer<vtkEventQtSlotConnect> mConnect;
friend class QVTKFramebufferObjectRenderer;
// Convert the position of the event from openGL coordinate to native coordinate
QMouseEvent openGLToNative(QMouseEvent const& event);
virtual void mouseMoveEvent(QMouseEvent * event);
virtual void mousePressEvent(QMouseEvent * event);
virtual void mouseReleaseEvent(QMouseEvent * event);
virtual void mouseDoubleClickEvent(QMouseEvent * event);
virtual void wheelEvent(QWheelEvent *event);
virtual void keyPressEvent(QKeyEvent* event);
virtual void keyReleaseEvent(QKeyEvent* event);
virtual void focusInEvent(QFocusEvent * event);
virtual void focusOutEvent(QFocusEvent * event);
protected Q_SLOTS:
// slot to make this vtk render window current
virtual void MakeCurrent();
// slot called when vtk wants to know if the context is current
virtual void IsCurrent(vtkObject* caller, unsigned long vtk_event, void* client_data, void* call_data);
// slot called when vtk wants to start the render
virtual void Start();
// slot called when vtk wants to end the render
virtual void End();
// slot called when vtk wants to know if a window is direct
virtual void IsDirect(vtkObject* caller, unsigned long vtk_event, void* client_data, void* call_data);
// slot called when vtk wants to know if a window supports OpenGL
virtual void SupportsOpenGL(vtkObject* caller, unsigned long vtk_event, void* client_data, void* call_data);
};
/// <summary>
/// An extension of vktGenericOpenGLRenderWindow to work with Qt.
/// Serves to write VTK-generated render calls to a framebuffer provided and maintained by Qt. It is meant to be used within Qt render loop, i.e. using Qt's render thread.
/// </summary>
/// <seealso cref="vtkGenericOpenGLRenderWindow" />
/// <seealso cref="QOpenGLFunctions" />
class vtkInternalOpenGLRenderWindow : public vtkGenericOpenGLRenderWindow, protected QOpenGLFunctions
{
public:
static vtkInternalOpenGLRenderWindow* New();
vtkTypeMacro(vtkInternalOpenGLRenderWindow, vtkGenericOpenGLRenderWindow)
virtual void OpenGLInitState();
// Override to use deferred rendering - Tell the QSG that we need to
// be rendered which will then, at the appropriate time, call
// InternalRender to do the actual OpenGL rendering.
virtual void Render();
// Do the actual OpenGL rendering
void InternalRender();
// Provides a convenient way to set the protected FBO ivars from an existing
// FBO that was created and owned by Qt's FBO abstraction class
// QOpenGLFramebufferObject
void SetFramebufferObject(QOpenGLFramebufferObject *fbo);
QVTKFramebufferObjectRenderer *QtParentRenderer;
protected:
vtkInternalOpenGLRenderWindow();
~vtkInternalOpenGLRenderWindow()
{
// Prevent superclass destructors from destroying the framebuffer object.
// QOpenGLFramebufferObject owns the FBO and manages it's lifecyle.
this->OffScreenRendering = 0;
}
};
qmlVtk.cpp:
#include "QVTKFramebufferObjectItem.h"
#include <QQuickFramebufferObject>
#include <QQuickWindow>
#include <QOpenGLFramebufferObject>
#include <QVTKInteractorAdapter.h>
#include <vtkRenderWindowInteractor.h>
#include <vtkObjectFactory.h>
#include <vtkSmartPointer.h>
#include <vtkCamera.h>
#include <vtkProperty.h>
#include <qglfunctions.h>
class QVTKFramebufferObjectRenderer : public QQuickFramebufferObject::Renderer
{
friend class vtkInternalOpenGLRenderWindow;
public:
QVTKFramebufferObjectRenderer(vtkSmartPointer<vtkInternalOpenGLRenderWindow> rw) :
m_framebufferObject(0)
{
m_vtkRenderWindow = rw;
m_vtkRenderWindow->QtParentRenderer = this;
}
~QVTKFramebufferObjectRenderer()
{
m_vtkRenderWindow->QtParentRenderer = 0;
glFrontFace(GL_CCW); // restore default settings
}
virtual void synchronize(QQuickFramebufferObject * item)
{
// the first synchronize call - right before the the framebufferObject
// is created for the first time
