Connect Qtimer with a widget - qt

I want to use a QTimer object to control a LED indictor status. A QLed class inherited QWidget is created to control the LED indicator. Here below its two major functions relevant:
void QLed::setLEDFlashing(bool value)
{
ledStatus = value; //Boolean value to accept a user-defined LED status
m_value = ledStatus; //m_value is used in painting LED (with QtSvgRenderer)
QTimer ledTimer;
ledTimer.setInterval(300);
if(!ledTimer.isActive())
{
ledTimer.start();
}
//Here is the connection between the timer and this (i.e., QLed*) object
connect(&ledTimer, SIGNAL(timeout()), this, SLOT(setLEDFlashingTimerHandler()));
}
//I want to use this function to make LED keep flashing
void QLed::setLEDFlashingTimerHandler()
{
//qDebug()<<"setLEDFlashingTimerHandler()";
if (ledStatus)
{
m_value = TRUE;
ledStatus = FALSE;
}
else
{
m_value = FALSE;
ledStatus =TRUE;
}
}
//This is to paint the LED widget
void QLed::paintEvent(QPaintEvent *)
{
QPainter painter(this);
painter.setRenderHint(QPainter::Antialiasing, true);
//based on m_value, different svg file is loaded
if(m_value)
ledShapeAndColor.append(colors[m_onColor]);
else
ledShapeAndColor.append(colors[m_offColor]);
renderer->load(ledShapeAndColor);
renderer->render(&painter);
//qDebug()<<"paintEvent m_value="<<m_value;
}
In the mainwindow.ui, I add a QLabel object (named led) and promote it to QLed, and in the mainwindow.cpp:
ui->led->setLEDFlashing(TRUE);
The above codes cannot result in a flashing LED indicator. Actually, the connection between ledTimer and setLEDFlashingTimerHandler does NOT take effect for some reason, and m_value is not updated in paintEvent. Anyone can help debug my codes? Thanks!
Edits:
I have solved the connection issue by using QTimer *ledTimer in stead of QTimer ledTimer. But the painting still not works as expected, since m_value is not updated in that function or the function is only invoked for the very first time?

In your function QLed::setLEDFlashing, you create a local instance of QTimer which will be destroyed at the end of your function.
You should declare your QTimer as an attribute of your class or use a inner timer with QObject::startTimer

Related

QT-How to utilize QWidget with QThread?

I'm making some GUI through QT.
I almost complete my work but I have a hard time dealing with Qthread.
My goal is to measure the position of the motor (it moves) and display it on the Qtextbrowser while working another function in the main thread. When I wrote codes like below, people said I can't use QTextBrowser(Qwidget) directly in the thread, so I'm searching how to return location value to the main thread. Can you do me a favor?
MDCE is a class in another header and the codes I attach are some parts of my first code.
void MotorPort::StartThread(MDCE* com, QTextBrowser* browser)
{
thread1 = QThread::create(std::bind(&MotorPort::MeasureLocation,this,com,browser));
thread1 -> start();
}
void MotorPort::MeasureLocation(MDCE* com, QTextBrowser* browser)
{
double location;
while(1)
{
location = CurrentLocation(com); \\return current position value
browser->setText(QString::number(location));
if (QThread::currentThread()->isInterruptionRequested()) return ;
}
}
void MotorPort::stopMeasure()
{
thread1->requestInterruption();
if (!thread1->wait(3000))
{
thread1->terminate();
thread1->wait();
}
thread1 = nullptr;
}
You should use the Qt signal/slot mechanism for iter-thread notification such as this. Firstly change your MotorPort class definition to declare a signal location_changed...
class MotorPort: public QObject {
Q_OBJECT;
signals:
void location_changed(QString location);
...
}
Now, rather than MotorPort::MeasureLocation invoking QTextBrowser::setText directly it should emit the location_changed signal...
void MotorPort::MeasureLocation (MDCE *com, QTextBrowser *browser)
{
while (true) {
double location = CurrentLocation(com);
/*
* Emit signal to notify of location update.
*/
emit location_changed(QString::number(location));
if (QThread::currentThread()->isInterruptionRequested())
return ;
}
}
Finally, update MotorPort::StartThread to connect the signal to the browser's setText slot...
void MotorPort::StartThread (MDCE *com, QTextBrowser *browser)
{
connect(this, &MotorPort::location_changed, browser, &QTextBrowser::setText);
thread1 = QThread::create(std::bind(&MotorPort::MeasureLocation, this, com, browser));
thread1->start();
}

