Last time I talked about getting the X server to send XInput 2 multitouch events in your Qt program. In this post we decode them and send them to the widget of interest.

XIDeviceEvent

For TouchBegin, TouchUpdate, and TouchEnd the “cookie” in our XGenericEventCookie struct is a struct XIDeviceEvent. It looks like this:[1]

typedef struct {
    int           type;         /* GenericEvent */
    unsigned long serial;       /* # of last request processed by server */
    Bool          send_event;   /* true if this came from a SendEvent request */
    Display       *display;     /* Display the event was read from */
    int           extension;    /* XI extension offset */
    int           evtype;       /* TouchBegin, TouchEnd, ... */
    Time          time;         /* Timestamp of event */
    int           deviceid;     /* Device generating event */
    int           sourceid;     /* *actual* device that gen'd event */
    int           detail;       /* Touch ID / Finger ID */
    Window        root;         /* Window ID of root window (usu. 0) */
    Window        event;        /* Window ID of Window that should receive event */
    Window        child;        /* Window ID of Window where the event occured */
    double        root_x;       /* (x,y) coords in root window */
    double        root_y;
    double        event_x;      /* (x,y) coords in event window */
    double        event_y;
    int           flags;        /* misc modifiers, see spec */
    XIButtonState       buttons;
    XIValuatorState     valuators;
    XIModifierState     mods;
    XIGroupState        group;
} XIDeviceEvent;

Usually we’re only interested in event,[2] event_x, event_y, and detail. The detail allows you to track individual fingers. The XInput extension promises that you’ll always get this sequence for each finger:

TouchBegin -> [TouchUpdate -> ] TouchEnd

…that is to say, you’ll always get a TouchEnd event, even if some other window grabs the finger from you. Furthermore, the events you get are individual. The events for each finger come in independently… not all grouped together in one event.

Sending Events to a QWidget

If we decide to handle an event inside TApplication::x11EventFilter() then we do the handling immediately and return true. Handling it means sending it to the window. Fortunately, since the touch events give us a window ID, it’s pretty easy:

    XIDeviceEvent *de = (XIDeviceEvent*)xev->data;
    QEvent *qev = translate_to_some_kind_of_qevent(xideviceevent);
    QWidget *target = QWidget::find(de->event);
    return notify(target, qev);

The only trick is… what kind of event should we send it?

Translating Touch Events

Ideally, we would find a way to send QTouchEvent‘s to our QWidget. That way the widget logic uses only one touch API. And QTouchEvent is a fairly nice API… since the event maintains state of all fingers that are currently in play.

We can do this, but it would raise the ire of the Qt gods. QTouchEvent has a sub-class called QTouchEvent::TouchPoint that is intended to be used as a read-only object (the “write” methods are all marked “internal”).[3] So we do it at our own risk… which isn’t a great idea for your production/stable code.

As an alternative, we can create our own custom touch events that can be used by the QWidget. If it were me, I would make something that looks very similar to QTouchEvent.

Sending a custom QEvent

Both options are a bit of work to implement. Since this is a bit of a rabbit trail, I’m not going to create (or translate) the touch events. Instead, I’ll just send the widget a custom QEvent and call it a day. The event is pretty simple:

class TouchEvent : public QEvent
{
public:
    enum {
        TouchEventId = QEvent::User + 1
    };

    TouchEvent(int id);
    virtual ~TouchEvent();

    int id() { return m_id; }

private:
    int m_id;
};

With one critical piece:

TouchEvent::TouchEvent(int id) :
    QEvent((QEvent::Type)TouchEvent::TouchEventId),
    m_id(id)
{
}

If we don’t initialize QEvent with the event id… then it won’t return the right number for QEvent::type().

We’re careful to make sure that our event ID number is within the range that Qt has allocated: QEvent::User + 1. Note that all of the documentation says that our event number must be greater than QEvent::User. I suspect this is a mis-print, though.

Now, when we send the event it goes to virtual QWidget::event() we check the type and then cast it back to our original type:

bool ScribbleArea::event(QEvent *event)
{
    switch (event->type()) {
    case TouchEvent::TouchEventId:
    {
        TouchEvent *tev = static_cast(event);
        qDebug() << "Received TouchEvent #" <id();
    }   break;
    /* ... */

Conclusion

So, we didn’t meet our goal of getting fingerpaint refactored… but the end is in sight (and I’m stopping so that I can move on to larger goals). For Composite I will probably stick with Ubuntu 12.04’s patch for as long as I can get away with it… instead of rolling my own XInput 2 code. If I really need to add the support, I will probably go ahead and cheat… using the private API of QTouchEvent::TouchPoint.

