Remove Slot In Qt
Hi, I'm using QT creator 2.8.1 and have the following problem: Using the designer i created a GUI consisting of several buttons. The necessary slots were generated by right-clicking the button and then show slots. Now, i want to remove some of these slots. In Qt Designer's signals and slots editing mode, you can connect objects in a form together using Qt's signals and slots mechanism.Both widgets and layouts can be connected via an intuitive connection interface, using the menu of compatible signals and slots provided by Qt Designer. This does seem to be possible in the version of Qt Designer 4.5.2, but it can't be done from the Signal/Slot Editor dock-widget in the main window. This is what worked for me Switch to Edit Signals/Slots mode (F4).
In this tutorial we will learn How to use signal and slots in qt. File-New File or Project Applications-Qt Gui Application-Choose We keep the class as MainWindow as given by default.
Remove Slot In Qt Box
The QPushButton widget provides a command button. More...
Header: | #include <QPushButton> |
qmake: | QT += widgets |
Inherits: | QAbstractButton |
Inherited By: |
Properties
- autoDefault : bool
- default : bool
- flat : bool
Public Functions
QPushButton(const QIcon &icon, const QString &text, QWidget *parent = nullptr) | |
QPushButton(const QString &text, QWidget *parent = nullptr) | |
QPushButton(QWidget *parent = nullptr) | |
virtual | ~QPushButton() |
bool | autoDefault() const |
bool | isDefault() const |
bool | isFlat() const |
QMenu * | menu() const |
void | setAutoDefault(bool) |
void | setDefault(bool) |
void | setFlat(bool) |
void | setMenu(QMenu *menu) |
Reimplemented Public Functions
virtual QSize | minimumSizeHint() const override |
virtual QSize | sizeHint() const override |
Public Slots
Protected Functions
void | initStyleOption(QStyleOptionButton *option) const |
Reimplemented Protected Functions
virtual bool | event(QEvent *e) override |
virtual void | focusInEvent(QFocusEvent *e) override |
virtual void | focusOutEvent(QFocusEvent *e) override |
virtual bool | hitButton(const QPoint &pos) const override |
virtual void | keyPressEvent(QKeyEvent *e) override |
virtual void | paintEvent(QPaintEvent *) override |
Detailed Description
The push button, or command button, is perhaps the most commonly used widget in any graphical user interface. Push (click) a button to command the computer to perform some action, or to answer a question. Typical buttons are OK, Apply, Cancel, Close, Yes, No and Help.
A command button is rectangular and typically displays a text label describing its action. A shortcut key can be specified by preceding the preferred character with an ampersand in the text. For example:
In this example the shortcut is Alt+D. See the QShortcut documentation for details (to display an actual ampersand, use '&&').
Push buttons display a textual label, and optionally a small icon. These can be set using the constructors and changed later using setText() and setIcon(). If the button is disabled, the appearance of the text and icon will be manipulated with respect to the GUI style to make the button look 'disabled'.
A push button emits the signal clicked() when it is activated by the mouse, the Spacebar or by a keyboard shortcut. Connect to this signal to perform the button's action. Push buttons also provide less commonly used signals, for example pressed() and released().
Command buttons in dialogs are by default auto-default buttons, i.e., they become the default push button automatically when they receive the keyboard input focus. A default button is a push button that is activated when the user presses the Enter or Return key in a dialog. You can change this with setAutoDefault(). Note that auto-default buttons reserve a little extra space which is necessary to draw a default-button indicator. If you do not want this space around your buttons, call setAutoDefault(false).
Being so central, the button widget has grown to accommodate a great many variations in the past decade. The Microsoft style guide now shows about ten different states of Windows push buttons and the text implies that there are dozens more when all the combinations of features are taken into consideration.
The most important modes or states are:
- Available or not (grayed out, disabled).
- Standard push button, toggling push button or menu button.
- On or off (only for toggling push buttons).
- Default or normal. The default button in a dialog can generally be 'clicked' using the Enter or Return key.
- Auto-repeat or not.
- Pressed down or not.
As a general rule, use a push button when the application or dialog window performs an action when the user clicks on it (such as Apply, Cancel, Close and Help) and when the widget is supposed to have a wide, rectangular shape with a text label. Small, typically square buttons that change the state of the window rather than performing an action (such as the buttons in the top-right corner of the QFileDialog) are not command buttons, but tool buttons. Qt provides a special class (QToolButton) for these buttons.
