Undo Framework Example▲
In the Qt undo framework, all actions that the user performs are implemented in classes that inherit QUndoCommand. An undo command class knows how to both redo() - or just do the first time - and undo() an action. For each action the user performs, a command is placed on a QUndoStack. Since the stack contains all commands executed (stacked in chronological order) on the document, it can roll the state of the document backwards and forwards by undoing and redoing its commands. See the overview document for a high-level introduction to the undo framework.
The undo example implements a simple diagram application. It is possible to add and delete items, which are either box or rectangular shaped, and move the items by dragging them with the mouse. The undo stack is shown in a QUndoView, which is a list in which the commands are shown as list items. Undo and redo are available through the edit menu. The user can also select a command from the undo view.
We use the graphics view framework to implement the diagram. We only treat the related code briefly as the framework has examples of its own (e.g., the Diagram Scene Example).
The example consists of the following classes:
-
MainWindow is the main window and arranges the example's widgets. It creates the commands based on user input and keeps them on the command stack.
-
AddCommand adds an item to the scene.
-
DeleteCommand deletes an item from the scene.
-
MoveCommand when an item is moved the MoveCommand keeps record of the start and stop positions of the move, and it moves the item according to these when redo() and undo() is called.
-
DiagramScene inherits QGraphicsScene and emits signals for the MoveComands when an item is moved.
-
DiagramItem inherits QGraphicsPolygonItem and represents an item in the diagram.
MainWindow Class Definition▲
class
MainWindow : public
QMainWindow
{
Q_OBJECT
public
:
MainWindow();
public
slots:
void
itemMoved(DiagramItem *
movedDiagram, const
QPointF &
amp;moveStartPosition);
private
slots:
void
deleteItem();
void
addBox();
void
addTriangle();
void
about();
void
itemMenuAboutToShow();
void
itemMenuAboutToHide();
private
:
void
createActions();
void
createMenus();
void
createUndoView();
QAction *
deleteAction =
nullptr
;
QAction *
addBoxAction =
nullptr
;
QAction *
addTriangleAction =
nullptr
;
QAction *
undoAction =
nullptr
;
QAction *
redoAction =
nullptr
;
QAction *
exitAction =
nullptr
;
QAction *
aboutAction =
nullptr
;
QMenu *
fileMenu =
nullptr
;
QMenu *
editMenu =
nullptr
;
QMenu *
itemMenu =
nullptr
;
QMenu *
helpMenu =
nullptr
;
DiagramScene *
diagramScene =
nullptr
;
QUndoStack *
undoStack =
nullptr
;
QUndoView *
undoView =
nullptr
;
}
;
The MainWindow class maintains the undo stack, i.e., it creates QUndoCommands and pushes and pops them from the stack when it receives the triggered() signal from undoAction and redoAction.
MainWindow Class Implementation▲
We will start with a look at the constructor:
MainWindow::
MainWindow()
{
undoStack =
new
QUndoStack(this
);
createActions();
createMenus();
createUndoView();
diagramScene =
new
DiagramScene();
QBrush pixmapBrush(QPixmap(":/images/cross.png"
).scaled(30
, 30
));
diagramScene-&
gt;setBackgroundBrush(pixmapBrush);
diagramScene-&
gt;setSceneRect(QRect(0
, 0
, 500
, 500
));
connect(diagramScene, &
amp;DiagramScene::
itemMoved,
this
, &
amp;MainWindow::
itemMoved);
setWindowTitle("Undo Framework"
);
QGraphicsView *
view =
new
QGraphicsView(diagramScene);
setCentralWidget(view);
resize(700
, 500
);
}
In the constructor, we set up the DiagramScene and QGraphicsView.
Here is the createUndoView() function:
void
MainWindow::
createUndoView()
{
undoView =
new
QUndoView(undoStack);
undoView-&
gt;setWindowTitle(tr("Command List"
));
undoView-&
gt;show();
undoView-&
gt;setAttribute(Qt::
WA_QuitOnClose, false
);
}
The QUndoView is a widget that display the text, which is set with the setText() function, for each QUndoCommand in the undo stack in a list.
Here is the createActions() function:
void
MainWindow::
createActions()
{
deleteAction =
new
QAction(tr("&Delete Item"
), this
);
deleteAction-&
gt;setShortcut(tr("Del"
));
connect(deleteAction, &
amp;QAction::
triggered, this
, &
amp;MainWindow::
deleteItem);
...
undoAction =
undoStack-&
gt;createUndoAction(this
, tr("&Undo"
));
undoAction-&
gt;setShortcuts(QKeySequence::
Undo);
redoAction =
undoStack-&
gt;createRedoAction(this
, tr("&Redo"
));
redoAction-&
gt;setShortcuts(QKeySequence::
Redo);
The createActions() function sets up all the examples actions in the manner shown above. The createUndoAction() and createRedoAction() methods help us create actions that are disabled and enabled based on the state of the stack. Also, the text of the action will be updated automatically based on the text() of the undo commands. For the other actions we have implemented slots in the MainWindow class.
