QUndoStack across 2 cpps? QTreeView and QGraphicsScene
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@SGaist But the editor event is only triggert when the delegate is activated/created right? When the editor isn't currently active this wont work. I want it to set the checked even when the editor at this index isn't created/open.
@StudentScripter No, it will also be called for other interactions. See here.
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@StudentScripter said in QUndoStack across 2 cpps? QTreeView and QGraphicsScene:
I want it to set the checked even when the editor at this index isn't created/open.
I don't understand this. Why can't you store that information in a model and when the delegate is shown the state is picked up from there and displayed then? Not store the state in a delegate instance which does not currently exist.
But I don't understand your situation, I don't know where a graphics scene comes into it, I don't know what it has to do with the title of
QUndoStack
across multiple.cpp
files. And I doubt I will :) So will try to leave it to you/others who understand better.wrote on 8 Jan 2024, 20:16 last edited by StudentScripter 1 Aug 2024, 20:54 -
@StudentScripter the delegate is always active once you set it. Or did you mean the editor ? If so, then yes, the events will be sent to the delegate.
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@StudentScripter the delegate is always active once you set it. Or did you mean the editor ? If so, then yes, the events will be sent to the delegate.
wrote on 8 Jan 2024, 20:54 last edited by StudentScripter 1 Aug 2024, 20:57@SGaist Yeah i probably mean the editor cause my delegate is visible trough its paint event even if the editor is closed, right?
Now i click on one position of my delegate (the editor is still closed/or should stay closed) but i still want to change the Qt::CheckStateRole of that indexes delegate.
Is this understandable? Thanks for your help and time too. Can't say that often enough.
Also could i just add a setter function in my graphicsscene and set the model from the treeview? As said i have access from the treeview to the model object and the graphicsscene. Like this:
#include "ViewLayerList.h" #include <QHBoxLayout> #include <QCheckBox> #include <QLabel> #include "ViewLayerDropIndicatorStyle.h" #include <QMouseEvent> #include "resizablepixmapitem.h" #include <QHeaderView> #include <QPushButton> #include <QTimer> #include <QApplication> #include <QDrag> #include <QCursor> #include <QMimeData> #include <QApplication> #include <QFile> #include <QDataStream> #include <QJsonDocument> #include <QJsonObject> #include <QJsonArray> #include <QUndoCommand> #include "CommandManager.h" ViewLayerList::ViewLayerList(CustomGraphicsScene *scene, QWidget *parent) : QTreeView{parent}, scene_durchgereicht(scene) { setStyle(new ViewLayerDropIndicatorStyle(style())); // Ändern Sie den Abstand zwischen den Items und der vertikalen Scrollbar setViewportMargins(0, 0, 50, 0); // Passen Sie den rechten Rand (20) an Ihre Anforderungen an //Versteckt die sinnlose Kopfzeile setHeaderHidden(true); setRootIsDecorated(true); setMouseTracking(true); mydelegate = new ViewLayerItemDelegate(this); model = new ViewLayerStandartItemModel(0,1,this); scene_durchgereicht->setModel(model); //Dieses exakte model }
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@SGaist Yeah i probably mean the editor cause my delegate is visible trough its paint event even if the editor is closed, right?
Now i click on one position of my delegate (the editor is still closed/or should stay closed) but i still want to change the Qt::CheckStateRole of that indexes delegate.
Is this understandable? Thanks for your help and time too. Can't say that often enough.
Also could i just add a setter function in my graphicsscene and set the model from the treeview? As said i have access from the treeview to the model object and the graphicsscene. Like this:
#include "ViewLayerList.h" #include <QHBoxLayout> #include <QCheckBox> #include <QLabel> #include "ViewLayerDropIndicatorStyle.h" #include <QMouseEvent> #include "resizablepixmapitem.h" #include <QHeaderView> #include <QPushButton> #include <QTimer> #include <QApplication> #include <QDrag> #include <QCursor> #include <QMimeData> #include <QApplication> #include <QFile> #include <QDataStream> #include <QJsonDocument> #include <QJsonObject> #include <QJsonArray> #include <QUndoCommand> #include "CommandManager.h" ViewLayerList::ViewLayerList(CustomGraphicsScene *scene, QWidget *parent) : QTreeView{parent}, scene_durchgereicht(scene) { setStyle(new ViewLayerDropIndicatorStyle(style())); // Ändern Sie den Abstand zwischen den Items und der vertikalen Scrollbar setViewportMargins(0, 0, 50, 0); // Passen Sie den rechten Rand (20) an Ihre Anforderungen an //Versteckt die sinnlose Kopfzeile setHeaderHidden(true); setRootIsDecorated(true); setMouseTracking(true); mydelegate = new ViewLayerItemDelegate(this); model = new ViewLayerStandartItemModel(0,1,this); scene_durchgereicht->setModel(model); //Dieses exakte model }
wrote on 10 Jan 2024, 09:10 last edited bybumping this
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bumping this
@StudentScripter your tree view has no reason to be doing that setup with the scene. They share a model, they don't need to know about each other.