If you need toggle behavior (see setCheckable()) or a button that auto-repeats the activation signal when being pushed down like the arrows in a scroll bar (see setAutoRepeat()), a command button is probably not what you want. When in doubt, use a tool button.
Note: On macOS when a push button's width becomes smaller than 50 or its height becomes smaller than 30, the button's corners are changed from round to square. Use the setMinimumSize() function to prevent this behavior.
A variation of a command button is a menu button. These provide not just one command, but several, since when they are clicked they pop up a menu of options. Use the method setMenu() to associate a popup menu with a push button.
Other classes of buttons are option buttons (see QRadioButton) and check boxes (see QCheckBox).
In Qt, the QAbstractButton base class provides most of the modes and other API, and QPushButton provides GUI logic. See QAbstractButton for more information about the API.
See also QToolButton, QRadioButton, QCheckBox, and GUI Design Handbook: Push Button.
Property Documentation
autoDefault : bool
This property holds whether the push button is an auto default button
If this property is set to true then the push button is an auto default button.
In some GUI styles a default button is drawn with an extra frame around it, up to 3 pixels or more. Qt automatically keeps this space free around auto-default buttons, i.e., auto-default buttons may have a slightly larger size hint.
This property's default is true for buttons that have a QDialog parent; otherwise it defaults to false.
See the default property for details of how default and auto-default interact.
Access functions:
bool | autoDefault() const |
void | setAutoDefault(bool) |
default : bool
This property holds whether the push button is the default button
Default and autodefault buttons decide what happens when the user presses enter in a dialog.
A button with this property set to true (i.e., the dialog's default button,) will automatically be pressed when the user presses enter, with one exception: if an autoDefault button currently has focus, the autoDefault button is pressed. When the dialog has autoDefault buttons but no default button, pressing enter will press either the autoDefault button that currently has focus, or if no button has focus, the next autoDefault button in the focus chain.
In a dialog, only one push button at a time can be the default button. This button is then displayed with an additional frame (depending on the GUI style).
The default button behavior is provided only in dialogs. Buttons can always be clicked from the keyboard by pressing Spacebar when the button has focus.
If the default property is set to false on the current default button while the dialog is visible, a new default will automatically be assigned the next time a push button in the dialog receives focus.
This property's default is false.
Access functions:
flat : bool
This property holds whether the button border is raised
This property's default is false. If this property is set, most styles will not paint the button background unless the button is being pressed. setAutoFillBackground() can be used to ensure that the background is filled using the QPalette::Button brush.
Access functions:
bool | isFlat() const |
void | setFlat(bool) |
Member Function Documentation
QPushButton::QPushButton(const QIcon &icon, const QString &text, QWidget *parent = nullptr)
Constructs a push button with an icon and a text, and a parent.
Note that you can also pass a QPixmap object as an icon (thanks to the implicit type conversion provided by C++).
QPushButton::QPushButton(const QString &text, QWidget *parent = nullptr)
Constructs a push button with the parent parent and the text text.
QPushButton::QPushButton(QWidget *parent = nullptr)
Constructs a push button with no text and a parent.
[slot]
void QPushButton::showMenu()
Shows (pops up) the associated popup menu. If there is no such menu, this function does nothing. This function does not return until the popup menu has been closed by the user.
[virtual]
QPushButton::~QPushButton()
Destroys the push button.
[override virtual protected]
bool QPushButton::event(QEvent *e)
Reimplements: QAbstractButton::event(QEvent *e).
[override virtual protected]
void QPushButton::focusInEvent(QFocusEvent *e)
Reimplements: QAbstractButton::focusInEvent(QFocusEvent *e).
[override virtual protected]
void QPushButton::focusOutEvent(QFocusEvent *e)
Reimplements: QAbstractButton::focusOutEvent(QFocusEvent *e).
[override virtual protected]
bool QPushButton::hitButton(const QPoint &pos) const
Reimplements: QAbstractButton::hitButton(const QPoint &pos) const.