if (!m_framebufferObject)
{
QVTKFrameBufferObjectItem *vtkItem = static_cast<QVTKFrameBufferObjectItem*>(item);
vtkItem->init();
}
}
virtual void render()
{
m_vtkRenderWindow->InternalRender(); // vtkXOpenGLRenderWindow renders the scene to the FBO
}
QOpenGLFramebufferObject *createFramebufferObject(const QSize &size)
{
QOpenGLFramebufferObjectFormat format;
format.setAttachment(QOpenGLFramebufferObject::Depth);
m_framebufferObject = new QOpenGLFramebufferObject(size, format);
m_vtkRenderWindow->SetFramebufferObject(m_framebufferObject);
return m_framebufferObject;
}
vtkSmartPointer<vtkInternalOpenGLRenderWindow> m_vtkRenderWindow;
QOpenGLFramebufferObject *m_framebufferObject;
};
vtkStandardNewMacro(vtkInternalOpenGLRenderWindow);
vtkInternalOpenGLRenderWindow::vtkInternalOpenGLRenderWindow() :
QtParentRenderer(0)
{
vtkOpenGLRenderWindow::OpenGLInitContext();
}
void vtkInternalOpenGLRenderWindow::OpenGLInitState()
{
this->MakeCurrent();
vtkOpenGLRenderWindow::OpenGLInitState();
// Before any of the gl* functions in QOpenGLFunctions are called for a
// given OpenGL context, an initialization must be run within that context
initializeOpenGLFunctions();
glFrontFace(GL_CW); // to compensate for the switched Y axis
}
void vtkInternalOpenGLRenderWindow::InternalRender()
{
vtkOpenGLRenderWindow::Render();
}
//
// vtkInternalOpenGLRenderWindow Definitions
//
void vtkInternalOpenGLRenderWindow::Render()
{
this->QtParentRenderer->update();
}
void vtkInternalOpenGLRenderWindow::SetFramebufferObject(QOpenGLFramebufferObject *fbo)
{
// QOpenGLFramebufferObject documentation states that "The color render
// buffer or texture will have the specified internal format, and will
// be bound to the GL_COLOR_ATTACHMENT0 attachment in the framebuffer
// object"
this->BackLeftBuffer = this->FrontLeftBuffer = this->BackBuffer = this->FrontBuffer =
static_cast<unsigned int>(GL_COLOR_ATTACHMENT0);
// Save GL objects by static casting to standard C types. GL* types
// are not allowed in VTK header files.
QSize fboSize = fbo->size();
this->Size[0] = fboSize.width();
this->Size[1] = fboSize.height();
this->NumberOfFrameBuffers = 1;
this->FrameBufferObject = static_cast<unsigned int>(fbo->handle());
this->DepthRenderBufferObject = 0; // static_cast<unsigned int>(depthRenderBufferObject);
this->TextureObjects[0] = static_cast<unsigned int>(fbo->texture());
this->OffScreenRendering = 1;
this->OffScreenUseFrameBuffer = 1;
this->Modified();
}
void QVTKFrameBufferObjectItem::Start()
{
m_win->OpenGLInitState();
}
void QVTKFrameBufferObjectItem::End()
{
}
void QVTKFrameBufferObjectItem::MakeCurrent()
{
this->window()->openglContext()->makeCurrent(this->window());
}
void QVTKFrameBufferObjectItem::IsCurrent(vtkObject*, unsigned long, void*, void* call_data)
{
bool* ptr = reinterpret_cast<bool*>(call_data);
*ptr = this->window()->openglContext();
}
void QVTKFrameBufferObjectItem::IsDirect(vtkObject*, unsigned long, void*, void* call_data)
{
int* ptr = reinterpret_cast<int*>(call_data);
*ptr = QGLFormat::fromSurfaceFormat(this->window()->openglContext()->format()).directRendering();
}
void QVTKFrameBufferObjectItem::SupportsOpenGL(vtkObject*, unsigned long, void*, void* call_data)
{
int* ptr = reinterpret_cast<int*>(call_data);
*ptr = QGLFormat::hasOpenGL();
}
QVTKFrameBufferObjectItem::QVTKFrameBufferObjectItem(QQuickItem *parent) : QQuickFramebufferObject(parent)
{
setAcceptedMouseButtons(Qt::AllButtons);
m_irenAdapter = new QVTKInteractorAdapter(this);
m_win = vtkSmartPointer<vtkInternalOpenGLRenderWindow>::New();
// make a connection between the vtk signals and qt slots so that an initialized and madeCurrent opengl context is given to the vtk
// we probably need only the Start(), MakeCurrent() and End() one, but just to be sure...
