Development/Architecture/KDE3/Data Views: Difference between revisions

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    == Inserting and removing items ==
    == Inserting and removing items ==


    All classes contain a number of items. To insert such an item it's the easiest way to
    All classes contain a number of items. To insert such an item it's the easiest way to use the related item class (QListViewItem, etc.). To insert such an item create a new instance and specify the view in the constructor of the item. That's all and nothing special so far. Now when it comes to inserting lots of items at once (e.g. using a loop) I've seen people playing around with timers and other paint optimizations to avoid having the view repaint its contents too often.
    use the related item class (QListViewItem, etc.). To insert such an item create
    But the programmers which use these classes don't need to do that at all since the views already perform that type of timer magic. So If you do e.g.
    a new instance and specify the view in the constructor of the item. That's all and
    nothing special so far. Now when it comes to inserting lots of items at once (e.g. using a loop)
    I have seen people playing around with timers and other paint optimations the avoid that the views repaint
    its contents too often (this means that the views don't do a repaint for each item insertion).
    But the programmers which use these classes don't need to do that at all, the views already
    do exactly that type of timer magic. So If you do e.g.


    <code cppqt3>
    <syntaxhighlight lang="cpp-qt">
    QIconView *view = .... // something
    QIconView *view = .... // something
    for ( int i = 0; i < 2000; ++i ) {
    for ( int i = 0; i < 2000; ++i ) {
         (void)new QIconViewItem( view, QString( "Item %1" ).arg( i ) );
         (void)new QIconViewItem( view, QString( "Item %1" ).arg( i ) );
    </code>
    </syntaxhighlight>


    the iconview will not do a repaint for each new inserted item, but it will only do a repaint
    the iconview will not do a repaint for each new inserted item, but it will only do a repaint after the loop terminated. So inserting will not flicker or be slow. The same applies for QListBox and QListView. So, don't do any timer magic of your own, the views do that for you! This means the views internally delay the repaint after inserting a new item using a QTimer. Now when a new item is inserted this timer is stopped and restarted. So, if lots of items are inserted, this repaint timer is stopped and restarted all the time and it never comes to a repaint until the last item has been inserted and some milliseconds elapsed.
    after the loop terminated. So inserting will not flicker or be slow. The same applies for
    QListBox and QListView. So, don't do any timer magic of your own, the views do that
    for you! This means the views internally delay the repaint after inserting a new item
    using a QTimer. Now when a new item is inserted this timer is stopped and restarted. So,
    if lots of items are inserted, this repaint timer is stopped and restarted all the time and
    it never comes to a repaint until the last item has been inserted and some milliseconds
    elapsed.


    To remove an item, you don't need to use any methods of the view or so. Just delete
    To remove an item, you don't need to use any methods of the view or so. Just delete the item using the ''delete'' operator. The destructors of the items do all the needed work.
    the item using the ''delete'' operator. The destructors of the items do all the  
    needed work.


    Now, in some cases you might still want to disable repainting (updating) the view yourself.
    Now, in some cases you might still want to disable repainting (updating) the view yourself.
    This can be done using ''setEnableUpdates( bool )''. But remember, all three classes
    This can be done using ''setEnableUpdates( bool )''. But remember, all three classes are derived from QScrollView, so you have do enable/disable updating of the '''viewport'''!.
    are derived from QScrollView, so you have do enable/disable updating of the '''viewport'''!.
    So do e.g.
    So do e.g.


    <code cppqt3>
    <syntaxhighlight lang="cpp-qt">
    myView->viewport()->setEnableUpdates( FALSE );
    myView->viewport()->setEnableUpdates( FALSE );
    // ....
    // ....
    myView->viewport()->setEnableUpdates( TRUE );
    myView->viewport()->setEnableUpdates( TRUE );
    </code>
    </syntaxhighlight>


    == Reacting on the correct signals ==
    == Reacting on the correct signals ==
    Finally also all three view classes have a set of consistent signals. This means
    Finally also all three view classes have a set of consistent signals. This means
    each class has some specific signals + some general signals. Most of the time you will
    each class has some specific signals plus some general signals. Most of the time you will use some of the general signals, as these are the signals which are emitted on special mouse and key events.
    use some of the general signals, as these are the signals which are emitted on special
    mouse and key events.


    I leave out here the arguments, as they differ a bit depending on the view. But in most
    I leave out here the arguments, as they differ a bit depending on the view. But in most signals you get a pointer to a view item plus some other arguments. Here are the signals with a short description. For further details (e.g. arguments) refer to the documentation of these classes.
    signals you get a pointer a view item + some other arguments. Here are the signals + a short description. For further
    details (e.g. arguments) refer to the class documentation of these classes.