[protected]
void QPushButton::initStyleOption(QStyleOptionButton *option) const
Initialize option with the values from this QPushButton. This method is useful for subclasses when they need a QStyleOptionButton, but don't want to fill in all the information themselves.
See also QStyleOption::initFrom().
[override virtual protected]
void QPushButton::keyPressEvent(QKeyEvent *e)
Reimplements: QAbstractButton::keyPressEvent(QKeyEvent *e).
QMenu *QPushButton::menu() const
Returns the button's associated popup menu or nullptr
if no popup menu has been set.
See also setMenu().
[override virtual]
QSize QPushButton::minimumSizeHint() const
Reimplements an access function for property: QWidget::minimumSizeHint.
[override virtual protected]
void QPushButton::paintEvent(QPaintEvent *)
Reimplements: QAbstractButton::paintEvent(QPaintEvent *e).
void QPushButton::setMenu(QMenu *menu)
Associates the popup menu menu with this push button. This turns the button into a menu button, which in some styles will produce a small triangle to the right of the button's text.
Ownership of the menu is not transferred to the push button.
A push button with popup menus shown in the Fusion widget style.
See also menu().
[override virtual]
QSize QPushButton::sizeHint() const
Reimplements an access function for property: QWidget::sizeHint.
© 2020 The Qt Company Ltd. Documentation contributions included herein are the copyrights of their respective owners. The documentation provided herein is licensed under the terms of the GNU Free Documentation License version 1.3 as published by the Free Software Foundation. Qt and respective logos are trademarks of The Qt Company Ltd. in Finland and/or other countries worldwide. All other trademarks are property of their respective owners.
Signals and slots are used for communication between objects. The signals and slots mechanism is a central feature of Qt and probably the part that differs most from the features provided by other frameworks. Signals and slots are made possible by Qt's meta-object system.
Introduction
In GUI programming, when we change one widget, we often want another widget to be notified. More generally, we want objects of any kind to be able to communicate with one another. For example, if a user clicks a Close button, we probably want the window's close() function to be called.
Other toolkits achieve this kind of communication using callbacks. A callback is a pointer to a function, so if you want a processing function to notify you about some event you pass a pointer to another function (the callback) to the processing function. The processing function then calls the callback when appropriate. While successful frameworks using this method do exist, callbacks can be unintuitive and may suffer from problems in ensuring the type-correctness of callback arguments.
Signals and Slots
In Qt, we have an alternative to the callback technique: We use signals and slots. A signal is emitted when a particular event occurs. Qt's widgets have many predefined signals, but we can always subclass widgets to add our own signals to them. A slot is a function that is called in response to a particular signal. Qt's widgets have many pre-defined slots, but it is common practice to subclass widgets and add your own slots so that you can handle the signals that you are interested in.
The signals and slots mechanism is type safe: The signature of a signal must match the signature of the receiving slot. (In fact a slot may have a shorter signature than the signal it receives because it can ignore extra arguments.) Since the signatures are compatible, the compiler can help us detect type mismatches when using the function pointer-based syntax. The string-based SIGNAL and SLOT syntax will detect type mismatches at runtime. Signals and slots are loosely coupled: A class which emits a signal neither knows nor cares which slots receive the signal. Qt's signals and slots mechanism ensures that if you connect a signal to a slot, the slot will be called with the signal's parameters at the right time. Signals and slots can take any number of arguments of any type. They are completely type safe.
All classes that inherit from QObject or one of its subclasses (e.g., QWidget) can contain signals and slots. Signals are emitted by objects when they change their state in a way that may be interesting to other objects. This is all the object does to communicate. It does not know or care whether anything is receiving the signals it emits. This is true information encapsulation, and ensures that the object can be used as a software component.
Slots can be used for receiving signals, but they are also normal member functions. Just as an object does not know if anything receives its signals, a slot does not know if it has any signals connected to it. This ensures that truly independent components can be created with Qt.
You can connect as many signals as you want to a single slot, and a signal can be connected to as many slots as you need. It is even possible to connect a signal directly to another signal. (This will emit the second signal immediately whenever the first is emitted.)
Together, signals and slots make up a powerful component programming mechanism.
Signals
Signals are emitted by an object when its internal state has changed in some way that might be interesting to the object's client or owner. Signals are public access functions and can be emitted from anywhere, but we recommend to only emit them from the class that defines the signal and its subclasses.
