问题
I have a few struct
s with enum
and std::string
and I used to fill QComboBox
es with them using a for()
loop. Something like this:
struct Struct
{
enum Enum
{
ENTRY1,
ENTRY2,
...
ENTRY_ALL
};
std::string names[ENTRY_ALL] {...};
};
for(int i=0; i<Struct::ENTRY_ALL; ++i)
comboBox->insertItem(i, names[i].c_str());
It worked, but given recent advances I need more entries, more struct
s, more combo boxes, and it gets ugly, so I decided I'd switch to a QMenu
.
Looking at the documentation and the examples, I see I have to provide a connect()
for each entry, a QAction
for each entry, etc, and if my enum
s are large, this gets to be a problem, so I was wondering if there is a way to automate this process.
My question mainly comes from how come I only need one connect()
for each QComboBox
and how do QComboBox
es know that, if I fill them up, which entry does what?
If it helps, this is some bogus code, from here and there, of what I had:
// tank class, header:
class Class
{
private:
// main entries
struct MainStruct
{
enum Enum {MAIN1, MAIN2, MAIN3, MAIN_ALL};
std::string names[MAIN_ALL] {"Main 1", "Main 2", "Main 3"};
};
// secondary entries
struct SubStruct
{
enum Enum {SUB1, SUB2, SUB3, SUB_ALL};
std::string names[SUB_ALL] {"Sub 1", "Sub 2", "Sub 3"};
};
// family of entries for SUB2
struct FamStruct
{
enum Enum {FAM1, FAM2, FAM3, FAM_ALL};
std::string names[FAM_ALL] {"Fam 1", "Fam 2", "Fam 3"};
}
public:
MainStruct mainEntries;
SubStruct subEntries;
FamStruct famEntries;
};
// inside the main window, there was a QComboBox doing this:
// header
QComboBox *cbMain, *cbSub, *cbFam;
// source
Class cls {Class()};
cbMain = new QComboBox; // same for cbSub, cbFam
// retranslateUi() (manually edited, not automatic), called each time the menu was clicked
void MainApp::retranslateUi()
{
cbMain.clear();
for(unsigned char i=0; i<cls.mainEntries.MAIN_ALL; ++i)
{
cbMain->insertItem(i, tr(cls.mainEntries.names[i].c_str()) );
cbMain->setItemData(i, tr(cls.mainEntries.tooltips[i].c_str()), Qt::ToolTipRole);
}
// same for cbSub, cbFam
}
// a function that did what was supposed to do when a combo box entry was clicked
void MainApp::func() { /* execution with variables changed by the combo */ }
/* There were additional functions taking care of the rest.
* Whenever an entry from the combo was clicked, somehow it "knew" that the entry was
* changed and func(), when executed, it ran with the variables changed by combo.
*/
void MainApp::updateSub()
{
switch(cbMain->currentIndex())
{
case cls.mainEntries.MAIN1: /*subentry stuff*/ break;
case cls.mainEntries.MAIN2: /*subentry stuff*/ break;
case cls.mainEntries.MAIN3: /*subentry stuff*/ break;
}
}
void MainApp::updateFam()
{
switch(cbSub->currentIndex())
{
case cls.subEntries.SUB1: /*fam entry stuff*/ break;
case cls.subEntries.SUB2: /*fam entry stuff*/ break;
case cls.subEntries.SUB3: /*fam entry stuff*/ break;
}
}
/* The connect() were attached to specific combos. When an entry in cbMain was
* clicked, cbSub and cbFam were properly updated and func() was run with
* the proper values, when cbSub was clicked, cbFam was updated and func()
* was run accordingly. Similar to an instant refresh.
*/
connect(cbMain, SIGNAL(activated(int)), this, SLOT(retranslateUi()));
connect(cbMain, SIGNAL(activated(int)), this, SLOT(updateSub()));
connect(cbMain, SIGNAL(activated(int)), this, SLOT(func()));
connect(cbSub, SIGNAL(activated(int)), this, SLOT(updateFam()));
connect(cbSub, SIGNAL(activated(int)), this, SLOT(func()));
connect(cbFam, SIGNAL(activated(int)), this, SLOT(func()));
Whenever I had to add new families of entries for the submenus, or even main menus with subentries, things would complicate, so I think a menu like this:
Menu: Submenu: AnotherSubmenu:
menu 1 submenu 1 altsub 1
menu 2 submenu 2 > family 1 altsub 2
menu 3 submenu 3 family 2 ...
family 3
would work better and unclutter things. The entries in Menu
call the appropiate Submenu
, which has its own Family
, wherever they are, Submenu
may call yet another level of AnotherSubmenu
, etc.
回答1:
You could connect the triggered signal of all the QAction
to a same slot and be able to have the object with sender()
, and convert it to the QAction
object type with qobject_cast<>
.
Also if you want to use an index we could use the setObjectName()
and objectName()
void {your Widget}::createAction()
QMenu *menu = new QMenu(this);
for(int i=0; i < 10; ++i){
QAction *action = new QAction(QString("action %1").arg(i));
action->setObjectName(QString("%1").arg(i));
connect(action, &QAction::triggered, this, &{your Widget}::onTriggeredAction);
menu->addAction(action);
}
}
void {your Widget}::onTriggeredAction()
{
QAction *obj = qobject_cast<QAction *>(sender());
int index = obj->objectName().toInt();
qDebug()<<index;
}
来源:https://stackoverflow.com/questions/43684721/fill-qmenu-with-an-enum