mConnect = vtkSmartPointer<vtkEventQtSlotConnect>::New();
mConnect->Connect(m_win, vtkCommand::WindowMakeCurrentEvent, this, SLOT(MakeCurrent()));
mConnect->Connect(m_win, vtkCommand::WindowIsCurrentEvent, this, SLOT(IsCurrent(vtkObject*, unsigned long, void*, void*)));
mConnect->Connect(m_win, vtkCommand::StartEvent, this, SLOT(Start()));
mConnect->Connect(m_win, vtkCommand::EndEvent, this, SLOT(End()));
mConnect->Connect(m_win, vtkCommand::WindowIsDirectEvent, this, SLOT(IsDirect(vtkObject*, unsigned long, void*, void*)));
mConnect->Connect(m_win, vtkCommand::WindowSupportsOpenGLEvent, this, SLOT(SupportsOpenGL(vtkObject*, unsigned long, void*, void*)));
}
QVTKFrameBufferObjectItem::~QVTKFrameBufferObjectItem()
{
mConnect->Disconnect(); // disconnect all slots
if (m_irenAdapter)
delete m_irenAdapter;
}
QQuickFramebufferObject::Renderer *QVTKFrameBufferObjectItem::createRenderer() const
{
return new QVTKFramebufferObjectRenderer(m_win);
}
vtkSmartPointer<vtkInternalOpenGLRenderWindow> QVTKFrameBufferObjectItem::GetRenderWindow() const
{
return m_win;
}
void QVTKFrameBufferObjectItem::init()
{
}
// theoretically not needed now - the Y is being flipped in render and devicePixelRatio will almost always be = 1 on a PC anyway...but lets keep it to be sure
QMouseEvent QVTKFrameBufferObjectItem::openGLToNative(QMouseEvent const& event)
{
QPointF localPos(event.localPos());
localPos.setX(localPos.x() * window()->devicePixelRatio());
localPos.setY(localPos.y() * window()->devicePixelRatio());
QMouseEvent nativeEvent(event.type(), localPos, event.button(), event.buttons(), event.modifiers());
return nativeEvent;
}
void QVTKFrameBufferObjectItem::mouseMoveEvent(QMouseEvent * event)
{
m_win->GetInteractor()->SetSize(this->width(), this->height());
QMouseEvent nativeEvent = openGLToNative(*event);
m_irenAdapter->ProcessEvent(&nativeEvent, this->m_win->GetInteractor());
}
void QVTKFrameBufferObjectItem::mousePressEvent(QMouseEvent * event)
{
m_win->GetInteractor()->SetSize(this->width(), this->height());
QMouseEvent nativeEvent = openGLToNative(*event);
m_irenAdapter->ProcessEvent(&nativeEvent, this->m_win->GetInteractor());
}
void QVTKFrameBufferObjectItem::mouseReleaseEvent(QMouseEvent * event)
{
m_win->GetInteractor()->SetSize(this->width(), this->height());
QMouseEvent nativeEvent = openGLToNative(*event);
m_irenAdapter->ProcessEvent(&nativeEvent, this->m_win->GetInteractor());
}
void QVTKFrameBufferObjectItem::wheelEvent(QWheelEvent *event)
{
m_irenAdapter->ProcessEvent(event, this->m_win->GetInteractor());
}
void QVTKFrameBufferObjectItem::keyPressEvent(QKeyEvent* event)
{
m_irenAdapter->ProcessEvent(event, this->m_win->GetInteractor());
}
void QVTKFrameBufferObjectItem::keyReleaseEvent(QKeyEvent* event)
{
m_irenAdapter->ProcessEvent(event, this->m_win->GetInteractor());
}
void QVTKFrameBufferObjectItem::focusInEvent(QFocusEvent * event)
{
m_irenAdapter->ProcessEvent(event, this->m_win->GetInteractor());
}
void QVTKFrameBufferObjectItem::focusOutEvent(QFocusEvent * event)
{
m_irenAdapter->ProcessEvent(event, this->m_win->GetInteractor());
}
To use it, define an instance of the framebuffer in your qml form and stretch it across the window you want to render into, e.g. like this (assuming you registered the QVTKFrameBufferObjectItem as a QVTKFrameBuffer in qml e.g. like this qmlRegisterType<QVTKFrameBufferObjectItem>("VtkQuick", 1, 0, "QVTKFrameBuffer");):
import VtkQuick 1.0
QVTKFrameBuffer
{
id: renderBuffer
anchors.fill : parent
Component.onCompleted :
{
myCppDisplay.framebuffer = renderBuffer // tell the c++ side of your app that this is the framebuffer into which it should render
}
}
You then use the vtkRenderWindow you get by myCppDisplay.framebuffer.GetRenderWindow() the same way you would use any other vtkRenderWindow if you were rendering into a vtk-managed window, i.e. you can assign vtkRenderer to it, assign actors to that renderer, call theWindow.Render() as you wish and it will all be rendered into the qml component to which you assigned the framebuffer.
