信号和插槽在qt中不起作用

时间:2016-11-19 22:19:25

标签: c++ qt user-interface signals-slots qt-signals

在我的Qt程序中,我需要对话框将信号发送到主窗口的插槽。我已经根据我的知识正确设置了连接,并且在编译或运行时没有给我任何错误但是由于某种原因,当应该激活信号的按钮时,它不会做任何事情。点击。为什么会这样?

beastiary.h (主窗口标题)

namespace Ui {
class Beastiary;
}

class Beastiary : public QMainWindow
{
    Q_OBJECT

public:

    explicit Beastiary(QWidget *parent = 0);

    Ui::Beastiary *ui;

    QStringList MyList;

    ~Beastiary();

public slots:
    void refresh();

private slots:

    void on_pushButton_clicked();

    void on_listWidget_itemClicked(QListWidgetItem);

    void on_pushButton_2_clicked();

    void on_pushButton_3_clicked();

beastiary.cpp (主窗口cpp文件)

Beastiary::Beastiary(QWidget *parent) :
    QMainWindow(parent),
    ui(new Ui::Beastiary)
{
    ui->setupUi(this);
    Dialog  dialog;
    connect(&dialog, SIGNAL(gorefresh()),this, SLOT(refresh())) ;


    void Beastiary::refresh()
    {
      qDebug () << "recieved";
      ui->listWidget->clear();
      QString path = "C:/Program Files/Bargest/bin";
      QDir myPath(path);
      myPath.setFilter(QDir::Dirs | QDir::Files | QDir::NoDotAndDotDot);
      MyList = myPath.entryList();
      ui->listWidget->addItems(MyList);
    }

dialog.h

namespace Ui {
class Dialog;

}

class Dialog : public QDialog
{
    Q_OBJECT


public:

    explicit Dialog(QWidget *parent = 0);
    ~Dialog();


signals:
    void gorefresh();

private slots:
    void on_pushButton_done_clicked();

    void on_pushButton_cancel_clicked();

    void on_pushButton_clicked();

private:
    Ui::Dialog *ui;

dialog.cpp

void Dialog::on_pushButton_done_clicked()
{    
  emit gorefresh();
}

我确实遗漏了大部分与实际信号和插槽机制无关的代码。

1 个答案:

答案 0 :(得分:2)

您只是在Bestiary的构造函数中连接您在本地创建的对话框实例,该构造函数在构造函数完成时超出范围。

connect正在连接实例,而非。这意味着您需要connect每个创建的对话框:

void Beastiary::on_pushButton_clicked() {
    Dialog* ad = new Dialog(this);
    connect(ad, SIGNAL(gorefresh()), this, SLOT(refresh()));
    ad->show();
}

在此期间,您应该认真考虑使用Qt 5附带的类型安全连接语法:

void Beastiary::on_pushButton_clicked() {
    Dialog* ad = new Dialog(this);
    connect(ad, &Dialog::gorefresh, this, &Bestiary::refresh));
    ad->show();
}