References

I dropped the code <a href=”http://gabe.is-a-geek.org/blog_content/2012/07/xinput2-part2/. See the previous post for links to docs.


[1] – source: /usr/include/X11/extensions/XInput2.h, with extra annotation from the protocol spec added by me.

[2]root is the root window of the entire X Display… and the value is usually 0. child is usually None, but sometimes if the event actually happened in a window that is a child of the event window, but they have a relationship that redirects the event.

[3] – See /usr/include/qt4/QtGui/qevent.h

So last time, I discovered that Ubuntu 12.04 has patched Qt to support multitouch. But since Qt doesn’t support MT on X11, I’m considering having a layer that allows me to either use Qt’s MT events or to handle XInput 2 events. Like last time… we start with Qt’s fingerpaint application and try to get it working with XInput 2.

To do this, we’re going to sub-class QApplication so that we can re-implement the virtual function QApplication::x11EventFilter().  This allows us to see, inspect, handle, intercept, or pass on any events that the X server sends us. We’ll call our class TApplication and make the function print something out when we get on of XInput’s touch events XI_TouchBegin, XI_TouchUpdate, and XI_TouchEnd:

bool TApplication::x11EventFilter(XEvent *ev)
{
    bool handled = false;
    XGenericEventCookie *cookie;

    // All XI2 events are GenericEvents
    if (ev->type != GenericEvent)
        return false;

    cookie = &ev->xcookie;

    if (cookie->extension != m_xi_opcode)
        return false;

    /**********************************************
     * BEYOND THIS POINT ARE ONLY XINPUT EVENTS
     **********************************************/

    switch (cookie->evtype)
    {
    case XI_TouchBegin:
        qDebug() << "XI_TouchBegin";
        break;
    case XI_TouchUpdate:
        qDebug() << "XI_TouchUpdate";
        break;
    case XI_TouchEnd:
        qDebug() << "XI_TouchEnd";
        break;
    default:
        qDebug() << "XI_somethingelse";
    }

    return handled;
}

Are you going to eat that cookie?

You might ask, “what’s the deal with the cookie?”  An XEvent isn’t actually a C struct, it’s a union of all the different event structs that the X sever uses.  All of them have a ‘type‘ as their first member so that you can discern what kind of struct this is.  We’re only interested in the type GenericEvent.  For these events it means that the ‘ev‘ pointer is a pointer to an XGenericEventCookie struct.  When we do ‘cookie = ev->xcookie‘, it’s equivalent to ‘cookie = (XGenericEventCookie*)ev‘ — but much more elegant.

The GenericEvent is the event type used for extensions to the X Server — things that weren’t thought of when they originally set up the specification.  While the XGenericEventCookie struct has some useful info… what you really want is the data in its ‘data‘ member.  Normally we have to call XGetEventData(), but in Ubuntu’s Qt it already fetches (and frees) it for us.  (See [2] for more details.)

Taking Responsibility

Because Ubuntu is patched with XInput 2 support… it was kind enough to set up everything for us in the background. For example, it tells the X server that we want touch events, pre-fetches our cookie, and then cleans up our cookie crumbs afterwards. However, since we can’t always depend on our mommy (Ubuntu) looking out for us… we need to be Big Boys and set up all the background stuff for ourselves.  We start by disabling multitouch from Qt in the ScribbleArea:

 ScribbleArea::ScribbleArea(QWidget *parent)
     : QWidget(parent)
 {
-    setAttribute(Qt::WA_AcceptTouchEvents);
+    /*setAttribute(Qt::WA_AcceptTouchEvents);*/
     setAttribute(Qt::WA_StaticContents);

If you re-run the application after doing this, you won’t see any X11 events. All events that you want to receive from the X server must be explicitly enabled (even mouse clicks). There is no notion of ‘cascading’ events. Every window. No exceptions. You can’t just set these flags to your top-most parent window and have all the windows get the events. Every single window has to do this for itself.[1]

So instead of setAttribute(), we call our own function:

    TApplication::sendTouchEventsTo(this);

And inside that function we declare that we want touch events for this window:

/* static */
void TApplication::sendTouchEventsTo(QWidget *w)
{
    XIEventMask mask;
    Window win;
    Display *dpy;

    dpy = QX11Info::display();
    win = w->winId();

    memset(&mask, 0, sizeof(XIEventMask));
    mask.deviceid = XIAllMasterDevices;
    mask.mask_len = XIMaskLen(XI_LASTEVENT);
    mask.mask = (unsigned char*) calloc(mask.mask_len, sizeof(char));

    XISetMask(mask.mask, XI_TouchBegin);
    XISetMask(mask.mask, XI_TouchUpdate);
    XISetMask(mask.mask, XI_TouchEnd);

    XISelectEvents(dpy, win, &mask, 1);

    free(mask.mask);
}

This must be run for every widget that you want to have touch events. Using setAttribute() more or less does the same thing.

