I'm new in Qt and have a question.
I have QLabel and QLineEdit objects, and when QLabel text is clicked on, I want to set this text in QLineEdit.
Also I have read that QLabel has not clicked signal.
Can you explain how can I do this and write code for me ?!
Either style another type of QWidget such as a specific QPushButton to look like a QLabel and use its clicked() signal or inherit QLabel yourself and emit your own clicked() signal.
See this example:
https://wiki.qt.io/Clickable_QLabel
If you choose the latter option you can pass the text in the signal. Then connect the necessary signals/slots up between the QLabel and the QLineEdit like so:
QObject::connect(&label, SIGNAL(clicked(const QString& text)),
&lineEdit, SLOT(setText(const QString& text)));
A simple way to accomplish that, without a need for any subclassing, is a signal source that monitors the events on some object and emits relevant signals:
// main.cpp - this is a single-file example
#include <QtWidgets>
class MouseButtonSignaler : public QObject {
Q_OBJECT
bool eventFilter(QObject * obj, QEvent * ev) Q_DECL_OVERRIDE {
if ((ev->type() == QEvent::MouseButtonPress
|| ev->type() == QEvent::MouseButtonRelease
|| ev->type() == QEvent::MouseButtonDblClick)
&& obj->isWidgetType())
emit mouseButtonEvent(static_cast<QWidget*>(obj),
static_cast<QMouseEvent*>(ev));
return false;
}
public:
Q_SIGNAL void mouseButtonEvent(QWidget *, QMouseEvent *);
MouseButtonSignaler(QObject * parent = 0) : QObject(parent) {}
void installOn(QWidget * widget) {
widget->installEventFilter(this);
}
};
The emit keyword is an empty macro, Qt defines it as follows:
#define emit
It is for use by humans as a documentation aid prefix only, the compiler and moc ignore it. As a documentation aid, it means: the following method call is a signal emission. The signals are simply methods whose implementation is generated for you by moc - that's why we have to #include "main.moc" below to include all the implementations that moc has generated for the object class(es) in this file. There's otherwise nothing special or magical to a signal. In this example, you could look in the build folder for a file called main.moc and see the implementation (definition) of void MouseButtonSignaler::mouseButtonEvent( .. ).
You can then install such a signaler on any number of widgets, such as a QLabel:
int main(int argc, char ** argv) {
QApplication app(argc, argv);
MouseButtonSignaler signaler;
QWidget w;
QVBoxLayout layout(&w);
QLabel label("text");
QLineEdit edit;
layout.addWidget(&label);
layout.addWidget(&edit);
signaler.installOn(&label);
QObject::connect(&signaler, &MouseButtonSignaler::mouseButtonEvent,
[&label, &edit](QWidget*, QMouseEvent * event) {
if (event->type() == QEvent::MouseButtonPress)
edit.setText(label.text());
});
w.show();
return app.exec();
}
#include "main.moc"
You need to create one Custom Label class, which will inherit QLabel. Then you can use MouseButtonRelease event to check clicking of Label and emit your custom signal and catch in one SLOT.
Your .h file will be as below:
class YourLabelClass : public QLabel{
signals:
void myLabelClicked(); // Signal to emit
public slots:
void slotLabelClicked(); // Slot which will consume signal
protected:
bool event(QEvent *myEvent); // This method will give all kind of events on Label Widget
};
In your .cpp file, your constructor will connect signal & slot as below :
YourLabelClass :: YourLabelClass(QWidget* parent) : QLabel(parent) {
connect(this, SIGNAL(myLabelClicked()), this, SLOT(slotLabelClicked()));
}
Remaining event method and SLOT method will be implemented as below:
bool YourLabelClass :: event(QEvent *myEvent)
{
switch(myEvent->type())
{
case(QEvent :: MouseButtonRelease): // Identify Mouse press Event
{
qDebug() << "Got Mouse Event";
emit myLabelClicked();
break;
}
}
return QWidget::event(myEvent);
}
void YourLabelClass :: slotLabelClicked() // Implementation of Slot which will consume signal
{
qDebug() << "Clicked Label";
}
For Changing a Text on QLineEdit, you need to create a Custom Class and share object pointer with custom QLabel Class. Please check test code at this link
In the above example the header needs Q_OBJECT:
class YourLabelClass : public QLabel{
Q_OBJECT
signals:
Related
I'd like a signal to be connected to a slot inside of a struct. My struct looks like:
//Header file
struct someStruct {
public:
int index;
public slots:
void someSlot();
};
QList<someStruct*> mListOfStructs;
and then I create a button that should forward its clicked() signal to the someSlot function.