Two notes: 1) the vtk and qt use different coordinate system, you need to flip the y-coordinate...I am doing it by assigning a scale transformation to the camera, but there is plenty of other ways to do it:
vtkSmartPointer<vtkTransform> scale = vtkSmartPointer<vtkTransform>::New();
scale->Scale(1, -1, 1);
renderer->GetActiveCamera()->SetUserTransform(scale);
2) things get quite tricky once you start using multiple threads - you have to make sure that you are not trying to render in two different threads, because they would compete for that one QtQuick's rendering thread. This does not mean only not calling renderWindow.Render() in parallel - that is easy to avoid - but you have to realize that that qt thread is used also for rendering the GUI, so you might get into trouble this way (updating GUI while doing VTK rendering).
I tried implementing this example and have successfully compiled and ran it as well but I am facing some challenges with respect to the code.
I am not able to figure out where these lines are defined as they are giving me runtime errors and are not getting recognized as well.
(Defined in qmlVtk.cpp -> SetFramebufferObject() function)
this->NumberOfFrameBuffers = 1;
this->FrameBufferObject = static_cast<unsigned int>(fbo->handle());
this->DepthRenderBufferObject = 0;
this->TextureObjects[0] = static_cast<unsigned int>(fbo->texture());
this->OffScreenRendering = 1;
this->OffScreenUseFrameBuffer = 1;
Also, can anyone guide me as how to integrate QML with OpenGLWidget.

Global shortcut in QML

I am trying to make an application in QML (Qt 5.5) that is always running and shows up when the user presses alt+space.
I have tried using the Action class in QML, but it only works when the window has the focus, not when the window is not visible.
I've also tried QShortcut (which is not ideal, since my application is not based on QWidget) but I had no results.
Also using eventFilter on QApplication doesn't seem to work when the window is not visible.
Is there a way of doing it?
I've never implemented an app in QML but I think what you are looking for is the Global Shortcut Module (http://libqxt.bitbucket.org/doc/tip/qxtglobalshortcut.html).
It is a "A global shortcut triggers even if the application is not active."
If a system wide global shortcut is what you need, I don't recall Qt having anything to offer out of the box, much less QML.
You will have to resort to the platform specific APIs to get this thing done. Like for example on windows that would be the BOOL WINAPI RegisterHotKey() function.
I have resorted to use XGrab and create a subclass of QThread (because of the separate event loop) to integrate it with the Qt signals.
shortcutactivator.h
#ifndef SHORTCUTACTIVATOR_H
#define SHORTCUTACTIVATOR_H
#include <QThread>
class ShortcutActivator : public QThread
{
Q_OBJECT
public:
void run();
signals:
void activated();
public slots:
void end();
private:
bool terminate = false;
};
#endif // SHORTCUTACTIVATOR_H
shortcutactivator.cpp
#include "shortcutactivator.h"
#include <X11/Xlib.h>
#include <X11/Xutil.h>
void ShortcutActivator::end() {
this->terminate = true;
}
void ShortcutActivator::run() {
Display* dpy = XOpenDisplay(0);
Window root = DefaultRootWindow(dpy);
XEvent ev;
unsigned int modifiers = Mod1Mask; // AnyModifier; // ControlMask | ShiftMask | AnyModifier;
int keycode = XKeysymToKeycode(dpy,XK_space);
Window grab_window = root;
Bool owner_events = False;
int pointer_mode = GrabModeAsync;
int keyboard_mode = GrabModeAsync;
XGrabKey(dpy, keycode, modifiers, grab_window, owner_events, pointer_mode, keyboard_mode);
XGrabKey(dpy, keycode, modifiers | Mod2Mask , grab_window, owner_events, pointer_mode, keyboard_mode);
XGrabKey(dpy, keycode, modifiers | LockMask, grab_window, owner_events, pointer_mode, keyboard_mode);
XGrabKey(dpy, keycode, modifiers | LockMask | Mod2Mask, grab_window, owner_events, pointer_mode, keyboard_mode);
XSelectInput(dpy, root, KeyPressMask );
while(true)
{
XNextEvent(dpy, &ev);
switch(ev.type)
{
case KeyPress:
printf("Key pressed\n");
emit this->activated();
default:
break;
}
if(this->terminate)
break;
}
XCloseDisplay(dpy);
XUngrabKey(dpy,keycode,modifiers,grab_window);
XUngrabKey(dpy,keycode,modifiers | Mod2Mask,grab_window);
XUngrabKey(dpy,keycode,modifiers| LockMask,grab_window);
XUngrabKey(dpy,keycode,modifiers | LockMask | Mod2Mask,grab_window);
}

QML ListModel file read/write and good practices

I am just starting to learn QML and I am kinda lost at what should I do when I want to read ListModel from settings.
