我正在对我的班级进行非常简短(和部分)的描述以显示我的问题。基本上我已经设置了两个属性。
class Fruit : public QObject
{
Q_OBJECT
....
public:
Q_PROPERTY( int price READ getPrice NOTIFY priceChanged)
Q_PROPERTY(Fruit * fruit READ fruit WRITE setFruit NOTIFY fruitChanged)
}
在我的QML中,如果我访问price
属性,它运行良好。但是,如果我访问显然返回fruit
的{{1}}属性,然后尝试使用其Fruit
属性,那么这不起作用。这不应该以这种方式工作吗?
price
第二个返回Text {
id: myText
anchors.centerIn: parent
text: basket.price // shows correctly
//text: basket.fruit.price // doesn't show
}
,它也是一个属性,它有Fruit
属性,但它似乎无法访问该属性?这有用吗?
已更新
我包含了我的源代码。我用price
创建了一个新的演示,这种方式更有意义。我试着根据收到的答案让它工作但没有运气。
HardwareComponent
类是HardwareComponent
和Computer
的基类。
CPU
#include <QGuiApplication>
#include <QQmlApplicationEngine>
#include <QQmlContext>
class HardwareComponent : public QObject
{
Q_OBJECT
public:
HardwareComponent() : m_price(0) {}
virtual int price() = 0;
virtual Q_INVOKABLE void add(HardwareComponent * item) { m_CPU = item; }
HardwareComponent * getCPU() const { return m_CPU; }
Q_SLOT virtual void setPrice(int arg)
{
if (m_price == arg) return;
m_price = arg;
emit priceChanged(arg);
}
Q_SIGNAL void priceChanged(int arg);
protected:
Q_PROPERTY(HardwareComponent * cpu READ getCPU);
Q_PROPERTY(int price READ price WRITE setPrice NOTIFY priceChanged)
HardwareComponent * m_CPU;
int m_price;
};
class Computer : public HardwareComponent
{
Q_OBJECT
public:
Computer() { m_price = 500; }
int price() { return m_price; }
void setprice(int arg) { m_price = arg; }
};
class CPU : public HardwareComponent
{
Q_OBJECT
public:
CPU() { m_price = 100; }
int price() { return m_price; }
void setprice(int arg) { m_price = arg; }
};
int main(int argc, char *argv[])
{
HardwareComponent * computer = new Computer;
CPU * cpu = new CPU;
computer->add( cpu );
QGuiApplication app(argc, argv);
QQmlApplicationEngine engine;
engine.load(QUrl(QStringLiteral("qrc:/main.qml")));
engine.rootContext()->setContextProperty("computer", computer);
return app.exec();
}
#include "main.moc"
这是我所有项目文件的完整源代码。
当我运行它时,我得到了这个输出:
启动C:\ Users \ User \ Documents \ My Qt 项目\集结硬件Desktop_Qt_5_4_0_MSVC2010_OpenGL_32bit-调试\调试\ hardware.exe ... 启用QML调试。只能在安全的环境中使用它。 qrc:/MainForm.ui.qml:20:ReferenceError:未定义计算机
即使它在第20行(computer.price)行发出警告,它仍然可以工作并显示计算机的价格(= 500)。如果更改import QtQuick 2.3
import QtQuick.Window 2.2
Window {
visible: true
width: 360
height: 360
Text {
anchors.centerIn: parent
text: computer.price // works
//text: computer.cpu.price // doesn't work, doesn't show any value
}
}
,则会报告相同的警告,但价格不再显示 - 它似乎无法正常工作。
问题是因为价格是虚拟财产,它有效!但如果我在计算机组件内的另一个硬件组件上使用此属性,它就不起作用! Mido发布的代码/答案让我希望有一个解决方案,它看起来非常接近!我希望我能做到这一点。
答案 0 :(得分:2)
我在您的示例中创建了一个Fruit
类,但它工作正常。我创建了Fruit
的新实例,我可以获得price
值。这是我的代码:
#ifndef FRUIT_H
#define FRUIT_H
#include <QObject>
#include <QQuickView>
class Fruit : public QObject
{
Q_OBJECT
Q_PROPERTY( int price READ getPrice WRITE setPrice NOTIFY priceChanged)
