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411 lines
16 KiB
411 lines
16 KiB
14 years ago
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/****************************************************************************
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**
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** Explanation of moc and the meta object system
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**
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** Copyright (C) 1992-2008 Trolltech ASA. All rights reserved.
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**
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** This file is part of the Qt GUI Toolkit.
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**
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** This file may be used under the terms of the GNU General
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** Public License versions 2.0 or 3.0 as published by the Free
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** Software Foundation and appearing in the files LICENSE.GPL2
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** and LICENSE.GPL3 included in the packaging of this file.
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** Alternatively you may (at your option) use any later version
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** of the GNU General Public License if such license has been
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** publicly approved by Trolltech ASA (or its successors, if any)
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** and the KDE Free Qt Foundation.
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**
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** Please review the following information to ensure GNU General
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** Public Licensing requirements will be met:
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** http://trolltech.com/products/qt/licenses/licensing/opensource/.
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** If you are unsure which license is appropriate for your use, please
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** review the following information:
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** http://trolltech.com/products/qt/licenses/licensing/licensingoverview
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** or contact the sales department at sales@trolltech.com.
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**
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** This file may be used under the terms of the Q Public License as
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** defined by Trolltech ASA and appearing in the file LICENSE.QPL
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** included in the packaging of this file. Licensees holding valid Qt
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** Commercial licenses may use this file in accordance with the Qt
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** Commercial License Agreement provided with the Software.
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**
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** This file is provided "AS IS" with NO WARRANTY OF ANY KIND,
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** INCLUDING THE WARRANTIES OF DESIGN, MERCHANTABILITY AND FITNESS FOR
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** A PARTICULAR PURPOSE. Trolltech reserves all rights not granted
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** herein.
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**
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**********************************************************************/
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/*! \page signalsandslots.html
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\title Signals and Slots
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Signals and slots are used for communication between objects. The
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signal/slot mechanism is a central feature of Qt and probably the
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part that differs most from other toolkits.
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In GUI programming we often want a change in one widget to be notified
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to another widget. More generally, we want objects of any kind to be
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able to communicate with one another. For example if we were parsing
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an XML file we might want to notify a list view that we're using to
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represent the XML file's structure whenever we encounter a new tag.
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Older toolkits achieve this kind of communication using callbacks. A
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callback is a pointer to a function, so if you want a processing
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function to notify you about some event you pass a pointer to another
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function (the callback) to the processing function. The processing
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function then calls the callback when appropriate. Callbacks have two
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fundamental flaws. Firstly they are not type safe. We can never be
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certain that the processing function will call the callback with the
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correct arguments. Secondly the callback is strongly coupled to the
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processing function since the processing function must know which
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callback to call.
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\img abstract-connections.png
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\caption An abstract view of some signals and slots connections
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In Qt we have an alternative to the callback technique. We use signals
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and slots. A signal is emitted when a particular event occurs. Qt's
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widgets have many pre-defined signals, but we can always subclass to
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add our own. A slot is a function that is called in reponse to a
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particular signal. Qt's widgets have many pre-defined slots, but it is
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common practice to add your own slots so that you can handle the
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signals that you are interested in.
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The signals and slots mechanism is type safe: the signature of a
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signal must match the signature of the receiving slot. (In fact a slot
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may have a shorter signature than the signal it receives because it
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can ignore extra arguments.) Since the signatures are compatible, the
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compiler can help us detect type mismatches. Signals and slots are
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loosely coupled: a class which emits a signal neither knows nor cares
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which slots receive the signal. Qt's signals and slots mechanism
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ensures that if you connect a signal to a slot, the slot will be
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called with the signal's parameters at the right time. Signals and
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slots can take any number of arguments of any type. They are
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completely typesafe: no more callback core dumps!
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All classes that inherit from QObject or one of its subclasses
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(e.g. QWidget) can contain signals and slots. Signals are emitted by
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objects when they change their state in a way that may be interesting
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to the outside world. This is all the object does to communicate. It
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does not know or care whether anything is receiving the signals it
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emits. This is true information encapsulation, and ensures that the
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object can be used as a software component.
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\img concrete-connections.png
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\caption An example of signals and slots connections
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Slots can be used for receiving signals, but they are also normal
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member functions. Just as an object does not know if anything receives
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its signals, a slot does not know if it has any signals connected to
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it. This ensures that truly independent components can be created with
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Qt.
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You can connect as many signals as you want to a single slot, and a
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signal can be connected to as many slots as you desire. It is even
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possible to connect a signal directly to another signal. (This will
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emit the second signal immediately whenever the first is emitted.)
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Together, signals and slots make up a powerful component programming
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mechanism.