//Source file
QPushButton *cmd = new QPushButton();
grd->addWidget(cmd, 3, 2, Qt::AlignCenter);
//grd is a QGridLayout somewhere inside the gui. I can see it and also the button.
now connection the clicked() event with the slot inside a specific struct does not work.
connect(cmd, SIGNAL(clicked()), mListOfStructs[3], SLOT(someSlot()));
some sources tell me that I have to add a metaObject or sth. I tried but it didn't work out. Maybe you know better.
I might use How to connect in Qt signal and slot in dynamically added buttons to get in slot index of added button? as workaround though.
your structure need the Q_Object meta attributes in order to emit signals and recieve slot events...
struct testStruct : public QObject
{
Q_OBJECT
public:
int index;
testStruct():index(0){}
public slots:
void someSlot()
{
qDebug() << "slot called!";
}
};
after that you can conected as usual:
testStruct *ts= new testStruct;
connect(this, SIGNAL(someSignal()), ts, SLOT(someSlot()));
disclaimer, i only just downloaded Qt today and have NO experience with it. so i'm sorry if this is a bit stupid. gotta start somewhere :).
i'll use [thing1] and [thing2], 1 being a qpolygon in a GraphicsWidget , 2 being a Widget.
[thing1] = scene->addPolygon([pathname],Pen,Brush)
ui->[thing2]->hide();
connect([thing1],SIGNAL(hovered()),ui->[thing2],SLOT(show()));
i'm trying to hide/show on a mouseover event, but i get the error
D:\Documents\Test\GUI\mainwindow.cpp:61: error: no matching function for call to 'MainWindow::connect(QGraphicsPolygonItem*&, const char*, MainWindow*, QTextEdit*&, const char*)'
connect([thing1],SIGNAL(hovered()),this,ui->[thing2],SLOT(show()));
^
NO!!
FYI:Signals and slots can be used by any qt objects, which a QPolygon is!
bool QObject::connect(const QObject * sender, const char * signal, const QObject * receiver, const char * method, Qt::ConnectionType type = Qt::AutoConnection)
the connect we use is actually QObject::connect(const QObject* sender_object, const char* signal, const QObject receiver_object, const char ), so it works on every QObject whether it is sending and receiving.
And in your case, as mentioned in the comments by hayt, QPolygon doesnt have hovered() signal, that's why it won't work.
You should go to QPolygon documentation in qt official site and read it.
As far as i know there's no signal for QPolygon so it cannot be used in signals and slots :)
Not always. In Qt 5 you can certainly connect a signal to "anything", e.g. a method on a non-qobject, or to a functor. But you can't connect a non-signal to anything, and there's no hovered signal on a QGraphicsPolygonItem because it's not a QObject, so it can't have any signals.
Instead, you need to create a filter object that will convert QGraphicsSceneEvent to a signal. E.g.:
// https://github.com/KubaO/stackoverflown/tree/master/questions/polygon-sigslot-39528030
#include <QtWidgets>
class HoverFilter : public QGraphicsObject {
Q_OBJECT
bool sceneEventFilter(QGraphicsItem * watched, QEvent *event) override {
if (event->type() == QEvent::GraphicsSceneHoverEnter)
emit hoverEnter(watched);
else if (event->type() == QEvent::GraphicsSceneHoverLeave)
emit hoverLeave(watched);
return false;
}
QRectF boundingRect() const override { return QRectF{}; }
void paint(QPainter *, const QStyleOptionGraphicsItem *, QWidget *) override {}
public:
Q_SIGNAL void hoverEnter(QGraphicsItem *);
Q_SIGNAL void hoverLeave(QGraphicsItem *);
};
QPolygonF equilateralTriangle(qreal size) {
return QPolygonF{{{0.,0.}, {size/2., -size*sqrt(3.)/2.}, {size,0.}, {0.,0.}}};
}
int main(int argc, char ** argv) {
QApplication app{argc, argv};
QWidget ui;
QVBoxLayout layout{&ui};
QGraphicsView view;
QLabel label{"Hovering"};
layout.addWidget(&view);
layout.addWidget(&label);
label.hide();
ui.show();
QGraphicsScene scene;
view.setScene(&scene);
HoverFilter filter;
QGraphicsPolygonItem triangle{equilateralTriangle(100.)};
scene.addItem(&filter);
scene.addItem(&triangle);
triangle.setAcceptHoverEvents(true);
triangle.installSceneEventFilter(&filter);
QObject::connect(&filter, &HoverFilter::hoverEnter, [&](QGraphicsItem * item) {
if (item == &triangle) label.show();
});
QObject::connect(&filter, &HoverFilter::hoverLeave, [&](QGraphicsItem * item) {
if (item == &triangle) label.hide();
});
return app.exec();
}
#include "main.moc"
I'm using Qt Creator to create a gui for a mineseeper game.