Notice that we got the Window ID from the widget so that we could give that back to the XServer. The documentation for QWidget::winId() says:

Portable in principle, but if you use it you are probably about to do something non-portable. Be careful.

…This value may change at run-time. An event with type QEvent::WinIdChange will be sent to the widget following a change in window system identifier.

…and they’re not joking, either.  From the time that this code is run in the constructor to the time you receive your first touch event… the window ID changes twice for me.  In fact, I think this may be part of the reason why the pre-compiled fingerpaint demo will sometimes work and sometimes not.  So, obeying the docs, we handle the event:

bool ScribbleArea::event(QEvent *event)
{
    switch (event->type()) {
    case QEvent::WinIdChange:
    {
        TApplication::sendTouchEventsTo(this);
    }   break;
    /* ... */

Wrapping Up

You can download the code in the file xinput2-part1.tar.bz2 (or browse it here).  Next time we’ll talk about decoding the events and sending them to our widget.

Resources


[1] – …and every QWidget is an X11 Window (or two or three). That’s one advantage to QGraphicsView and QtQuick — they’re typically all contained in a single window.

[2] – The Qt convention seems to be that XGetEventData() is called before entering QApplication::x11EventFilter() and that XFreeEventData() is called in QApplication::x11ProcessEvent(). This is what the Ubuntu patch does, too. However, I also wrote the code to handle the non-Ubuntu-patched case. See tapplication.cpp for detailed comments in the code.

Qt does not support for XInput 2.2’s multitouch protocol.[1] So instead of whining, I approached it as an opportunity to learn XInput2 and possibly give a more awesome MT experience in Composite. Qt allows you to catch and handle raw X11 events using QApplication::x11EventFilter().

As a starting project, I took the Qt fingerpaint demo to make it work with XInput2. With Ubuntu 12.04:

$ sudo apt-get install xinput libxi-dev qt4-demos

N.B. I already have Qt4 tool and -dev packages and a bunch of stuff installed, so YMMV.

Next, using my Lenovo Ideapad, let’s confirm that fingerpaint is broken:

$ /usr/lib/qt4/examples/touch/fingerpaint/fingerpaint

And contrary to what I expected… multitouch works!! However, sometimes it works and sometimes it doesn’t.[2] Usually if you wait until “Fingerpaint” appears in the title bar you’re good to go.

As it happens, Ubuntu 12.04 has a patch that enables Qt’s multitouch. 🙂

So next, I compiled the Ivory application that I did for MeeGo. And:

Got touch without getting TouchBegin for id 58
Got touch without getting TouchBegin for id 58
Got touch without getting TouchBegin for id 58
Got touch without getting TouchBegin for id 58
Got touch without getting TouchBegin for id 58
Got touch without getting TouchBegin for id 58

Turns out that this is Ubuntu bug #1007847 and is easily fixed like this:

diff --git a/src/Application.cpp b/src/Application.cpp
index 05e1a92..4fc590b 100644
--- a/src/Application.cpp
+++ b/src/Application.cpp
@@ -59,7 +59,7 @@ namespace Ivory
         setFrameShape(QFrame::NoFrame);

         setScene(_scene);
-        setViewport(new QGLWidget);
+        setViewport(new QWidget);

         _scene->set_octave(0);
         QStringList ports;

…and it works!

This isn’t the blog I expected to write — so it’s been a pleasant surprise.  However, I am still interested in doing raw XInput processing… so I’ll still explore that in the next blog.


[1] – …as far as I know. Last I heard the status was that there was no support (nor plans to support) XInput 2.2 or anything else new in X11.  (…but patches welcome.)

[2] – I think I have an idea why it sometimes doesn’t work. More on that next time.