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\section1 A Small Example
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A minimal C++ class declaration might read:
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\code
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class Foo
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{
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public:
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Foo();
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int value() const { return val; }
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void setValue( int );
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private:
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int val;
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};
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\endcode
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A small Qt class might read:
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\code
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class Foo : public QObject
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{
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Q_OBJECT
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public:
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Foo();
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int value() const { return val; }
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public slots:
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void setValue( int );
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signals:
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void valueChanged( int );
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private:
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int val;
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};
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\endcode
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This class has the same internal state, and public methods to access the
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state, but in addition it has support for component programming using
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signals and slots: this class can tell the outside world that its state
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has changed by emitting a signal, \c{valueChanged()}, and it has
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a slot which other objects can send signals to.
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All classes that contain signals or slots must mention Q_OBJECT in
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their declaration.
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Slots are implemented by the application programmer.
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Here is a possible implementation of Foo::setValue():
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\code
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void Foo::setValue( int v )
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{
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if ( v != val ) {
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val = v;
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emit valueChanged(v);
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}
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}
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\endcode
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The line \c{emit valueChanged(v)} emits the signal
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\c{valueChanged} from the object. As you can see, you emit a
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signal by using \c{emit signal(arguments)}.
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Here is one way to connect two of these objects together:
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\code
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Foo a, b;
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connect(&a, SIGNAL(valueChanged(int)), &b, SLOT(setValue(int)));
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b.setValue( 11 ); // a == undefined b == 11
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a.setValue( 79 ); // a == 79 b == 79
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b.value(); // returns 79
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\endcode
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Calling \c{a.setValue(79)} will make \c{a} emit a \c{valueChanged()}
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signal, which \c{b} will receive in its \c{setValue()} slot,
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i.e. \c{b.setValue(79)} is called. \c{b} will then, in turn,
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emit the same \c{valueChanged()} signal, but since no slot has been
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connected to \c{b}'s \c{valueChanged()} signal, nothing happens (the
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signal is ignored).
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Note that the \c{setValue()} function sets the value and emits
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the signal only if \c{v != val}. This prevents infinite looping
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in the case of cyclic connections (e.g. if \c{b.valueChanged()}
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were connected to \c{a.setValue()}).
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A signal is emitted for \e{every} connection you make, so if you
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duplicate a connection, two signals will be emitted. You can always
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break a connection using \c{QObject::disconnect()}.
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This example illustrates that objects can work together without knowing
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about each other, as long as there is someone around to set up a
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connection between them initially.
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The preprocessor changes or removes the \c{signals}, \c{slots} and
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\c{emit} keywords so that the compiler is presented with standard C++.
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Run the \link moc.html moc\endlink on class definitions that contain
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signals or slots. This produces a C++ source file which should be compiled
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and linked with the other object files for the application. If you use
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\link qmake-manual.book qmake\endlink, the makefile rules to
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automatically invoke the \link moc.html moc\endlink will be added to
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your makefile for you.
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\section1 Signals
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Signals are emitted by an object when its internal state has changed
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in some way that might be interesting to the object's client or owner.
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Only the class that defines a signal and its subclasses can emit the
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signal.
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A list box, for example, emits both \c{clicked()} and
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\c{currentChanged()} signals. Most objects will probably only be
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interested in \c{currentChanged()} which gives the current list item
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whether the user clicked it or used the arrow keys to move to it. But
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some objects may only want to know which item was clicked. If the
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signal is interesting to two different objects you just connect the
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signal to slots in both objects.
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When a signal is emitted, the slots connected to it are executed
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immediately, just like a normal function call. The signal/slot
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mechanism is totally independent of any GUI event loop. The
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\c{emit} will return when all slots have returned.
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If several slots are connected to one signal, the slots will be
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executed one after the other, in an arbitrary order, when the signal
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is emitted.
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Signals are automatically generated by the \link moc.html moc\endlink
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and must not be implemented in the \c .cpp file. They can never have
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return types (i.e. use \c void).
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A note about arguments. Our experience shows that signals and slots
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are more reusable if they do \e not use special types. If \l
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QScrollBar::valueChanged() were to use a special type such as the
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hypothetical \c QRangeControl::Range, it could only be connected to
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slots designed specifically for QRangeControl. Something as simple as
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the program in \link tutorial1-05.html Tutorial #1 part 5\endlink
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would be impossible.
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\section1 Slots
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A slot is called when a signal connected to it is emitted. Slots are
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normal C++ functions and can be called normally; their only special
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feature is that signals can be connected to them. A slot's arguments
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cannot have default values, and, like signals, it is rarely wise to
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use your own custom types for slot arguments.
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Since slots are normal member functions with just a little extra
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spice, they have access rights like ordinary member functions. A
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slot's access right determines who can connect to it:
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A \c{public slots} section contains slots that anyone can connect
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signals to. This is very useful for component programming: you create
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objects that know nothing about each other, connect their signals and
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slots so that information is passed correctly, and, like a model
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railway, turn it on and leave it running.