Here is the createMenus() function:
void
MainWindow::
createMenus()
{
...
editMenu =
menuBar()-&
gt;addMenu(tr("&Edit"
));
editMenu-&
gt;addAction(undoAction);
editMenu-&
gt;addAction(redoAction);
editMenu-&
gt;addSeparator();
editMenu-&
gt;addAction(deleteAction);
connect(editMenu, &
amp;QMenu::
aboutToShow,
this
, &
amp;MainWindow::
itemMenuAboutToShow);
connect(editMenu, &
amp;QMenu::
aboutToHide,
this
, &
amp;MainWindow::
itemMenuAboutToHide);
...
}
We have to use the QMenu aboutToShow() and aboutToHide() signals since we only want deleteAction to be enabled when we have selected an item.
Here is the itemMoved() slot:
void
MainWindow::
itemMoved(DiagramItem *
movedItem,
const
QPointF &
amp;oldPosition)
{
undoStack-&
gt;push(new
MoveCommand(movedItem, oldPosition));
}
We simply push a MoveCommand on the stack, which calls redo() on it.
Here is the deleteItem() slot:
void
MainWindow::
deleteItem()
{
if
(diagramScene-&
gt;selectedItems().isEmpty())
return
;
QUndoCommand *
deleteCommand =
new
DeleteCommand(diagramScene);
undoStack-&
gt;push(deleteCommand);
}
An item must be selected to be deleted. We need to check if it is selected as the deleteAction may be enabled even if an item is not selected. This can happen as we do not catch a signal or event when an item is selected.
Here is the itemMenuAboutToShow() and itemMenuAboutToHide() slots:
void
MainWindow::
itemMenuAboutToHide()
{
deleteAction-&
gt;setEnabled(true
);
}
void
MainWindow::
itemMenuAboutToShow()
{
deleteAction-&
gt;setEnabled(!
diagramScene-&
gt;selectedItems().isEmpty());
}
We implement itemMenuAboutToShow() and itemMenuAboutToHide() to get a dynamic item menu. These slots are connected to the aboutToShow() and aboutToHide() signals. We need this to disable or enable the deleteAction.
Here is the addBox() slot:
void
MainWindow::
addBox()
{
QUndoCommand *
addCommand =
new
AddCommand(DiagramItem::
Box, diagramScene);
undoStack-&
gt;push(addCommand);
}
The addBox() function creates an AddCommand and pushes it on the undo stack.
Here is the addTriangle() sot:
void
MainWindow::
addTriangle()
{
QUndoCommand *
addCommand =
new
AddCommand(DiagramItem::
Triangle,
diagramScene);
undoStack-&
gt;push(addCommand);
}
The addTriangle() function creates an AddCommand and pushes it on the undo stack.
Here is the implementation of about():
void
MainWindow::
about()
{
QMessageBox::
about(this
, tr("About Undo"
),
tr("The <b>Undo</b> example demonstrates how to "
"use Qt's undo framework."
));
}
The about slot is triggered by the aboutAction and displays an about box for the example.
AddCommand Class Definition▲
class
AddCommand : public
QUndoCommand
{
public
:
AddCommand(DiagramItem::
DiagramType addType, QGraphicsScene *
graphicsScene,
QUndoCommand *
parent =
nullptr
);
~
AddCommand();
void
undo() override
;
void
redo() override
;
private
:
DiagramItem *
myDiagramItem;
QGraphicsScene *
myGraphicsScene;
QPointF initialPosition;
}
;
The AddCommand class adds DiagramItem graphics items to the DiagramScene.
AddCommand Class Implementation▲
We start with the constructor:
AddCommand::
AddCommand(DiagramItem::
DiagramType addType,
QGraphicsScene *
scene, QUndoCommand *
parent)
:
QUndoCommand(parent), myGraphicsScene(scene)
{
static
int
itemCount =
0
;
myDiagramItem =
new
DiagramItem(addType);
initialPosition =
QPointF((itemCount *
15
) %
int
(scene-&
gt;width()),
(itemCount *
15
) %
int
(scene-&
gt;height()));
scene-&
gt;update();
++
itemCount;
setText(QObject::
tr("Add %1"
)
.arg(createCommandString(myDiagramItem, initialPosition)));
}
We first create the DiagramItem to add to the DiagramScene. The setText() function let us set a QString that describes the command. We use this to get custom messages in the QUndoView and in the menu of the main window.
void
AddCommand::
undo()
{
myGraphicsScene-&
gt;removeItem(myDiagramItem);
myGraphicsScene-&
gt;update();
}
undo() removes the item from the scene.
void
AddCommand::
redo()
{
myGraphicsScene-&
gt;addItem(myDiagramItem);
myDiagramItem-&
gt;setPos(initialPosition);
myGraphicsScene-&
gt;clearSelection();
myGraphicsScene-&
gt;update();
}
We set the position of the item as we do not do this in the constructor.