[cross roads]This series has been fun and frustrating, but leaves me a bit worried about using QtQuick/QML for the UI of Composite.  While a lack of personal free time was one reason for the 4-month delay between posts… other things bothered me:

  1. I didn’t expect that I would have to roll my own QML version of QTableView.
  2. The way data is passed between C++ and QML is still fuzzy to me.
  3. Internet literature on QML is heavily slanted towards Javascript implementations rather than C++.
  4. Searching for “qml sucks” lands a lot of people to this blog. (I’m the #1 hit! …ironic, since that article speaks well of QML.)
  5. In Qt5, QtQuick sees the most changes and I wonder what porting C++ components will be like.
  6. I don’t really like GUI coding, and am inclined to stick with what I know (things like QWidget).

But these things make me want to keep on with QML:

  1. I’m going to need lots of custom widgets.  With Qt5 I want to be able to port the drawing logic as fast as possible.  It looks like the QML-written parts should port quickly.
  2. I like the prospect of benefiting from QtQuick’s new SceneGraph implementation.
  3. QML makes it easier for users to re-skin the UI without serious coding-fu (a big deal for hipster musicians)
  4. My 2nd choice is QGraphicsView — and I’m not sure my troubles will be much easier there.

Anyway… it’s time for Composite to start moving again, and currently this (in)decision is the major showstopper.

What’s your opinion? What would you do?

When last we left our hero, we set up a simple (but not very scalable) Model/View using a C++ calculator engine and a QML UI. The “big” problem with it when you think of scalability is the fact that the UI is static. If the Engine wants to add buttons or change the function/role of the buttons — the UI has to be updated by a programmer. Instead, the UI should query query the Engine (or an abstraction of the Engine) to know the button layout.

In C++, we could do this by implementing a QAbstractTableModel and feed it to a pre-made (and extensible) widget like QTableView. In QML, the Model/View
options are less mature. For example, there is nothing in QML that is like a QTableView.[1] Therefore, we have to create our own.

Our strategy will be to create new classes ButtonLayoutModel (derived from QAbstractTableModel) and GridView (our custom QML Component). Our custom GridView will replace Qt’s Grid inside of Calculator.qml, and ButtonLayoutModel will be placed between Engine and the GridView. The messages passed will now be based on a “button ID” instead of the text that appears on the face of the button.

ButtonLayoutModel and Engine

The new class ButtonLayoutModel is pretty simple.

Excerpt of ButtonLayoutModel.hpp:

class ButtonLayoutModel : public QAbstractTableModel
{
    Q_OBJECT
public:
    ButtonLayoutModel(QObject *parent = 0);
    ~ButtonLayoutModel();

public:
    /* Reimplemented virtual methods */
    virtual int columnCount(const QModelIndex& parent = QModelIndex()) const;
    virtual int rowCount(const QModelIndex& parent = QModelIndex()) const;
    virtual QVariant data(const QModelIndex& index, int role = Qt::DisplayRole) const;
    void setEngine(Engine *eng) {
        m_engine = eng;
    }

public slots:
    void buttonPressed(int id);

private:
    Engine *m_engine;

}; // class ButtonLayoutModel

Pretty simple… we implement only what we have to from QAbstractTableModel, an interface to set the underlying model, and a slot that makes things a little easier later.

Non-trivial excerpt of ButtonLayoutModel.cpp:

int ButtonLayoutModel::columnCount(const QModelIndex& /*parent*/) const
{
    return m_engine->columns();
}

int ButtonLayoutModel::rowCount(const QModelIndex& /*parent*/) const
{
    return m_engine->rows();
}

void ButtonLayoutModel::buttonPressed(int button_id)
{
    m_engine->event(button_id, Engine::E_BUTTON_CLICK);
}

QVariant ButtonLayoutModel::data(const QModelIndex& index, int role) const
{
    int button_id;

    button_id = m_engine->button_id(index.row(), index.column());
    switch (role) {
    case Qt::DisplayRole:
        return m_engine->button_text(button_id);
        break;
    case Qt::UserRole:
        return QVariant(button_id);
        break;
    }
    return QVariant();
}

The less obvious part here is how ButtonLayoutModel::data() works. We need to pass 2 different kinds of data from the Engine to the UI for layout: (a) the text to
display on the button (role == Qt::DisplayRole) and (b) the button’s ID (role == Qt::UserRole). While this doesn’t buy us much now… it could allow for the text on the button to be totally different than the buttons function (e.g. a non-ascii symbol, an icon, etc).