How can I know a QpushButton clicked with rightclick? for flag in the game.
In other word, which signal used for rightclick?
Create your own button with filter at mousePressEvent slot.
qrightclickbutton.h
#ifndef QRIGHTCLICKBUTTON_H
#define QRIGHTCLICKBUTTON_H
#include <QPushButton>
#include <QMouseEvent>
class QRightClickButton : public QPushButton
{
Q_OBJECT
public:
explicit QRightClickButton(QWidget *parent = 0);
private slots:
void mousePressEvent(QMouseEvent *e);
signals:
void rightClicked();
public slots:
};
#endif // QRIGHTCLICKBUTTON_H
qrightclickbutton.cpp
#include "qrightclickbutton.h"
QRightClickButton::QRightClickButton(QWidget *parent) :
QPushButton(parent)
{
}
void QRightClickButton::mousePressEvent(QMouseEvent *e)
{
if(e->button()==Qt::RightButton)
emit rightClicked();
}
Now connect like this
QRightClickButton *button = new QRightClickButton(this);
ui->gridLayout->addWidget(button);
connect(button, SIGNAL(rightClicked()), this, SLOT(onRightClicked()));
Create a slot in MainWindow.cpp.
void MainWindow::onRightClicked()
{
qDebug() << "User right clicked me";
}
It works for me!
I think QPushButton is internally implemented to listen to left mouse clicks only. But you can easily extend QPushButton and re-implement let's say the mouse release event and do your thing if the right mouse button was pressed, e.g. emit a custom rightClicked() signal for example:
signals:
void rightClicked();
protected:
void mouseReleaseEvent(QMouseEvent *e) {
if (e->button() == Qt::RightButton) emit rightClicked();
else if (e->button() == Qt::LeftButton) emit clicked();
}
... or you can create an overload of the clicked signal that forwards the mouseEvent pointer so you can do the same check outside of the button.
signals:
void clicked(QMouseEvent *);
protected:
void mouseReleaseEvent(QMouseEvent *e) {
emit clicked(e);
}
Then you do the check in the slot you connect the button's clicked(QMouseEvent *) signal to and proceed accordingly.
I just wrote this little helper adapter to make any existing button right-clickable with no need to subclass it:
class CRightClickEnabler : public QObject
{
public:
CRightClickEnabler(QAbstractButton * button): QObject(button), _button(button) {
button->installEventFilter(this);
};
protected:
inline bool eventFilter(QObject *watched, QEvent *event) override {
if (event->type() == QEvent::MouseButtonPress)
{
auto mouseEvent = (QMouseEvent*)event;
if (mouseEvent->button() == Qt::RightButton)
_button->click();
}
return false;
}
private:
QAbstractButton* _button;
};
Usage:
connect(ui->pushButton, &QPushButton::clicked, [](){qDebug() << "Button clicked";});
new CRightClickEnabler(ui->pushButton);
From now on, the clicked signal will be triggered by the right click as well as left click. There's no need to delete this object - it uses ui->pushButton as parent and will be auto-deleted by Qt when the parent is destroyed.
Obviously, you can write 2 lines of code (literally) to declare a new signal here and emit that signal upon right click instead of clicked, if desired.