QTimer activeChanged signal

In the documentation of QTimer there is a Properties-section, containing the active-property.
This made me believe, there might be something like a activeChanged-signal, I could connect to.
For IMHO unapparent reasons
QObject::connect(m_timer, &QTimer::activeChanged, this, &MyObject::mySlot);
failes, stating activeChanged is no member of QTimer.
Basically, I want to do something, when the timer gets initially started (so not on restart) or finally stopped. When the signal activeChanged does not exist, has anyone knowledge:
Why it is a property at all?
If there are some other signals to connect to, to do this?
Any way to hook in, and do something when the timer is started or stopped?
test in main.cpp
QTimer* tim = new QTimer;
QObject::connect(tim, &QTimer::activeChanged, qApp, [tim](){qDebug() << "Active changed" << tim->isActive(); });
tim->start(40000); // I want to get a signal
tim->start(100); // I don't want to get a signal
tim->stop(); // I want to get a signal
Create your own timer class and encapsulate QTimer:
class Timer : public QObject
{
Q_OBJECT
QTimer m_timer;
public:
Timer ()
{
connect(&m_timer, &QTimer::timeout, this, &Timer::timeout);
}
void start(int msec)
{
if (m_timer.isActive())
{
// Restart detected -> block signal
m_timer.blockSignals(true);
m_timer.start(msec);
m_timer.blockSignals(false);
}
else
{
m_timer.start(msec);
}
}
}
Since the class Timer has the full control and knowledge of the QTimer, you can have any apparent behavior you want.

Qt widget element doesn't want to hide

In my Qt application after pressing button I want to hide that button and start quite long process. While this process is running PushButton shouldn't be visible but it seems to be waiting for process being executed and after that hide button. It looks like QWidget is refreshing after end of PushButton slot function. Here's my simplified code:
void MainWindow::on_pushButton_clicked()
{
ui->progressBar->setVisible(true);
ui->pushButton->setVisible(false);
while(x<1000000) x++; //e.g of my long time function
}
When that function (on_pushButton_clicked() -> generated by mouse->go to slot) ends up my "view" is updated and button dissappear.
Is there any function to refresh my widget or maybe I forgot about sth?
Thanks in advance
Changes to the gui aren't shown until the program has a chance to redraw itself which won't happen until you return.
you'll need to defer the execution of the code somehow:
void MainWindow::on_pushButton_clicked()
{
ui->progressBar->setVisible(true);
ui->pushButton->setVisible(false);
QMetaObject::invokeMethod(this, &MainWindow::longFunction, Qt::QueuedConnection);
}
void MainWindow::longFunction()
{
while(x<1000000) x++; //e.g of my long time function
}
This returns to the event loop and then runs the longFunction but it will still block on and the progress bar won't show any updates until it is done.
To fix that you will either need to move the execution to a new thread or split the function up in shorter parts and invoke them in sequence with QMetaObject::invokeMethod and a QueuedConnection.
In order for the button to change state, it needs to return to process events in the event loop.
You could call QApplication::processEvents before the while loop in order to fix this, though it would be better to return to the event loop naturally, before you start the long-time function, by invoking the function as a QueuedConnection.
Alternatively, the better method would be to run the function in a separate thread, which will enable your GUI to remain active during the processing of the 'long function'
Start by creating an object to encapsulate the function that will do the work:-
class Worker : public QObject {
Q_OBJECT
public:
Worker();
~Worker();
public slots:
void process(); // This is where your long function will process
signals:
void finished();
void error(QString err);
};
void Worker::process()
{
while(x<1000000) x++; //e.g of my long time function
emit finished();
}
Create a new thread and start it when the button is clicked
void MainWindow::on_pushButton_clicked()
{
// change button visibility
ui->progressBar->setVisible(true);
ui->pushButton->setVisible(false);
// create the new thread and start the long function
QThread* thread = new QThread;
Worker* worker = new Worker();
worker->moveToThread(thread);
connect(worker, SIGNAL(error(QString)), this, SLOT(errorString(QString)));
connect(thread, SIGNAL(started()), worker, SLOT(process()));
//ensure the objects are cleared up when the work is done
connect(worker, SIGNAL(finished()), thread, SLOT(quit()));
connect(worker, SIGNAL(finished()), worker, SLOT(deleteLater()));
connect(thread, SIGNAL(finished()), thread, SLOT(deleteLater()));
//start the thread and the long function processing
thread->start();
}

How to monitor changes to an arbitrary widget?