This requires some different support from Engine. Here are the changes:

diff -Nurp a/Engine.hpp b/Engine.hpp
--- a/Engine.hpp	2012-02-19 20:38:39.000000000 -0600
+++ b/Engine.hpp	2012-07-04 11:21:52.263084183 -0500
@@ -37,10 +37,28 @@ public:
         M_DIV,
     } mode_t;

+    typedef enum {
+        E_NONE = 0,
+        E_BUTTON_CLICK = 1,
+    } event_t;
+
     QString get_display();

+    int columns() {
+        return 4;
+    }
+    int rows() {
+        return 4;
+    }
+    /* zero-offset for row and col */
+    int button_id(int row, int col) {
+        return row*columns() + col;
+    }
+    QString button_text(int button_id);
+
 public slots:
     void keypress(QString val);
+    void event(int button_id, int event);

 signals:
     void content_changed(QString val);

diff -Nurp a/Engine.cpp b/Engine.cpp
--- a/Engine.cpp
+++ b/Engine.cpp
@@ -38,6 +38,42 @@ QString Engine::get_display()
     return m_display;
 }

+void Engine::event(int button_id, int ev)
+{
+    if (ev == E_BUTTON_CLICK) {
+        QString text = button_text(button_id);
+        keypress(text);
+    }
+    return;
+}
+
+QString Engine::button_text(int button_id)
+{
+    switch (button_id) {
+    case 0: return QString("7"); break;
+    case 1: return QString("8"); break;
+    case 2: return QString("9"); break;
+    case 3: return QString("+"); break;
+
+    case 4: return QString("4"); break;
+    case 5: return QString("5"); break;
+    case 6: return QString("6"); break;
+    case 7: return QString("-"); break;
+
+    case 8: return QString("1"); break;
+    case 9: return QString("2"); break;
+    case 10: return QString("3"); break;
+    case 11: return QString("*"); break;
+
+    case 12: return QString("C"); break;
+    case 13: return QString("0"); break;
+    case 14: return QString("="); break;
+    case 15: return QString("/"); break;
+    }
+    return QString();
+}
+
+
 void Engine::keypress(QString val)
 {
     qDebug() << "Got keypress " << val;

Nothing special here. Just added the start of an event-based system.

GridView

For this next part, let’s clarify three concepts for this specific part of the project:

  • Model – The abstract interface to the core application logic (e.g. the data of a spreadsheet).
  • View – A container that provides a graphical representation of the contents of the Model (e.g. the rows and columns that you see in a spreadsheet).
  • Delegate – A graphical widget that is used to display and interact with an specific item in the Model (e.g. the widget used for each cell in the spreadsheet).

The View must be given two things: a Model and a Delegate. For every item in the Model, it will create a new instance of the Delegate for interacting with the model. In our case, the Model is the ButtonLayoutModel presented above, and the Delegate is the Button QML element.

And since our UI is in QML, our View must be a QML Element.

Here’s the meat of GridView.hpp:

class GridView : public QDeclarativeItem
{
    Q_OBJECT
    Q_PROPERTY(QVariant model READ model WRITE setModel NOTIFY modelChanged);
    Q_PROPERTY(QDeclarativeComponent* delegate READ delegate WRITE setDelegate NOTIFY delegateChanged);
    Q_PROPERTY(float margin READ margin WRITE setMargin);

public:
    GridView(QDeclarativeItem* parent = 0);
    ~GridView();

    QVariant model() const;
    void setModel(const QVariant& mod);

    QDeclarativeComponent* delegate() const;
    void setDelegate(QDeclarativeComponent* del);

    float margin() const;
    void setMargin(float m);

signals:
    void modelChanged();
    void delegateChanged();
    void cellWidthChanged();
    void cellHeightChanged();

private:
    QAbstractItemModel *m_model;
    QDeclarativeComponent *m_delegate;
    float m_margin;

protected slots:
    /* Slots to be handled QAbstractItemModel */
    void columnsInserted(const QModelIndex& parent, int start, int end);
    void columnsMoved(const QModelIndex& sourceParent, int sourceStart, int sourceEnd,
                      const QModelIndex& destinationParent, int destinationColumn);
    void columnsRemoved(const QModelIndex& parent, int start, int end);
    void dataChanged(const QModelIndex& topLeft, const QModelIndex& bottomRight);
    void headerDataChanged(Qt::Orientation orientation, int first, int last);
    void layoutChanged();
    void modelReset();
    void rowsInserted(const QModelIndex& parent, int start, int end);
    void rowsMoved(const QModelIndex& sourceParent, int sourceStart, int sourceEnd,
                   const QModelIndex& destinationParent, int destinationRow);
    void rowsRemoved(const QModelIndex& parent, int start, int end);

protected:
    virtual void geometryChanged(const QRectF& newGeometry, const QRectF& oldGeometry);

private:
    void update_layout();

}; // class GridView

Most of this is scaffolding and functions that were required to be re-implemented. The most important part is the properties added at the top: model, delegate, and margin. These translate exactly to QML properties and will be passed to us at run-time from the QML script.