    *'''selectionChanged''' There are two selectionChanged signals. One which has no argument. This is always emitted if the selection changes (different item(s) gets the selection). The other signal has a pointer to a view item. This is only emitted in Single selection mode, and the pointer to the view item points to the new selected item.
    *'''selectionChanged''' There are two selectionChanged signals. One with no arguments and one with a pointer to a view item. The first one is always emitted when the selection changes (different item(s) gets the selection). The second signal is only emitted in Single selection mode and the argument points to the newly selected item.
    *'''currentChanged''' As all these classes support keyboard navigation, there is always one item which is current (the item which is surrounded by the focus rectangle) All modifications done by keyboard input are done to this item. In Single selection mode, the current item is always the same as the selected one. To come back to the signal, this is emitted when a new item gets current with a pointer to this item as argument.
    *'''currentChanged''' As all these classes support keyboard navigation, there is always one ''current'' item: the item which is surrounded by the focus rectangle (in Single selection mode, the ''current'' item is always the same as the ''selected'' one). All modifications done by keyboard input are done to this item. This signal is emitted when a new item becomes current with a pointer to the item as argument.
    *'''clicked''' This signal is emitted if the user clicked with any mouse button onto an item, a pointer to this item is an argument. If this pointer is 0, the user clicked somewhere into the view and didn't hit an item.
    *'''clicked''' This signal is emitted when the user clicks an item or the view with any button. The argument is a pointer to the clicked item or 0 if the user clicked somewhere into the view but not on an item.
    *'''pressed''' This signal is emitted if the user pressed with any mouse button onto an item, a pointer to this item is an argument. If this pointer is 0, the user pressed somewhere into the view and didn't hit an item.
    *'''pressed''' This signal is emitted when the user presses an item or the view with any button. The argument is a pointer to the pressed item or 0 if the user pressed somewhere into the view but not on an item.
    *'''doubleClicked''' This signal is emitted if the user double clicked ont an item, a pointer to this item is the argument of the signal.
    *'''doubleClicked''' This signal is emitted when the user double clicks on an item or the view. The argument is a pointer to the clicked item or 0 if the user clicked somewhere into the view but not on an item.
    *'''returnPressed''' This signal is emitted if the user pressed return, a pointer to the current item is the argument of the signal.
    *'''returnPressed''' This signal is emitted when the user presses return. The argument is a pointer to the current item.
    *'''rightButtonClicked''' This signal is emitted when the user clicked onto an item (then the view item argument is a pointer to this item) or somewhere else into the view (then the view item argument is 0) with the right mouse button.
    *'''rightButtonClicked''' This signal is emitted when the user clicks an item or the view with the right button. The argument is a pointer to the clicked item or 0 if the user clicked somewhere into the view but not on an item.
    *'''rightButtonPressed''' This signal is emitted when the user pressed onto an item (then the view item argument is a pointer to this item) or somewhere else into the view (then the view item argument is 0) with the right mouse button.
    *'''rightButtonPressed''' This signal is emitted when the user presses an item or the view with the right button. The argument is a pointer to the pressed item or 0 if the user pressed somewhere into the view but not on an item.


    Any of the ''pressed'' signals is emitted in the mousePressEvent, the ''clicked'' signals
    All of the ''pressed'' signals are emitted in the mousePressEvent, and all the ''clicked'' signals are emitted in the mouseReleaseEvent (click equals press followed by release).
    are emitted in the mouseReleaseEvent (=press+release).


    Then there are a number of signals emitted by each view which I will not discuss here, as I think
    Then there are a number of signals emitted by each view which I will not discuss here, as I think the signals mentioned here are the most important ones.
    the signals mentioned here are the most important ones.


    == Single Click / Double Click ==
    == Single Click / Double Click ==
    Line 139: Line 117:


    [[Image:q3listbox-plain.png|frame|center|One column listbox screenshot]]
    [[Image:q3listbox-plain.png|frame|center|One column listbox screenshot]]
    [[Image:q3listbox-multicol.png|thumb|center|400px|Multi colum listbox screenshot]]
    [[Image:q3listbox-multicol.png|thumb|center|500px|Multi colum listbox screenshot]]


    Finally, to iterate over all items of a QListBox use following code:
    Finally, to iterate over all items of a QListBox use following code:


    <code cppqt3>
    <syntaxhighlight lang="cpp-qt">
    QListBox *lb = .... // something
    QListBox *lb = .... // something
    for ( int i = 0; i < lb->count(); ++i ) {
    for ( int i = 0; i < lb->count(); ++i ) {
         lb->item( i )->doSomething();
         lb->item( i )->doSomething();
    </code>
    </syntaxhighlight>


    == Special Settings of QListView ==
    == Special Settings of QListView ==
    Line 156: Line 134:
    class:
    class:


    <code cppqt3>
    <syntaxhighlight lang="cpp-qt">
    QListView *view = ... //something
    QListView *view = ... //something
    QListViewItemIterator it( view );
    QListViewItemIterator it( view );
    for ( ; it.current(); ++it )
    for ( ; it.current(); ++it )
         it.current()->doSomething();
         it.current()->doSomething();
    </code>
    </syntaxhighlight>


    == Special Settings of QIconView ==
    == Special Settings of QIconView ==
    Line 169: Line 147:
    Finally, to iterate over all items of a QIconView, use following code:
    Finally, to iterate over all items of a QIconView, use following code:


    <code cppqt3>
    <syntaxhighlight lang="cpp-qt">
    QIconView *view = ... //something
    QIconView *view = ... //something
    for (QIconViewItem *item = view->firstItem();
    for (QIconViewItem *item = view->firstItem();
    Line 175: Line 153:
         item->doSomething();
         item->doSomething();
    }
    }
    </code>
    </syntaxhighlight>




    ''Initial Author:'' [mailto:[email protected] Reginald Stadlbauer]
    ''Initial Author:'' [mailto:[email protected] Reginald Stadlbauer]
    [[Category:KDE3]]
    [[Category:Architecture]]

    Latest revision as of 20:49, 29 June 2011

    Managing and displaying large amounts of data: Using QListView, QListBox and QIconView

    Introduction

    In most of the cases it's quite obvious how to use these three classes and display data in it. But when it comes to displaying larger amount of data it helps a lot if the programmer knows how these classes work internally to be able to use them better, as they offer already some optimations (and also I'm tired of telling the same things again and again :-)

    Finally these three classes are quite consistent in Qt 2.1, so most of the things I will tell here apply to all of them. First I'll tell some stuff about the basics and later on some more fency stuff is coming.

    NOTE: Never use QTableView to write a widget for displaying large amounts of data. In most cases one of the classes mentioned here should fit your needs. If this is not the case and you need to write your own class, use QScrollView as baseclass. Although in the first impression QTableView often looks like a good choice later on you will find out that this was not the case, and QScrollView fits better.

    Inserting and removing items

    All classes contain a number of items. To insert such an item it's the easiest way to use the related item class (QListViewItem, etc.). To insert such an item create a new instance and specify the view in the constructor of the item. That's all and nothing special so far. Now when it comes to inserting lots of items at once (e.g. using a loop) I've seen people playing around with timers and other paint optimizations to avoid having the view repaint its contents too often. But the programmers which use these classes don't need to do that at all since the views already perform that type of timer magic. So If you do e.g.

    QIconView *view = .... // something
    for ( int i = 0; i < 2000; ++i ) {
        (void)new QIconViewItem( view, QString( "Item %1" ).arg( i ) );
    

    the iconview will not do a repaint for each new inserted item, but it will only do a repaint after the loop terminated. So inserting will not flicker or be slow. The same applies for QListBox and QListView. So, don't do any timer magic of your own, the views do that for you! This means the views internally delay the repaint after inserting a new item using a QTimer. Now when a new item is inserted this timer is stopped and restarted. So, if lots of items are inserted, this repaint timer is stopped and restarted all the time and it never comes to a repaint until the last item has been inserted and some milliseconds elapsed.

    To remove an item, you don't need to use any methods of the view or so. Just delete the item using the delete operator. The destructors of the items do all the needed work.

    Now, in some cases you might still want to disable repainting (updating) the view yourself. This can be done using setEnableUpdates( bool ). But remember, all three classes are derived from QScrollView, so you have do enable/disable updating of the viewport!. So do e.g.

    myView->viewport()->setEnableUpdates( FALSE );
    // ....
    myView->viewport()->setEnableUpdates( TRUE );
    

    Reacting on the correct signals

    Finally also all three view classes have a set of consistent signals. This means each class has some specific signals plus some general signals. Most of the time you will use some of the general signals, as these are the signals which are emitted on special mouse and key events.

    I leave out here the arguments, as they differ a bit depending on the view. But in most signals you get a pointer to a view item plus some other arguments. Here are the signals with a short description. For further details (e.g. arguments) refer to the documentation of these classes.