As for the delegate, your goal is clear, and again, the editorEvent is what you want to use to implement the behavior you want.
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@StudentScripter your tree view has no reason to be doing that setup with the scene. They share a model, they don't need to know about each other.
As for the delegate, your goal is clear, and again, the editorEvent is what you want to use to implement the behavior you want.
wrote on 11 Jan 2024, 07:35 last edited by@SGaist Well but as i understand it with
model = new ViewLayerStandartItemModel(0,1,this);
im creating a new instance of this class, a new object. So in order to have access to the same model i have to pass the object i create in the treeview trough to the scene.
Is this a mistake? How should i do it instead? -
@SGaist Well but as i understand it with
model = new ViewLayerStandartItemModel(0,1,this);
im creating a new instance of this class, a new object. So in order to have access to the same model i have to pass the object i create in the treeview trough to the scene.
Is this a mistake? How should i do it instead?@StudentScripter you should create the model in the class that manages the ViewLayerList object and set it on both objects there. In the absolute, with the code you show, ViewLayerList is not even needed unless there are some additional function you are implementing. If not, then just use QTreeView directly and configure it in the class managing it.
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@StudentScripter you should create the model in the class that manages the ViewLayerList object and set it on both objects there. In the absolute, with the code you show, ViewLayerList is not even needed unless there are some additional function you are implementing. If not, then just use QTreeView directly and configure it in the class managing it.
wrote on 12 Jan 2024, 08:12 last edited by@SGaist Yes im implementing additional functions in the qtreeview/ViewLayerList, thats why i subclassed it. Im creating the model object directly in ViewLayerLists constructor, cause i use that model mostly in this cpp.
So i guess my approach with giving the model from there to the scene is okish?
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@SGaist Yes im implementing additional functions in the qtreeview/ViewLayerList, thats why i subclassed it. Im creating the model object directly in ViewLayerLists constructor, cause i use that model mostly in this cpp.
So i guess my approach with giving the model from there to the scene is okish?
@StudentScripter no, it makes that class know another one just for the purpose of sharing the model. That's tight coupling for the bad reasons.
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@StudentScripter
It seems to me you have two possible general approaches:-
Use signals & slots to communicate between the tree view and the graphics scene. This can alleviate the need for each side to know too much about the other side. But be careful not to get into an "infinite loop", where each side "ping pongs" signals between themselves for some change.
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As @SGaist says, create a common model and share the model between both sides. For example,
QStandardItem
is part of aQStandardItemModel
. You can already have multiple views (e.g.QTreeView
) attached to the same model, make it so (some wrapper around) theQGraphicsScene
shares that model with your oneQTreeView
. All your operations, like selecting or clicking a checkbox, should be implemented in the model, not the view or scene. Then that emits signals likedataChanged()
orselectionChanged()
in response to your actions and both views get notified about it and react in their own ways. The model code can be kept in its own/class/module/file, that is included into both the tree view & graphics scene classes, they should not need to see each other directly. This would be my inclination.
wrote on 12 Jan 2024, 22:03 last edited by@JonB said in QUndoStack across 2 cpps? QTreeView and QGraphicsScene:
The model code can be kept in its own/class/module/file, that is included into both the tree view & graphics scene classes, they should not need to see each other directly. This would be my inclination.
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@JonB said in QUndoStack across 2 cpps? QTreeView and QGraphicsScene:
The model code can be kept in its own/class/module/file, that is included into both the tree view & graphics scene classes, they should not need to see each other directly. This would be my inclination.
wrote on 13 Jan 2024, 09:24 last edited by@JonB Ok and from their i add an setter in the qtreeview class and the viewlayerlist to retrieve the model.
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@JonB Ok and from their i add an setter in the qtreeview class and the viewlayerlist to retrieve the model.
wrote on 13 Jan 2024, 13:33 last edited by@StudentScripter Yes, a suitable public getter & setter for the model called from each of the
QTreeView
andQGraphicsScene
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@JonB Ok and from their i add an setter in the qtreeview class and the viewlayerlist to retrieve the model.
@StudentScripter QTreeView already has a setter for the model. You just need to add one to your QGraphicsScene subclass.
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@StudentScripter QTreeView already has a setter for the model. You just need to add one to your QGraphicsScene subclass.
wrote on 22 Jan 2024, 20:10 last edited by@SGaist Yep done everything and works fine. :D
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@SGaist Yep done everything and works fine. :D
@StudentScripter great !
Then please mark the model as solved using the "Topic Tools" button or the dotted menu beside the answer you deem correct so that other forum users may know a solution has been found :-)
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