One of the tricky parts is getting/setting the model:

QVariant GridView::model() const
{
    return *reinterpret_cast<QVariant*>(m_model);
}

Note: I think using reinterpret_cast<> is a mistake and that it should be some manner of qvariant_cast<> like in setModel(). (I don’t recall, it’s been a few months since I wrote this part!)

#define M_CONNECT(sender, sig) connect((sender), SIGNAL(sig), this, SLOT(sig))
#define M_DISCONNECT(sender, sig) connect((sender), SIGNAL(sig), this, SLOT(sig))

void GridView::setModel(const QVariant& model)
{
    QObject *obj;
    QAbstractItemModel *mm;
    std::cout << __func__ << std::endl;

    obj = qvariant_cast<QObject*>(model);
    mm = qobject_cast<QAbstractItemModel*>(obj);

    if (!mm) {
        std::cerr << "Can not set model... is not a QAbstractItemModel" << std::endl;
        return;
    }

    if (m_model) {

        M_DISCONNECT(m_model,
                     columnsInserted(const QModelIndex&, int, int));
        M_DISCONNECT(m_model,
                     columnsMoved(const QModelIndex&, int, int, const QModelIndex&, int));
        M_DISCONNECT(m_model,
                     columnsRemoved(const QModelIndex&, int, int));
        M_DISCONNECT(m_model,
                     dataChanged(const QModelIndex&, const QModelIndex&));
        M_DISCONNECT(m_model,
                     headerDataChanged(Qt::Orientation, int, int));
        M_DISCONNECT(m_model,
                     layoutChanged());
        M_DISCONNECT(m_model,
                     modelReset());
        M_DISCONNECT(m_model,
                     rowsInserted(const QModelIndex&, int, int));
        M_DISCONNECT(m_model,
                     rowsMoved(const QModelIndex&, int, int, const QModelIndex&, int));
        M_DISCONNECT(m_model,
                     rowsRemoved(const QModelIndex&, int, int));
    }

    m_model = mm;

    M_CONNECT(m_model,
              columnsInserted(const QModelIndex&, int, int));
    M_CONNECT(m_model,
              columnsMoved(const QModelIndex&, int, int, const QModelIndex&, int));
    M_CONNECT(m_model,
              columnsRemoved(const QModelIndex&, int, int));
    M_CONNECT(m_model,
              dataChanged(const QModelIndex&, const QModelIndex&));
    M_CONNECT(m_model,
              headerDataChanged(Qt::Orientation, int, int));
    M_CONNECT(m_model,
              layoutChanged());
    M_CONNECT(m_model,
              modelReset());
    M_CONNECT(m_model,
              rowsInserted(const QModelIndex&, int, int));
    M_CONNECT(m_model,
              rowsMoved(const QModelIndex&, int, int, const QModelIndex&, int));
    M_CONNECT(m_model,
              rowsRemoved(const QModelIndex&, int, int));

    update_layout();
    emit modelChanged();
}

I.e. the tricky part is the casting, and then we connect all the signals and slots to our own model. Notice, too, that there is nothing here that is specific to our ButtonLayoutModel.

void GridView::geometryChanged(const QRectF& newGeometry, const QRectF& oldGeometry)
{
    qDebug() << oldGeometry << " ==> " << newGeometry;
    setImplicitWidth(newGeometry.width());
    setImplicitHeight(newGeometry.height());
    update_layout();
}

void GridView::update_layout()
{
    QObjectList kids = children();
    int rows, cols, r, c;
    float x, y, margin;
    float cell_height, cell_width;
    QObject *obj;
    QModelIndex ix;

    if (!m_model || !m_delegate)
        return;