My dilemma is:
1) If I define the model in C++ code I have no problems loading it (I have done similar stuff loads of times) but I am sacrificing my time to actually write (and later update) model code and then recompile each time I need to do it.
2) My other idea is to read settings file into QList of QVariantMap and create the model in QML file reading this list using javascript. This way I will only need 2 C++ functions, one to read the file section by section and one to write it. But as I said - I am only starting QML programming and not sure if it is sane or discouraged.
Can someone comment on good practices when one needs dynamic QML ListModel?
UPD: I seem to need to clarify the question:
Do I even need C++ data model if the stuff is simple enough to read from settings and then parse directly into ListModel via Javascript? Or are there pitfalls I am not aware of that make C++ way the only reasonable choice?
UPD2 After some mroe researching I am tempted to go with LocalStorage and forgo c++ altogether
Making an existing C++ model editable is quit easy, since you get everything from Qt.
You have the following in .h
class MyModel : public QAbstractListModel
{
Q_OBJECT
public:
enum MyRoles {
SomeRole = Qt::UserRole,
// ...
}
// ...
bool setData(const QModelIndex &index, const QVariant &value, int role);
in .cpp
bool MyModel::setData(const QModelIndex &index, const QVariant &value, int role)
{
switch (role) {
case SomeRole:
// your writer code
emit dataChanged(index, index, (QVector<int>(0) << SomeRole));
return true;
case SomeOtherRole:
// ...
return true;
default:
qCritical() << "MyModel.setData: Unknown role:" << role;
return false;
}
}
Now your can use QML internals to perfrom a write.
MyModelDelegate {
Button {
text: somerole
onClicked: {
// this will call setData with the correct row index and SomeRole
somerole = "some other value"
}
}
}
This C++ code is only recompiled when you add new roles, which should not happen very often or your write method changed.

What is the right way to suppress Qt signals when values are explicitely set

I got a from QWidget derived class that holds three QSpinBoxes (e.g. coordinates). The valueChanged() signal is connected and is emitted in at least these three cases:
up/down button
manually entered number
setValue()
However, when using setValue(), I want to suppress the signal(s), since I don't want to have (three) signals. In my understanding, there are two ways to handle this:
QObject::blockSignals()
using a flag that indicates whether the values were explicitely set
Both variants work, but I think they are not straight-forward at all: For the first one, I generally block all signals AND I need to set blockSignals(true) for all underyling widgets (blockSignals doesn't block children QObjects in my application). For the second one, I need to query the flag in every update method AND the signals are raised although I don't need them.
Are there any general designing patterns that prevent such behavior? If not, what variant would you prefer?
The third option would be to subclass QSpinBox, implement desired functionality there, and used derived class instead of QSpinBox - this hides all associated complexity in derived class and allows you use it just like QSpinBox.
For example, following class
myQSpinBox.h
#ifndef MYQSPINBOX_H
#define MYQSPINBOX_H
#include <QSpinBox>
class myQSpinBox : public QSpinBox
{
Q_OBJECT
public:
myQSpinBox(QWidget * parent = 0 );
protected:
bool valueBeingSet;
public slots:
void setValue (int val);
private slots:
void On_valueChanged(int val);
signals:
void valueChangedNotBySet(int val);
};
#endif // MYQSPINBOX_H
myQSpinBox.cpp
#include "myQSpinBox.h"
myQSpinBox::myQSpinBox(QWidget * parent)
: QSpinBox(parent)
, valueBeingSet(false)
{
connect(this,SIGNAL(valueChanged(int)),this,SLOT(On_valueChanged(int)));
}
void myQSpinBox::setValue ( int val )
{
valueBeingSet = true;
QSpinBox::setValue(val);
valueBeingSet = false;
}
void myQSpinBox::On_valueChanged(int val)
{
if(!valueBeingSet)
emit valueChangedNotBySet(val);
}
will emit valueChangedNotBySet(int); in cases 1. and 2., but not in case 3., keeping all QSpinBox functionality intact

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