I'd like to suggest this option as well, without need for event filter/other stuffs...
self.button.released.connect(self.doStuff)
self.button.setContextMenuPolicy(Qt.ContextMenuPolicy.CustomContextMenu)
self.button.customContextMenuRequested.connect(partial(self.doStuff, False))
def doStuff(self,state=True,p=QPoint()):
print("True for left, False for right!",state)
I would like to highlight a QFrame, if one of it's child widgets has focus (so the users know where to look for the cursor ;-)
using something along
ui->frame->setFocusPolicy(Qt::StrongFocus);
ui->frame->setStyleSheet("QFrame:focus {background-color: #FFFFCC;}");
highlights the QFrame when I click on it, but it loses its focus once one of its child widgets is selected.
Possible approaches:
I could connect() QApplication::focusChanged(old,now) and check each new object if it is a child of my QFrame, but this gets messy.
I could also subclass each child widget and reimplement focusInEvent()/focusOutEvent() and react on that, but with a lot of different widgets, this is also a lot of work.
Is there a more elegant solution?
Well, you can extend QFrame to make it listen on focus change of its children widgets.
Or you can also install an event filter on children widgets to catch QFocusEvent.
Here is an example:
MyFrame.h
#ifndef MYFRAME_H
#define MYFRAME_H
#include <QFrame>
class MyFrame : public QFrame
{
Q_OBJECT
public:
explicit MyFrame(QWidget* parent = 0, Qt::WindowFlags f = 0);
void hookChildrenWidgetsFocus();
protected:
bool eventFilter(QObject *object, QEvent *event);
private:
QString m_originalStyleSheet;
};
#endif // MYFRAME_H
MyFrame.cpp
#include <QEvent>
#include "MyFrame.h"
MyFrame::MyFrame(QWidget *parent, Qt::WindowFlags f)
: QFrame(parent, f)
{
m_originalStyleSheet = styleSheet();
}
void MyFrame::hookChildrenWidgetsFocus()
{
foreach (QObject *child, children()) {
if (child->isWidgetType()) {
child->installEventFilter(this);
}
}
}
bool MyFrame::eventFilter(QObject *object, QEvent *event)
{
if (event->type() == QEvent::FocusIn) {
setStyleSheet("background-color: #FFFFCC;");
} else if (event->type() == QEvent::FocusOut) {
setStyleSheet(m_originalStyleSheet);
}
return QObject::eventFilter(object, event);
}
MainWindow.cpp
#include <QHBoxLayout>
#include <QVBoxLayout>
#include <QLineEdit>
#include "MyFrame.h"
#include "mainwindow.h"
MainWindow::MainWindow(QWidget *parent) :
QMainWindow(parent)
{
setWindowTitle(tr("Test"));
MyFrame *frame1 = new MyFrame(this);
frame1->setLayout(new QVBoxLayout());
frame1->layout()->addWidget(new QLineEdit());
frame1->layout()->addWidget(new QLineEdit());
frame1->layout()->addWidget(new QLineEdit());
frame1->hookChildrenWidgetsFocus();
MyFrame *frame2 = new MyFrame(this);
frame2->setLayout(new QVBoxLayout());
frame2->layout()->addWidget(new QLineEdit());
frame2->layout()->addWidget(new QLineEdit());
frame2->layout()->addWidget(new QLineEdit());
frame2->hookChildrenWidgetsFocus();
QHBoxLayout *centralLayout = new QHBoxLayout();
centralLayout->addWidget(frame1);
centralLayout->addWidget(frame2);
QWidget *centralWidget = new QWidget();
centralWidget->setLayout(centralLayout);
setCentralWidget(centralWidget);
}
I believe the both answers you were given are wrong. They work for simple cases but are extremely fragile and clumsy. I believe that the best solution is what you actually suggested in your question. I would go for connecting to QApplication::focusChanged(from, to). You simply connect your main frame object to this signal and in the slot you check if the to object (the one which received focus) is a child of your frame object.
Frame::Frame(...)
{
// ...
connect(qApp, &QApplication::focusChanged, this, &Frame::onFocusChanged);
// ...
}
// a private method of your Frame object
void Frame::onFocusChanged(QWidget *from, QWidget *to)
{
auto w = to;
while (w != nullptr && w != this)
w = w->parentWidget();
if (w == this) // a child (or self) is focused
setStylesheet(highlightedStylesheet);
else // something else is focused
setStylesheet(normalStylesheet);
}
The advantage is obvious. This code is short and clean. You connect only one signal-slot, you do not need to catch and handle events. It responds well to any layout changes done after the object is created. And if you want to optimize away unnecessary redrawing, you should cache the information whether any child is focused and change the stylesheet only and only if this cached value gets changed. Then the solution would be prefect.