    /* clear out existing children */
    foreach(obj, kids) {
        obj->setParent(0);
        delete obj;
    }

    rows = m_model->rowCount();
    cols = m_model->columnCount();
    cell_height = implicitHeight() / rows;
    cell_width = implicitWidth() / cols;
    margin = GridView::margin();

    y = margin/2;
    for (r = 0 ; r < rows ; ++r) {
        x = margin/2;
        for (c = 0 ; c < cols ; ++c) {
            obj = m_delegate->create();
            obj->setParent(this);
            obj->setProperty("parent", QVariant::fromValue<QDeclarativeItem*>(this));
            obj->setProperty("x", x);
            obj->setProperty("y", y);
            obj->setProperty("width", cell_width - margin);
            obj->setProperty("height", cell_height - margin);
            ix = m_model->index(r, c);
            obj->setProperty("text", m_model->data(ix, Qt::DisplayRole));
            obj->setProperty("button_id", m_model->data(ix, Qt::UserRole));
            connect(obj, SIGNAL(buttonPressed(int)),
                    m_model, SLOT(buttonPressed(int)));
            x += cell_width;
        }
        y += cell_height;
    }

}

This update_layout() function deletes all the delegates and then allocates new ones every time it is called. Obviously this is not ideal, but it was simple to implement. However, after creating each delegate:

  • It sets its location and size (layout) via properties
  • It sets some properties that are specific to our application… button_id and text. Note that these are very specific to our Button.qml implementation.
  • It connects a signal to the m_model slot. This, too, is very specific to our Button and ButtonLayoutModel implementations.

Most of the functions not shown simply call update_layout() — not ideal, but it works for now. 🙂

Changes to Button

Button almost works as-is. The only change is to add the ‘button_id’ property and change the signal to send an integer instead of text.

diff -Nurp a/Button.qml b/Button.qml
--- a/Button.qml
+++ b/Button.qml
@@ -10,6 +10,7 @@ import QtQuick 1.0
 Item {
     /* This should be set by the parent element */
     property string text: "X"
+    property int button_id: 0

     /* These should EXIST in the parent element, or be set
      * BY the parent element.  They are referred to by the
@@ -26,9 +27,9 @@ Item {
     property int radius: (height < width) ? height/8 : width/8;

     /* This signal will fire when we get clicked, and contain the
-     * text of the button.
+     * id
      */
-    signal postValue(string val);
+    signal buttonPressed(int id);

     /* Main geometry of button */
     Rectangle {
@@ -57,7 +58,7 @@ Item {
 	id: iMouseArea;
 	anchors.fill: parent;
 	onClicked: {
-	    postValue(text);
+	    buttonPressed(button_id);
 	}
     }
 }

Changes to Calculator

In Calculator we do the following:

  • Declare our custom components as ‘Local’
  • Remove all our hard-coded button stuff
  • Replace Grid with Local.GridView
  • Set up a delegate (Button) for the GridView
diff -Nurp a/Calculator.qml b/Calculator.qml
--- a/Calculator.qml
+++ b/Calculator.qml
@@ -2,9 +2,11 @@
  */

 import QtQuick 1.0
+import "." as Local
+import Foo 1.0 as Local

 Rectangle {
     id: iRoot;
@@ -54,43 +56,29 @@ Rectangle {
 	}
     }

-    Grid {
-	columns: 4;
-	property int button_width: (width - 2 * anchors.margins)/columns;
-	property int button_height: button_width;
-	property color button_color_top: "#8888FF";
-	property color button_color_bot: "blue";
+    Component {
+	id: iButtonDelegate;
+
+	Button {
+	    
+	}
+    }
+
+    Local.GridView {
+	id: button_grid;
+	property color button_color_top: "white";
+	property color button_color_bot: "gray";
 	property color text_color: "black";
-	spacing: parent.anchors.margins;
+
 	anchors.top: iDisplay.bottom;
 	anchors.left: iRoot.left;
 	anchors.right: iRoot.right;
 	anchors.bottom: iRoot.bottom;
 	anchors.margins: parent.anchors.margins;

-	/* Row 0 */
-	Button { id: i7; text: "7"; }
-	Button { id: i8; text: "8"; }
-	Button { id: i9; text: "9"; }
-	Button { id: iPlus; text: "+"; }
-
-	/* Row 1 */
-	Button { id: i4; text: "4"; }
-	Button { id: i5; text: "5"; }
-	Button { id: i6; text: "6"; }
-	Button { id: iMinus; text: "-"; }
-
-	/* Row 2 */
-	Button { id: i1; text: "1"; }
-	Button { id: i2; text: "2"; }
-	Button { id: i3; text: "3"; }
-	Button { id: iMultiply; text: "*"; }
-
-	/* Row 3 */
-	Button { id: iC; text: "C"; }
-	Button { id: i0; text: "0"; }
-	Button { id: iEquals; text: "="; }
-	Button { id: iDivide; text: "/"; }
+	model: button_model;
+	delegate: iButtonDelegate;
+	margin: 7;