DeleteCommand Class Definition▲
class
DeleteCommand : public
QUndoCommand
{
public
:
explicit
DeleteCommand(QGraphicsScene *
graphicsScene, QUndoCommand *
parent =
nullptr
);
void
undo() override
;
void
redo() override
;
private
:
DiagramItem *
myDiagramItem;
QGraphicsScene *
myGraphicsScene;
}
;
The DeleteCommand class implements the functionality to remove an item from the scene.
DeleteCommand Class Implementation▲
DeleteCommand::
DeleteCommand(QGraphicsScene *
scene, QUndoCommand *
parent)
:
QUndoCommand(parent), myGraphicsScene(scene)
{
QList&
lt;QGraphicsItem *&
gt; list =
myGraphicsScene-&
gt;selectedItems();
list.first()-&
gt;setSelected(false
);
myDiagramItem =
static_cast
&
lt;DiagramItem *&
gt;(list.first());
setText(QObject::
tr("Delete %1"
)
.arg(createCommandString(myDiagramItem, myDiagramItem-&
gt;pos())));
}
We know that there must be one selected item as it is not possible to create a DeleteCommand unless the item to be deleted is selected and that only one item can be selected at any time. The item must be unselected if it is inserted back into the scene.
void
DeleteCommand::
undo()
{
myGraphicsScene-&
gt;addItem(myDiagramItem);
myGraphicsScene-&
gt;update();
}
The item is simply reinserted into the scene.
void
DeleteCommand::
redo()
{
myGraphicsScene-&
gt;removeItem(myDiagramItem);
}
The item is removed from the scene.
MoveCommand Class Definition▲
class
MoveCommand : public
QUndoCommand
{
public
:
enum
{
Id =
1234
}
;
MoveCommand(DiagramItem *
diagramItem, const
QPointF &
amp;oldPos,
QUndoCommand *
parent =
nullptr
);
void
undo() override
;
void
redo() override
;
bool
mergeWith(const
QUndoCommand *
command) override
;
int
id() const
override
{
return
Id; }
private
:
DiagramItem *
myDiagramItem;
QPointF myOldPos;
QPointF newPos;
}
;
The mergeWith() is reimplemented to make consecutive moves of an item one MoveCommand, i.e, the item will be moved back to the start position of the first move.
MoveCommand Class Implementation▲
The constructor of MoveCommand looks like this:
MoveCommand::
MoveCommand(DiagramItem *
diagramItem, const
QPointF &
amp;oldPos,
QUndoCommand *
parent)
:
QUndoCommand(parent), myDiagramItem(diagramItem)
, myOldPos(oldPos), newPos(diagramItem-&
gt;pos())
{
}
We save both the old and new positions for undo and redo respectively.
void
MoveCommand::
undo()
{
myDiagramItem-&
gt;setPos(myOldPos);
myDiagramItem-&
gt;scene()-&
gt;update();
setText(QObject::
tr("Move %1"
)
.arg(createCommandString(myDiagramItem, newPos)));
}
We simply set the items old position and update the scene.
void
MoveCommand::
redo()
{
myDiagramItem-&
gt;setPos(newPos);
setText(QObject::
tr("Move %1"
)
.arg(createCommandString(myDiagramItem, newPos)));
}
We set the item to its new position.
bool
MoveCommand::
mergeWith(const
QUndoCommand *
command)
{
const
MoveCommand *
moveCommand =
static_cast
&
lt;const
MoveCommand *&
gt;(command);
DiagramItem *
item =
moveCommand-&
gt;myDiagramItem;
if
(myDiagramItem !=
item)
return
false
;
newPos =
item-&
gt;pos();
setText(QObject::
tr("Move %1"
)
.arg(createCommandString(myDiagramItem, newPos)));
return
true
;
}
Whenever a MoveCommand is created, this function is called to check if it should be merged with the previous command. It is the previous command object that is kept on the stack. The function returns true if the command is merged; otherwise false.
We first check whether it is the same item that has been moved twice, in which case we merge the commands. We update the position of the item so that it will take the last position in the move sequence when undone.
DiagramScene Class Definition▲
class
DiagramScene : public
QGraphicsScene
{
Q_OBJECT
public
:
DiagramScene(QObject *
parent =
nullptr
);
signals
:
void
itemMoved(DiagramItem *
movedItem, const
QPointF &
amp;movedFromPosition);
protected
:
void
mousePressEvent(QGraphicsSceneMouseEvent *
event) override
;
void
mouseReleaseEvent(QGraphicsSceneMouseEvent *
event) override
;
private
:
QGraphicsItem *
movingItem =
nullptr
;
QPointF oldPos;
}
;
The DiagramScene implements the functionality to move a DiagramItem with the mouse. It emits a signal when a move is completed. This is caught by the MainWindow, which makes MoveCommands. We do not examine the implementation of DiagramScene as it only deals with graphics framework issues.
The main() Function▲
The main() function of the program looks like this:
int
main(int
argv, char
*
args[])
{
Q_INIT_RESOURCE(undoframework);
QApplication app(argv, args);
MainWindow mainWindow;
mainWindow.show();
return
app.exec();
}
We draw a grid in the background of the DiagramScene, so we use a resource file. The rest of the function creates the MainWindow and shows it as a top level window.