Q_PROPERTY(Fruit * fruit READ fruit WRITE setFruit NOTIFY fruitChanged)
public:
Fruit();
~Fruit();
Fruit *fruit();
void setFruit(Fruit * value);
int getPrice();
void setPrice(int value);
signals:
void fruitChanged();
void priceChanged(int price);
private:
int _price;
Fruit *_fruit;
};
#endif // FRUIT_H
#include "fruit.h"
Fruit::Fruit() :
_price(1),_fruit(this)
{
}
Fruit::~Fruit()
{
if(_fruit)
{
delete _fruit;
_fruit = NULL;
}
}
Fruit *Fruit::fruit()
{
//Uncomment this line to test the set
//_fruit = new Fruit;
return _fruit;
}
void Fruit::setFruit(Fruit *value)
{
_fruit = value;
emit fruitChanged();
}
int Fruit::getPrice()
{
return _price;
}
void Fruit::setPrice(int value)
{
_price = value;
emit priceChanged(_price);
}
#include <QGuiApplication>
#include <QQuickView>
#include <QQmlContext>
#include "fruit.h"
int main(int argc, char *argv[])
{
QGuiApplication app(argc, argv);
QQuickView view;
view.rootContext()->setContextProperty("basket", new Fruit);
view.setSource(QStringLiteral("qml/main.qml"));
view.show();
return app.exec();
}
import QtQuick 2.2
Rectangle {
width:800
height: 480
property var obj
color: "yellow"
Text{
text: basket.fruit.price
font.pixelSize: 20
}
Component.onCompleted: {
basket.price = 20
console.log(basket.fruit.price)
}
}
答案 1 :(得分:2)
只有一些错误,特别是与QML相关:
必须在引擎加载qml文件之前设置上下文属性。
您尚未注册HardwareComponent
类型。有关详细信息,请参阅Defining QML Types from C++。
除了QML方面,您似乎希望硬件是具有树结构的复合材料。由于QObject
已经是复合词,因此您可以利用此优势。硬件项目树可以是对象树。添加或删除子项时,QObject
会通知父母:因此,在添加和删除子项时,可以很容易地保持价格最新。
每个组件都有unitPrice
:这是隔离组件的价格。 price
是组件单价的总和,以及其子级的价格。
您可以缓存它并仅在单位价格更改或子价格更改时更新它,而不是遍历整个树以获取总价格。类似地,当前的CPU可以被缓存,您可以在任何给定的时间强制执行单个CPU,等等。该示例是功能性的,但只有最小的草图。
我还展示了如何更改计算机中的CPU类型。有价格变化和CPU变化的通知。当cpu
属性发生变化时,以及任何price
属性发生变化时,QML UI会做出适当的反应。
#include <QGuiApplication>
#include <QtQml>
class HardwareComponent : public QObject {
Q_OBJECT
Q_PROPERTY(QString category MEMBER m_category READ category CONSTANT)
Q_PROPERTY(HardwareComponent * cpu READ cpu WRITE setCpu NOTIFY cpuChanged)
Q_PROPERTY(int price READ price NOTIFY priceChanged)
Q_PROPERTY(int unitPrice MEMBER m_unitPrice READ unitPrice WRITE setUnitPrice NOTIFY unitPriceChanged)
QString m_category;
int m_unitPrice;
bool event(QEvent * ev) Q_DECL_OVERRIDE {
if (ev->type() != QEvent::ChildAdded && ev->type() != QEvent::ChildRemoved)
return QObject::event(ev);
auto childEvent = static_cast<QChildEvent*>(ev);
auto child = qobject_cast<HardwareComponent*>(childEvent->child());
if (! child) return QObject::event(ev);
if (childEvent->added())
connect(child, &HardwareComponent::priceChanged,
this, &HardwareComponent::priceChanged, Qt::UniqueConnection);
else
disconnect(child, &HardwareComponent::priceChanged,
this, &HardwareComponent::priceChanged);
emit priceChanged(price());
if (child->category() == "CPU") emit cpuChanged(cpu());
return QObject::event(ev);
}
public:
HardwareComponent(int price, QString category = QString(), QObject * parent = 0) :
QObject(parent), m_category(category), m_unitPrice(price) {}
HardwareComponent * cpu() const {
for (auto child : findChildren<HardwareComponent*>())
if (child->category() == "CPU") return child;
return 0;
}
Q_INVOKABLE void setCpu(HardwareComponent * newCpu) {
Q_ASSERT(!newCpu || newCpu->category() == "CPU");
auto oldCpu = cpu();
if (oldCpu == newCpu) return;
if (oldCpu) oldCpu->setParent(0);
if (newCpu) newCpu->setParent(this);
emit cpuChanged(newCpu);
}
Q_SIGNAL void cpuChanged(HardwareComponent *);
virtual int price() const {
int total = unitPrice();
for (auto child : findChildren<HardwareComponent*>(QString(), Qt::FindDirectChildrenOnly))
total += child->price();
return total;
}
Q_SIGNAL void priceChanged(int);
int unitPrice() const { return m_unitPrice; }
void setUnitPrice(int unitPrice) {
if (m_unitPrice == unitPrice) return;
m_unitPrice = unitPrice;
emit unitPriceChanged(m_unitPrice);
emit priceChanged(this->price());
}
Q_SIGNAL void unitPriceChanged(int);
QString category() const { return m_category; }
};
struct Computer : public HardwareComponent {
Computer() : HardwareComponent(400) {}
};
class FluctuatingPriceComponent : public HardwareComponent {
QTimer m_timer;
int m_basePrice;
public:
FluctuatingPriceComponent(int basePrice, const QString & category = QString(), QObject * parent = 0) :
HardwareComponent(basePrice, category, parent),
m_basePrice(basePrice) {
m_timer.start(250);
connect(&m_timer, &QTimer::timeout, [this]{
setUnitPrice(m_basePrice + qrand()*20.0/RAND_MAX - 10);
});
}
};
int main(int argc, char *argv[])
{
QGuiApplication app(argc, argv);
QQmlApplicationEngine engine;
Computer computer;
HardwareComponent memoryBay(40, "Memory Bay", &computer);
HardwareComponent memoryStick(60, "Memory Stick", &memoryBay);
FluctuatingPriceComponent cpu1(100, "CPU", &computer);
HardwareComponent cpu2(200, "CPU");
qmlRegisterUncreatableType<HardwareComponent>("bar.foo", 1, 0, "HardwareComponent", "");
engine.rootContext()->setContextProperty("computer", &computer);
engine.rootContext()->setContextProperty("cpu1", &cpu1);
engine.rootContext()->setContextProperty("cpu2", &cpu2);
engine.load(QUrl("qrc:/main.qml"));
return app.exec();
}
#include "main.moc"
import QtQuick 2.0
import QtQuick.Controls 1.2
import QtQuick.Window 2.0
Window {
visible: true
Column {
anchors.horizontalCenter: parent.horizontalCenter
anchors.verticalCenter: parent.verticalCenter
Text {
text: "Computer price: " + computer.price
}
Text {
text: "CPU price: " + (computer.cpu ? computer.cpu.price : "N/A")
}
Button {
text: "Use CPU 1";
onClicked: { computer.setCpu(cpu1) }
}
Button {
text: "Use CPU 2";
onClicked: { computer.setCpu(cpu2) }
}
Button {
text: "Use no CPU";
onClicked: { computer.setCpu(undefined) }
}
}
}