When a signal is emitted, the slots connected to it are usually executed immediately, just like a normal function call. When this happens, the signals and slots mechanism is totally independent of any GUI event loop. Execution of the code following the emit
statement will occur once all slots have returned. The situation is slightly different when using queued connections; in such a case, the code following the emit
keyword will continue immediately, and the slots will be executed later.
If several slots are connected to one signal, the slots will be executed one after the other, in the order they have been connected, when the signal is emitted.
Signals are automatically generated by the moc and must not be implemented in the .cpp
file. They can never have return types (i.e. use void
).
A note about arguments: Our experience shows that signals and slots are more reusable if they do not use special types. If QScrollBar::valueChanged() were to use a special type such as the hypothetical QScrollBar::Range, it could only be connected to slots designed specifically for QScrollBar. Connecting different input widgets together would be impossible.
Slots
A slot is called when a signal connected to it is emitted. Slots are normal C++ functions and can be called normally; their only special feature is that signals can be connected to them.
Since slots are normal member functions, they follow the normal C++ rules when called directly. However, as slots, they can be invoked by any component, regardless of its access level, via a signal-slot connection. This means that a signal emitted from an instance of an arbitrary class can cause a private slot to be invoked in an instance of an unrelated class.
You can also define slots to be virtual, which we have found quite useful in practice.
Compared to callbacks, signals and slots are slightly slower because of the increased flexibility they provide, although the difference for real applications is insignificant. In general, emitting a signal that is connected to some slots, is approximately ten times slower than calling the receivers directly, with non-virtual function calls. This is the overhead required to locate the connection object, to safely iterate over all connections (i.e. checking that subsequent receivers have not been destroyed during the emission), and to marshall any parameters in a generic fashion. While ten non-virtual function calls may sound like a lot, it's much less overhead than any new
or delete
operation, for example. As soon as you perform a string, vector or list operation that behind the scene requires new
or delete
, the signals and slots overhead is only responsible for a very small proportion of the complete function call costs. The same is true whenever you do a system call in a slot; or indirectly call more than ten functions. The simplicity and flexibility of the signals and slots mechanism is well worth the overhead, which your users won't even notice.
Note that other libraries that define variables called signals
or slots
may cause compiler warnings and errors when compiled alongside a Qt-based application. To solve this problem, #undef
the offending preprocessor symbol.
A Small Example
A minimal C++ class declaration might read:
A small QObject-based class might read:
The QObject-based version has the same internal state, and provides public methods to access the state, but in addition it has support for component programming using signals and slots. This class can tell the outside world that its state has changed by emitting a signal, valueChanged()
, and it has a slot which other objects can send signals to.
All classes that contain signals or slots must mention Q_OBJECT at the top of their declaration. They must also derive (directly or indirectly) from QObject.
Slots are implemented by the application programmer. Here is a possible implementation of the Counter::setValue()
slot:
The emit
line emits the signal valueChanged()
from the object, with the new value as argument.
In the following code snippet, we create two Counter
objects and connect the first object's valueChanged()
signal to the second object's setValue()
slot using QObject::connect():
Calling a.setValue(12)
makes a
emit a valueChanged(12)
signal, which b
will receive in its setValue()
slot, i.e. b.setValue(12)
is called. Then b
emits the same valueChanged()
signal, but since no slot has been connected to b
's valueChanged()
signal, the signal is ignored.
Note that the setValue()
function sets the value and emits the signal only if value != m_value
. This prevents infinite looping in the case of cyclic connections (e.g., if b.valueChanged()
were connected to a.setValue()
).
By default, for every connection you make, a signal is emitted; two signals are emitted for duplicate connections. You can break all of these connections with a single disconnect() call. If you pass the Qt::UniqueConnectiontype, the connection will only be made if it is not a duplicate. If there is already a duplicate (exact same signal to the exact same slot on the same objects), the connection will fail and connect will return false
.
This example illustrates that objects can work together without needing to know any information about each other. To enable this, the objects only need to be connected together, and this can be achieved with some simple QObject::connect() function calls, or with uic's automatic connections feature.
Remove Slot In Qt File
A Real Example
The following is an example of the header of a simple widget class without member functions. The purpose is to show how you can utilize signals and slots in your own applications.