    • selectionChanged There are two selectionChanged signals. One with no arguments and one with a pointer to a view item. The first one is always emitted when the selection changes (different item(s) gets the selection). The second signal is only emitted in Single selection mode and the argument points to the newly selected item.
    • currentChanged As all these classes support keyboard navigation, there is always one current item: the item which is surrounded by the focus rectangle (in Single selection mode, the current item is always the same as the selected one). All modifications done by keyboard input are done to this item. This signal is emitted when a new item becomes current with a pointer to the item as argument.
    • clicked This signal is emitted when the user clicks an item or the view with any button. The argument is a pointer to the clicked item or 0 if the user clicked somewhere into the view but not on an item.
    • pressed This signal is emitted when the user presses an item or the view with any button. The argument is a pointer to the pressed item or 0 if the user pressed somewhere into the view but not on an item.
    • doubleClicked This signal is emitted when the user double clicks on an item or the view. The argument is a pointer to the clicked item or 0 if the user clicked somewhere into the view but not on an item.
    • returnPressed This signal is emitted when the user presses return. The argument is a pointer to the current item.
    • rightButtonClicked This signal is emitted when the user clicks an item or the view with the right button. The argument is a pointer to the clicked item or 0 if the user clicked somewhere into the view but not on an item.
    • rightButtonPressed This signal is emitted when the user presses an item or the view with the right button. The argument is a pointer to the pressed item or 0 if the user pressed somewhere into the view but not on an item.

    All of the pressed signals are emitted in the mousePressEvent, and all the clicked signals are emitted in the mouseReleaseEvent (click equals press followed by release).

    Then there are a number of signals emitted by each view which I will not discuss here, as I think the signals mentioned here are the most important ones.

    Single Click / Double Click

    TODO

    Sorting Items

    TODO

    Selection Modes

    Each of the three classes supports four selection modes. These are following

    • Single When the user selects an item, any already-selected item becomes unselected, and the user cannot unselect the selected item. This means that the user can never clear the selection, even though the selection may be cleared by the application programmer using <TheViewClass>::clearSelection().
    • Multi When the user selects an item in the most ordinary way, the selection status of that item is toggled and the other items are left alone.
    • Extended When the user selects an item in the most ordinary way, the selection is cleared and the new item selected. However, if the user presses the CTRL key when clicking on an item, the clicked item gets toggled and all other items are left untouched. And if the user presses the SHIFT key while clicking on an item, all items between the current item and the clicked item get selected or unselected depending on the state of the clicked item. Also multiple items can be selected by dragging the mouse while the left mouse button stayes pressed.
    • NoSelection Items cannot be selected.

    In other words, Single is a real single-selection view, Multi a real multi-selection view, and Extended a view where users can select multiple items but usually want to select either just one or a range of contiguous items, and NoSelection is for a view where the user can look but not touch.

    Because of compatibility reasons the enum with the selection modes has not been moved to the Qt namespace. So, each view class contains an enum with the same selection modes, which meas for setting a selection mode you have to use <TheViewClass>::<SelectionMode> (e.g. iconview->setSelectionMode( QIconView::Extended ) ).

    Drag'n'Drop

    TODO

    In-Place renaiming of items

    TODO

    Special Settings of QListBox

    TODO

    In most cases listboxes are used to dispay plain lists. But QListBox can also display its items in multiple columns with dynamic or static widths and heights. See following QListBox memeber methods for further details:

    • setRowMode
    • setColumnMode
    • setVariableWidth
    • setVariableHeight

    Here is a screenshot of a plain listbox and one of a listbox with multiple columns (with dynamic column widths)


    One column listbox screenshot
    Multi colum listbox screenshot

    Finally, to iterate over all items of a QListBox use following code:

    QListBox *lb = .... // something
    for ( int i = 0; i < lb->count(); ++i ) {
        lb->item( i )->doSomething();
    

    Special Settings of QListView

    TODO

    Finally, to iterate over all items of a QListView, use the QListViewItemIterator class:

    QListView *view = ... //something
    QListViewItemIterator it( view );
    for ( ; it.current(); ++it )
        it.current()->doSomething();
    

    Special Settings of QIconView

    TODO

    Finally, to iterate over all items of a QIconView, use following code:

    QIconView *view = ... //something
    for (QIconViewItem *item = view->firstItem();
         item; item = item->nextItem()) {
        item->doSomething();
    }
    


    Initial Author: Reginald Stadlbauer