I am starting a QT5 application with a rather complex design based on Qt Widgets. It runs on Beagleboard with a touchscreen. I will have a rather weird local invention instead of the LCD display. It's a laser painting on acrylic plate. It has no driver yet. To actually update a screen I must create a screenshot of the window as bitmap, turn it to grayscale and feed to a proprietary library, which will handle the laser. It should look cute, when ready. Unfortunately, the laser blinks on update, so I cannot just make screenshots on timer, or it will be jerky like hell.
I need to run a function every time a meaningful update of GUI happens, while preferably ignore things like button being pressed and released. Is there some way to create a hook without subclassing every single Qt Widget I will use? The only way to do this I know is to override paintEvent of everything. I want a simpler solution.
Possible assumptions are: the application will be running under X server with dummy display, will be the only GUI app running. Some updates happen without user input.
The code below does it. It doesn't dig too deeply into the internals of Qt, it merely leverages the fact that backing store devices are usually QImages. It could be modified to accommodate OpenGL-based backing stores as well.
The WidgetMonitor class is used to monitor the widgets for content changes. An entire top-level window is monitored no matter which particular widget is passed to the monitor(QWidget*) method. You only need to call the monitor method for one widget in the window you intend to monitor - any widget will do. The changes are sent out as a QImage of window contents.
The implementation installs itself as an event filter in the target window widget and all of its children, and monitors the repaint events. It attempts to coalesce the repaint notifications by using the zero-length timer. The additions and removals of children are tracked automagically.
When you run the example, it creates two windows: a source window, and a destination window. They may be overlapped so you need to separate them. As you resize the source window, the size of the destination's rendition of it will also change appropriately. Any changes to the source children (time label, button state) propagate automatically to the destination.
In your application, the destination could be an object that takes the QImage contents, converts them to grayscale, resizes appropriately, and passes them to your device.
I do not quite understand how your laser device works if it can't gracefully handle updates. I presume that it is a raster-scanning laser that runs continuously in a loop that looks roughly like this:
while (1) {
for (line = 0; line < nLines; ++line) {
drawLine();
}
}
You need to modify this loop so that it works as follows:
newImage = true;
QImage localImage;
while (1) {
if (newImage) localImage = newImage;
for (line = 0; line < localImage.height(); ++line) {
drawLine(line, localImage);
}
}
You'd be flipping the newImage flag from the notification slot connected to the WidgetMonitor. You may well find out that leveraging QImage, and Qt's functionality in general, in your device driver code, will make it much easier to develop. Qt provides portable timers, threads, collections, etc. I presume that your "driver" is completely userspace, and communicates via a serial port or ethernet to the micro controller that actually controls the laser device.