First, create a simple subclass of QFrame which reimplements the eventFilter(QObject*, QEvent*) virtual function:
class MyFrame : public QFrame {
Q_OBJECT
public:
MyFrame(QWidget *parent = 0, Qt::WindowFlags f = 0);
~MyFrame();
virtual bool eventFilter(QObject *watched, QEvent *event);
};
Use MyFrame instead of QFrame to contain your widgets. Then, somewhere in your code where you create the widgets contained in MyFrame, install an event filter on those widgets:
// ...
m_myFrame = new MyFrame(parentWidget);
QVBoxLayout *layout = new QVBoxLayout(myFrame);
m_button = new QPushButton("Widget 1", myFrame);
layout->addWidget(m_button);
m_button->installEventFilter(myFrame);
//...
At that point, MyFrame::eventFilter() will be called before any event is delivered to the widget, letting you act on it before the widget is aware of it. Within MyFrame::eventFilter(), return true if you want to filter the event out (i.e. you don't want the widget to process the event), or return false otherwise.
bool MyFrame::eventFilter(QObject *watched, QEvent *event)
{
if (watched == m_button) { // An event occured on m_button
switch (event -> type()) {
case QEvent::FocusIn:
// Change the stylesheet of the frame
break;
case QEvent::FocusOut:
// Change the stylesheet back
break;
default:
break;
}
}
return false; // We always want the event to propagate, so always return false
}
How can I pass data from one form to another in Qt?
I have created a QWidgetProgect -> QtGuiApplication, I have two forms currently. Now I want to pass data from one form to another.
How can I achieve that ?
Thanks.
Here are some options that you might want to try:
If one form owns the other, you can just make a method in the other and call it
You can use Qt's Signals and slots mechanism, make a signal in the form with the textbox, and connect it to a slot you make in the other form (you could also connect it with the textbox's textChanged or textEdited signal)
Example with Signals and Slots:
Let's assume that you have two windows: FirstForm and SecondForm. FirstForm has a QLineEdit on its UI, named myTextEdit and SecondForm has a QListWidget on its UI, named myListWidget.
I'm also assuming that you create both of the windows in the main() function of your application.
firstform.h:
class FistForm : public QMainWindow
{
...
private slots:
void onTextBoxReturnPressed();
signals:
void newTextEntered(const QString &text);
};
firstform.cpp
// Constructor:
FistForm::FirstForm()
{
// Connecting the textbox's returnPressed() signal so that
// we can react to it
connect(ui->myTextEdit, SIGNAL(returnPressed),
this, SIGNAL(onTextBoxReturnPressed()));
}
void FirstForm::onTextBoxReturnPressed()
{
// Emitting a signal with the new text
emit this->newTextEntered(ui->myTextEdit->text());
}
secondform.h
class SecondForm : public QMainWindow
{
...
public slots:
void onNewTextEntered(const QString &text);
};
secondform.cpp
void SecondForm::onNewTextEntered(const QString &text)
{
// Adding a new item to the list widget
ui->myListWidget->addItem(text);
}
main.cpp
int main(int argc, char *argv[])
{
QApplication app(argc, argv);
// Instantiating the forms
FirstForm first;
SecondForm second;
// Connecting the signal we created in the first form
// with the slot created in the second form
QObject::connect(&first, SIGNAL(newTextEntered(const QString&)),
&second, SLOT(onNewTextEntered(const QString&)));
// Showing them
first.show();
second.show();
return app.exec();
}
You could also use pointers to access the QTextEdit (assuming that's what you're using) from the other form.
Following from Venemo's example (where FirstForm has the QTextEdit and SecondForm's the one you need to access the QTextEdit from):
firstform.h:
class FistForm : public QMainWindow
{
...
public:
QTextEdit* textEdit();
};
firstform.cpp:
QTextEdit* FirstForm::textEdit()
{
return ui->myTextEdit;
}
You can then access the QTextEdit's text in SecondForm with something like this (assuming your instance of FirstForm is called firstForm):
void SecondForm::processText()
{
QString text = firstForm->textEdit()->toPlainText();
// do something with the text
}