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A \c{protected slots} section contains slots that this class and its
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subclasses may connect signals to. This is intended for slots that are
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part of the class's implementation rather than its interface to the
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rest of the world.
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A \c{private slots} section contains slots that only the class itself
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may connect signals to. This is intended for very tightly connected
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classes, where even subclasses aren't trusted to get the connections
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right.
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You can also define slots to be virtual, which we have found quite
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useful in practice.
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The signals and slots mechanism is efficient, but not quite as fast as
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"real" callbacks. Signals and slots are slightly slower because of the
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increased flexibility they provide, although the difference for real
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applications is insignificant. In general, emitting a signal that is
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connected to some slots, is approximately ten times slower than
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calling the receivers directly, with non-virtual function calls. This
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is the overhead required to locate the connection object, to safely
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iterate over all connections (i.e. checking that subsequent receivers
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have not been destroyed during the emission) and to marshall any
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parameters in a generic fashion. While ten non-virtual function calls
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may sound like a lot, it's much less overhead than any 'new' or
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'delete' operation, for example. As soon as you perform a string,
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vector or list operation that behind the scene requires 'new' or
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'delete', the signals and slots overhead is only responsible for a
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very small proportion of the complete function call costs. The same is
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true whenever you do a system call in a slot; or indirectly call more
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than ten functions. On an i586-500, you can emit around 2,000,000
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signals per second connected to one receiver, or around 1,200,000 per
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second connected to two receivers. The simplicity and flexibility of
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the signals and slots mechanism is well worth the overhead, which your
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users won't even notice.
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\section1 Meta Object Information
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The meta object compiler (\link moc.html moc\endlink) parses the class
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declaration in a C++ file and generates C++ code that initializes the
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meta object. The meta object contains the names of all the signal and
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slot members, as well as pointers to these functions. (For more
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information on Qt's Meta Object System, see \link templates.html Why
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doesn't Qt use templates for signals and slots?\endlink.)
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The meta object contains additional information such as the object's \link
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QObject::className() class name\endlink. You can also check if an object
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\link QObject::inherits() inherits\endlink a specific class, for example:
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\code
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if ( widget->inherits("QButton") ) {
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// yes, it is a push button, radio button etc.
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}
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\endcode
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\section1 A Real Example
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Here is a simple commented example (code fragments from \l qlcdnumber.h ).
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\code
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#include "qframe.h"
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#include "qbitarray.h"
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class QLCDNumber : public QFrame
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\endcode
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QLCDNumber inherits QObject, which has most of the signal/slot
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knowledge, via QFrame and QWidget, and #include's the relevant
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declarations.
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\code
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{
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Q_OBJECT
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\endcode
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Q_OBJECT is expanded by the preprocessor to declare several member
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functions that are implemented by the moc; if you get compiler errors
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along the lines of "virtual function QButton::className not defined"
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you have probably forgotten to \link moc.html run the moc\endlink or to
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include the moc output in the link command.
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\code
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public:
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QLCDNumber( QWidget *parent=0, const char *name=0 );
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QLCDNumber( uint numDigits, QWidget *parent=0, const char *name=0 );
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\endcode
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It's not obviously relevant to the moc, but if you inherit QWidget you
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almost certainly want to have the \e{parent} and \e{name}
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arguments in your constructors, and pass them to the parent
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constructor.
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Some destructors and member functions are omitted here; the moc
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ignores member functions.
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\code
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signals:
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void overflow();
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\endcode
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QLCDNumber emits a signal when it is asked to show an impossible
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value.
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If you don't care about overflow, or you know that overflow cannot
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occur, you can ignore the overflow() signal, i.e. don't connect it to
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any slot.
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If, on the other hand, you want to call two different error functions
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when the number overflows, simply connect the signal to two different
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slots. Qt will call both (in arbitrary order).
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\code
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public slots:
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void display( int num );
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void display( double num );
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void display( const char *str );
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void setHexMode();
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void setDecMode();
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void setOctMode();
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void setBinMode();
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void smallDecimalPoint( bool );
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\endcode
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A slot is a receiving function, used to get information about state
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changes in other widgets. QLCDNumber uses it, as the code above
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indicates, to set the displayed number. Since \c{display()} is part
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of the class's interface with the rest of the program, the slot is
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public.
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Several of the example programs connect the newValue() signal of a
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QScrollBar to the display() slot, so the LCD number continuously shows
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the value of the scroll bar.
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Note that display() is overloaded; Qt will select the appropriate version
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when you connect a signal to the slot. With callbacks, you'd have to find
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five different names and keep track of the types yourself.
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Some irrelevant member functions have been omitted from this
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example.
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\code
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};
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\endcode
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*/
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