     }

@@ -151,25 +139,4 @@ Rectangle {
             break;
 	}
     }
-
-    /* Component.onCompleted() is more or less a constructor */
-    Component.onCompleted: {
-	/* N.B. Using 'iRoot.' here is redundant. */
-	iC.postValue.connect(iRoot.data);
-	iPlus.postValue.connect(iRoot.data);
-	iMinus.postValue.connect(iRoot.data);
-	iMultiply.postValue.connect(iRoot.data);
-	iDivide.postValue.connect(iRoot.data);
-	iEquals.postValue.connect(iRoot.data);
-	i0.postValue.connect(iRoot.data);
-	i1.postValue.connect(iRoot.data);
-	i2.postValue.connect(iRoot.data);
-	i3.postValue.connect(iRoot.data);
-	i4.postValue.connect(iRoot.data);
-	i5.postValue.connect(iRoot.data);
-	i6.postValue.connect(iRoot.data);
-	i7.postValue.connect(iRoot.data);
-	i8.postValue.connect(iRoot.data);
-	i9.postValue.connect(iRoot.data);
-    }
 }

Putting it all together

In order to use our ‘Local’ QML Component library, we must declare it early in our main() function. We also need to plug our model into the Calculator QML.

diff -Nurp a/main.cpp b/main.cpp
--- a/main.cpp	2012-02-19 20:38:39.000000000 -0600
+++ b/main.cpp	2012-07-04 09:36:43.527800857 -0500
@@ -19,9 +19,12 @@

 #include <QtGui/QApplication>
 #include <QtDeclarative/QDeclarativeView>
+#include <QtDeclarative/QDeclarativeContext>

 #include "Delegate.hpp"
 #include "Engine.hpp"
+#include "ButtonLayoutModel.hpp"
+#include "GridView.hpp"

 int main(int argc, char* argv[])
 {
@@ -29,8 +32,17 @@ int main(int argc, char* argv[])
     QDeclarativeView view;
     Engine engine;
     Delegate del;
+    ButtonLayoutModel blm;
+    QDeclarativeContext *ctxt;

+    qmlRegisterType<GridView>("Foo", 1, 0, "GridView");
+
+    blm.setEngine(&engine);
+
+    ctxt = view.rootContext();
+    ctxt->setContextProperty("button_model", &blm);
     view.setSource(QUrl::fromLocalFile("Calculator.qml"));
+
     del.set_view(&view);
     del.set_engine(&engine);
     del.init();

And once again we have our underwhelming calculator working. 🙂

Critical Thinking

Again, what are the shortcomings of what we’ve done?

  • GridView still needs special knowledge of both the Model and the View in order for this to work. On the one hand it would be best if GridView were a perfectly pure container (like QTableView) — on the other hand a semi-specialized container can also have its benefits.
  • The GridView is automatically connecting signals and slots. This is typically bad form and totally circumvents the Delegate class that was originally set up for this kind of thing. It might have been better for the delegate to connect its
    signals to the parent (Calculator, channeling all the events through that interface.
  • The way that data is handled between the Button delegate and the Model seems a little clunky. It might have been better to pass the Button special access to the Model to figure out what data it needs. But I’m not sure how to do
    this since Button is a QML object. And again, this is simply an attempt to make GridView fully generic.
  • But when you get right down to it… I’m still not happy with the fact that I had to write my own GridView.

While some of the interactions in this example are a tad hack-ish, we’ve accomplished the goal of having the core logic in the Engine and having the UI adapt as the Engine changes.

Resources

All of the sources can be found at http://gabe.is-a-geek.org/blog_content/2012/07/04-qml-cpp-link/ The tarball calculator.tar.bz2 has everything… but you’ll also find individual files.


The code in this article is a mixture of Public Domain code and
GPL code. Please see the files in the Resources section for
specifics.

[1] – There is a Grid Element, but it expects
the underlying model to be 1D, and it lays them out in a 2D array. We
need the underlying model to be 2D. In general, QML “Models” are all
1D. There might be some things that could be used in Qt Desktop
Components or even the MeeGo Components… but the documentation on
those is sparse and you would have to compile them yourself.