LcdNumber
inherits QObject, which has most of the signal-slot knowledge, via QFrame and QWidget. It is somewhat similar to the built-in QLCDNumber widget.
Remove Slot In Qts
The Q_OBJECT macro is expanded by the preprocessor to declare several member functions that are implemented by the moc
; if you get compiler errors along the lines of 'undefined reference to vtable for LcdNumber
', you have probably forgotten to run the moc or to include the moc output in the link command.
After the class constructor and public
members, we declare the class signals
. The LcdNumber
class emits a signal, overflow()
, when it is asked to show an impossible value.
If you don't care about overflow, or you know that overflow cannot occur, you can ignore the overflow()
signal, i.e. don't connect it to any slot.
If on the other hand you want to call two different error functions when the number overflows, simply connect the signal to two different slots. Qt will call both (in the order they were connected).
A slot is a receiving function used to get information about state changes in other widgets. LcdNumber
uses it, as the code above indicates, to set the displayed number. Since display()
is part of the class's interface with the rest of the program, the slot is public.
Several of the example programs connect the valueChanged() signal of a QScrollBar to the display()
slot, so the LCD number continuously shows the value of the scroll bar.
Note that display()
is overloaded; Qt will select the appropriate version when you connect a signal to the slot. With callbacks, you'd have to find five different names and keep track of the types yourself.
Signals And Slots With Default Arguments
The signatures of signals and slots may contain arguments, and the arguments can have default values. Consider QObject::destroyed():
When a QObject is deleted, it emits this QObject::destroyed() signal. We want to catch this signal, wherever we might have a dangling reference to the deleted QObject, so we can clean it up. A suitable slot signature might be:
To connect the signal to the slot, we use QObject::connect(). There are several ways to connect signal and slots. The first is to use function pointers:
There are several advantages to using QObject::connect() with function pointers. First, it allows the compiler to check that the signal's arguments are compatible with the slot's arguments. Arguments can also be implicitly converted by the compiler, if needed.
You can also connect to functors or C++11 lambdas:
In both these cases, we provide this as context in the call to connect(). The context object provides information about in which thread the receiver should be executed. This is important, as providing the context ensures that the receiver is executed in the context thread.
The lambda will be disconnected when the sender or context is destroyed. You should take care that any objects used inside the functor are still alive when the signal is emitted.
The other way to connect a signal to a slot is to use QObject::connect() and the SIGNAL
and SLOT
macros. The rule about whether to include arguments or not in the SIGNAL()
and SLOT()
macros, if the arguments have default values, is that the signature passed to the SIGNAL()
macro must not have fewer arguments than the signature passed to the SLOT()
macro.
All of these would work:
But this one won't work:
...because the slot will be expecting a QObject that the signal will not send. This connection will report a runtime error.
Note that signal and slot arguments are not checked by the compiler when using this QObject::connect() overload.
Advanced Signals and Slots Usage
For cases where you may require information on the sender of the signal, Qt provides the QObject::sender() function, which returns a pointer to the object that sent the signal.
Lambda expressions are a convenient way to pass custom arguments to a slot:
Using Qt with 3rd Party Signals and Slots
It is possible to use Qt with a 3rd party signal/slot mechanism. You can even use both mechanisms in the same project. Just add the following line to your qmake project (.pro) file.
It tells Qt not to define the moc keywords signals
, slots
, and emit
, because these names will be used by a 3rd party library, e.g. Boost. Then to continue using Qt signals and slots with the no_keywords
flag, simply replace all uses of the Qt moc keywords in your sources with the corresponding Qt macros Q_SIGNALS (or Q_SIGNAL), Q_SLOTS (or Q_SLOT), and Q_EMIT.
See also QLCDNumber, QObject::connect(), Digital Clock Example, Tetrix Example, Meta-Object System, and Qt's Property System.
© 2020 The Qt Company Ltd. Documentation contributions included herein are the copyrights of their respective owners. The documentation provided herein is licensed under the terms of the GNU Free Documentation License version 1.3 as published by the Free Software Foundation. Qt and respective logos are trademarks of The Qt Company Ltd. in Finland and/or other countries worldwide. All other trademarks are property of their respective owners.