If you will be writing a kernel driver for the laser device, then the interface would be probably very similar, except that you end up writing the image bitmap to an open device handle.
// https://github.com/KubaO/stackoverflown/tree/master/questions/surface-20737882
#include <QtWidgets>
#include <array>
const char kFiltered[] = "WidgetMonitor_filtered";
class WidgetMonitor : public QObject {
Q_OBJECT
QVector<QPointer<QWidget>> m_awake;
QBasicTimer m_timer;
int m_counter = 0;
void queue(QWidget *window) {
Q_ASSERT(window && window->isWindow());
if (!m_awake.contains(window)) m_awake << window;
if (!m_timer.isActive()) m_timer.start(0, this);
}
void filter(QObject *obj) {
if (obj->isWidgetType() && !obj->property(kFiltered).toBool()) {
obj->installEventFilter(this);
obj->setProperty(kFiltered, true);
}
}
void unfilter(QObject *obj) {
if (obj->isWidgetType() && obj->property(kFiltered).toBool()) {
obj->removeEventFilter(this);
obj->setProperty(kFiltered, false);
}
}
bool eventFilter(QObject *obj, QEvent *ev) override {
switch (ev->type()) {
case QEvent::Paint: {
if (!obj->isWidgetType()) break;
if (auto *window = static_cast<QWidget *>(obj)->window()) queue(window);
break;
}
case QEvent::ChildAdded: {
auto *cev = static_cast<QChildEvent *>(ev);
if (auto *child = qobject_cast<QWidget *>(cev->child())) monitor(child);
break;
}
default:
break;
}
return false;
}
void timerEvent(QTimerEvent *ev) override {
if (ev->timerId() != m_timer.timerId()) return;
qDebug() << "painting: " << m_counter++ << m_awake;
for (auto w : m_awake)
if (auto *img = dynamic_cast<QImage *>(w->backingStore()->paintDevice()))
emit newContents(*img, w);
m_awake.clear();
m_timer.stop();
}
public:
explicit WidgetMonitor(QObject *parent = nullptr) : QObject{parent} {}
explicit WidgetMonitor(QWidget *w, QObject *parent = nullptr) : QObject{parent} {
monitor(w);
}
Q_SLOT void monitor(QWidget *w) {
w = w->window();
if (!w) return;
filter(w);
for (auto *obj : w->findChildren<QWidget *>()) filter(obj);
queue(w);
}
Q_SLOT void unMonitor(QWidget *w) {
w = w->window();
if (!w) return;
unfilter(w);
for (auto *obj : w->findChildren<QWidget *>()) unfilter(obj);
m_awake.removeAll(w);
}
Q_SIGNAL void newContents(const QImage &, QWidget *w);
};
class TestWidget : public QWidget {
QVBoxLayout m_layout{this};
QLabel m_time;
QBasicTimer m_timer;
void timerEvent(QTimerEvent *ev) override {
if (ev->timerId() != m_timer.timerId()) return;
m_time.setText(QTime::currentTime().toString());
}
public:
explicit TestWidget(QWidget *parent = nullptr) : QWidget{parent} {
m_layout.addWidget(&m_time);
m_layout.addWidget(new QLabel{"Static Label"});
m_layout.addWidget(new QPushButton{"A Button"});
m_timer.start(1000, this);
}
};
int main(int argc, char **argv) {
QApplication app{argc, argv};
TestWidget src;
QLabel dst;
dst.setFrameShape(QFrame::Box);
for (auto *w : std::array<QWidget *, 2>{&dst, &src}) {
w->show();
w->raise();
}
QMetaObject::invokeMethod(&dst, [&] { dst.move(src.frameGeometry().topRight()); },
Qt::QueuedConnection);
WidgetMonitor mon(&src);
src.setWindowTitle("Source");
dst.setWindowTitle("Destination");
QObject::connect(&mon, &WidgetMonitor::newContents, [&](const QImage &img) {
dst.resize(img.size());
dst.setPixmap(QPixmap::fromImage(img));
});
return app.exec();
}
#include "main.moc"

