πŸ€‘ QObject Class | Qt

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The button which was clicked on is identified by QObject::sender() method. But something goes wrong since it doesn't work. QPushButton * size.


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[solved] Which object type is QObject::sender()?
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QObject::sender() will do the job.


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Create amazing games with Qt 5, C++, and Qt Quick, 2nd Edition Pavel Vladimirovich Strakhov. A quick solution to solve this problem is to use sender().


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In a slot, you can call sender() to get a pointer to the object that called the slot. Previously, I drew two conclusions from this: you can check if a slot was called.


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Create amazing games with Qt 5, C++, and Qt Quick, 2nd Edition Pavel Vladimirovich Strakhov. A quick solution to solve this problem is to use sender().


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using QObject::sender(). The qobject_cast() function performs a dynamic cast based on the metainformation generated by moc, Qt's meta-object compiler.


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simply cast sender() to QDockWidget and see if the pointer is valid. The following user says thank you to Lykurg for this useful.


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If QScrollBar::valueChanged() were to use a special type such as the information on the sender of the signal, Qt provides the QObject::sender() function, which.


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simply cast sender() to QDockWidget and see if the pointer is valid. The following user says thank you to Lykurg for this useful.


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See also findChild(), findChildren(), parent(), and setParent(). [static] bool QObject::connect(const QObject * sender, const char * signal, const.


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D-Bus Tutorial

That signal is in turn connected to the Keypad 's digitClicked int signal. The sender Approach. This approach is both flexible and clean, but it is quite cumbersome to write, because it forces us to subclass QPushButton. Then we emit the digitClicked int signal with the digit value shown on the button. Instead, the entire signal-related logic is implemented in the Keypad class's constructor:. QSignalMapper does not directly support any other data types. Whenever QPushButton emits the clicked signal, we intercept it in our KeypadButton subclass and emit the clicked int signal with the correct digit as the argument. In the constructor, we create the QPushButton s, and we tediously connect each button's clicked signal to the corresponding private slot. The call to setMapping inside the for loop establishes a mapping between a button and an integer value; for example, buttons[3] is associated with the integer value 3. Although this example isn't about layouts, the code won't compile if we don't implement the createLayout function called from the constructor. Our third approach requires no private slot in Keypad ; instead, we make sure that the buttons themselves emit a clicked int signal that can be directly connected to Keypad 's digitClicked int signal. The code for main is also missing; we leave its implementation as an exercise for the reader.{/INSERTKEYS}{/PARAGRAPH} If a mapping exists for the object that emitted the signal, the mapped int signal is emitted with the integer value set using setMapping. Finally, the use of sender leads to tightly coupled components, which many people consider to be bad programming style. It isn't quite so bad in this example, because Keypad already knows about the button objects, but if buttonClicked was a slot in another class, the use of sender would have the unfortunate effect of tying that class to an implementation detail of the Keypad class. The code in buttonClicked isn't very elegant; if you suddenly replace the QPushButton s with another type of widget and forget to change the cast, you will get a crash. The Keypad constructor becomes:. Let's move on to a better solution. This makes it possible to associate an arbitrary string with a sender object, instead of an integer. The Signal Mapper Approach. Similarly, if you change the text on the buttons for example, "NIL" instead of "0" , the digitClicked int signal will be emitted with an incorrect value. This is possible using the QObject ::sender function, as we will see shortly. The Trivial Solution. Here's the missing code:. The drawback of this approach is that we need a private slot to do the demultiplexing. When the clicked signal of a button is emitted, QSignalMapper 's map slot is invoked thanks to the connect call in the for loop. The Layout. Needless to say, this approach is inflexible and error-prone. The next step is to merge the button N Clicked slots into one private slot that emits the digitClicked int signal with the correct parameter, depending on which button was clicked. We start by calling sender to retrieve a pointer to the QObject that emitted the signal that invoked this slot. Each slot simply emits the digitClicked int signal with a different hard-coded argument. QSignalMapper inherits from QObject and provides a means of establishing a relationship between a set of zero-parameter signals and a one-parameter signal or slot. {PARAGRAPH}{INSERTKEYS}To illustrate the problem, we will implement a Keypad widget that provides ten QPushButton s, numbered 0 to 9, and a digitClicked int signal that is emitted when the user clicks a button. First, we create a QSignalMapper object. This requires subclassing QPushButton as follows:. Here's the definition of the Keypad class:. The Subclass Approach. We will review four solutions and discuss their respective merits. The fourth and last approach does not require any private slots, nor does it need a QPushButton subclass. The most straightforward solution to our problem but also the silliest is to connect the ten QPushButton objects' clicked signals to ten distinct slots called button0Clicked to button9Clicked , each of which emits the digitClicked int signal with a different parameter value 0 to 9. When connecting a signal to another signal, the target signal is emitted whenever the first signal is emitted.