QT EventTransition implementation

I am trying to build an QT State Maschine. I have some States, and for those States i need Transition that alter the Graphics on my gui.
The Problem i having and the only reason i am asking, i am Stuck and Point 1.
The compiler cant identifie the QTEventTransition. I have QT 4.6 wroking with QT Creator on Windows.
The compiler does not find Header #include < QtEventTransition >
This is what i did i never did this bevor but i think it should be correct, I have A Header File where i have my Transitions Declareted like this:
class validateBoatTransition : public QtEventTransition
{
public:
validateBoatTransition(Widget *widget,ServerSkeleton* server);
protected:
bool eventTest(QEvent *e);
void onTransition(QEvent *);
private:
Chart* ourChart;
Message current;
BarelySocket* myBarelySocket;
};
Than i have my Cpp File where i have this:
validateBoatTransition::validateBoatTransition(Widget *widget,ServerSkeleton* server)
{
}
void validateBoatTransition::onTransition(QEvent *e)
{
/*
My Logik should go here
*/
}
What i want is that if the Transition is activated by an Button (clicked) it should fire this transition!
I searched the net, but cant find an solution. Can i do that? I should i think.
Yours Thomas
Maybe you should take a look to signals/slot mechanism. I think this is what you need to achieve what you want.
Make your onTransition function a slot instead of an event handler and connect it to the signal clicked of the button.
class validateBoatTransition : public QtEventTransition
{
...
public slots:
void onTransition();
...
}
Somewhere in your code, connect the button to the slot:
QObject::connect(myButton, signal(clicked()), myValidateBoatTransition, slot(onTransition());
Each time the button will be clicked the execution will go through the onTransition function.
I think you're trying to use wrong classes/mechanisms to achieve your goals. If I understand you correctly, you have some GUI and after clicking some button you want to validate some stuff and if this validation is successful the state machine should change it's state. I'd write it this way:
Create some class to handle validation:
class BoatValidator : public QObject
{
Q_OBJECT
// boring stuff like constructor, etc.
public slots:
void validate()
{
if ( /*your validation logic goes here*/ ) {
emit boatTransition();
}
}
signals:
void boatTransition(); // emitted if validation is succesful
};
Then you connect your QPushButton::clicked() to BoatValidator::validate() and use BoatValidator::boatTransition() signal to drive the state machine:
QStateMachine machine;
QState *state1 = new QState(&machine);
QState *state2 = new QState(&machine);
// more state machine setup
// connect validator and button
QPushButton button;
BoatValidator validator;
connect(&button, SIGNAL(clicked()), &validator, SLOT(validate()));
// use validator to change states
state1->addTransition(&validator, SIGNAL(boatTransition()), state2);
Generally I'd use signal to drive state machine, unless some transitions are obviously event driven (for example some QEvent::Enter/QEvent::Leave on GUI widgets, etc.).
What i wanted to do is build a Qt State Machine. The Problem was that i could not trigger my own Transitions (let alone with my own Events). The answers given are good but would lead to a messy code. Why should i use a QT State Machine if i could not use the QT Transitions?
The First Problem above is solved, if you create a new Project. QT Creater is very annoying.
But here now my solution , may it help others.
First my State:
class ServerState : public QState
{
Q_OBJECT
public:
ServerState(QPushButton * pushButton);
~ServerState();
public slots:
void buttonWasClicked();
protected:
void onEntry(QEvent *e);
void onExit(QEvent *e);
private:
QPushButton * pushButton;
};
Normal, but you see i added an Slot. This slot enables me to connect a bottom signal or a Widget Mouse Press Signal to it !
Like this:
QStateMachine *machine = new QStateMachine(this);
ServerState *s1 = new ServerState(connectButton);
connect(connectButton, SIGNAL(clicked()), s1, SLOT(buttonWasClicked()));
machine->addState(s1);
s1->addTransition(connectTransition);
all i needed to to is now fire a declared Event like this one :
#define RegisterToServerEventIndex User+5
class ConnectToServerEvent : public QEvent
{
public:
ConnectToServerEvent() : QEvent(QEvent::Type(QEvent::ConnectToServerEventIndex))
{}
};
when the slot was called:
void ServerState::buttonWasClicked()
{
this->machine()->postEvent(new ConnectToServerEvent());
qDebug("ServerState::buttonWasClicked");
}
The QT State Machine would now call all the Transitions , link with this state:
ConnectToServerTransition::ConnectToServerTransition(QPushButton * pushButtonB,ServerSkeleton* serverSkeleton)
{
this->pushButtonB = pushButtonB;
this->pushButtonB->hide();
this->serverSkeleton = serverSkeleton;
qDebug("ConnectToServerTransition::ConnectToServerTransition");
}
bool ConnectToServerTransition::eventTest(QEvent *e)
{
return (e->type() == QEvent::ConnectToServerEventIndex);
}
void ConnectToServerTransition::onTransition(QEvent *e)
{
if (true == this->serverSkeleton->initalisieren())
{
this->pushButtonB->show();
}else{
qDebug("Conection to Server faild");
}
emit kill();
return;
}
Whats so great that i dare to post?
Well first you can link a Qt SM to a widget where a mouse press event , or somthing else, is called and process the raw data to a an level you need later in your program. All you then need to do is, to emit the singal:
void Widget::mousePressEvent(QMouseEvent *event){
Coordinates current;
current.line = 0;
current.row = A;
current.row = (Row) (event->x() / 30); // 30 = breite von einen Feld
current.line = event->y() / 30; // 30 = länge von einen Feld
emit this->clicked(current);
return;
}
Then this enhenced information (current) is passed to the slot at my state, where i chose to call the correct transition that does the work. You could link more transitions to it, if you need it.
But most importend you dont need to reprogramm the Transition, a think i realy disliked.
Thank you for your help , i could not done it alone.

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