/**************************************************************************** ** ** Copyright (C) 2012 Nokia Corporation and/or its subsidiary(-ies). ** Contact: http://www.qt-project.org/ ** ** This file is part of the documentation of the Qt Toolkit. ** ** $QT_BEGIN_LICENSE:FDL$ ** GNU Free Documentation License ** Alternatively, this file may be used under the terms of the GNU Free ** Documentation License version 1.3 as published by the Free Software ** Foundation and appearing in the file included in the packaging of ** this file. ** ** Other Usage ** Alternatively, this file may be used in accordance with the terms ** and conditions contained in a signed written agreement between you ** and Nokia. ** ** ** ** ** ** $QT_END_LICENSE$ ** ****************************************************************************/ /*! \example undoframework \title Undo Framework Example This example shows how to implement undo/redo functionality with the Qt undo framework. \image undoframeworkexample.png The Undo Diagram 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 \l{QUndoCommand::}{redo()} - or just do the first time - and \l{QUndoCommand::}{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 \l{Overview of Qt's Undo Framework}{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 \l{Graphics View Framework}{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 \l{Diagram Scene Example}). The example consists of the following classes: \list \li \c 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. \li \c AddCommand adds an item to the scene. \li \c DeleteCommand deletes an item from the scene. \li \c 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 \c redo() and \c undo() is called. \li \c DiagramScene inherits QGraphicsScene and emits signals for the \c MoveComands when an item is moved. \li \c DiagramItem inherits QGraphicsPolygonItem and represents an item in the diagram. \endlist \section1 MainWindow Class Definition \snippet undoframework/mainwindow.h 0 The \c MainWindow class maintains the undo stack, i.e., it creates \l{QUndoCommand}s and pushes and pops them from the stack when it receives the \c triggered() signal from \c undoAction and \c redoAction. \section1 MainWindow Class Implementation We will start with a look at the constructor: \snippet undoframework/mainwindow.cpp 0 In the constructor, we set up the DiagramScene and QGraphicsView. Here is the \c createUndoView() function: \snippet undoframework/mainwindow.cpp 1 The QUndoView is a widget that display the text, which is set with the \l{QUndoCommand::}{setText()} function, for each QUndoCommand in the undo stack in a list. Here is the \c createActions() function: \snippet undoframework/mainwindow.cpp 2 \codeline \snippet undoframework/mainwindow.cpp 3 \dots \snippet undoframework/mainwindow.cpp 5 The \c createActions() function sets up all the examples actions in the manner shown above. The \l{QUndoStack::}{createUndoAction()} and \l{QUndoStack::}{createRedoAction()} helps us crate 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 \l{QUndoCommand::}{text()} of the undo commands. For the other actions we have implemented slots in the \c MainWindow class. Here is the \c createMenus() function: \snippet undoframework/mainwindow.cpp 6 \dots \snippet undoframework/mainwindow.cpp 7 \dots \snippet undoframework/mainwindow.cpp 8 We have to use the QMenu \c aboutToShow() and \c aboutToHide() signals since we only want \c deleteAction to be enabled when we have selected an item. Here is the \c itemMoved() slot: \snippet undoframework/mainwindow.cpp 9 We simply push a MoveCommand on the stack, which calls \c redo() on it. Here is the \c deleteItem() slot: \snippet undoframework/mainwindow.cpp 10 An item must be selected to be deleted. We need to check if it is selected as the \c 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 \c itemMenuAboutToShow() and itemMenuAboutToHide() slots: \snippet undoframework/mainwindow.cpp 11 \codeline \snippet undoframework/mainwindow.cpp 12 We implement \c itemMenuAboutToShow() and \c itemMenuAboutToHide() to get a dynamic item menu. These slots are connected to the \l{QMenu::}{aboutToShow()} and \l{QMenu::}{aboutToHide()} signals. We need this to disable or enable the \c deleteAction. Here is the \c addBox() slot: \snippet undoframework/mainwindow.cpp 13 The \c addBox() function creates an AddCommand and pushes it on the undo stack. Here is the \c addTriangle() sot: \snippet undoframework/mainwindow.cpp 14 The \c addTriangle() function creates an AddCommand and pushes it on the undo stack. Here is the implementation of \c about(): \snippet undoframework/mainwindow.cpp 15 The about slot is triggered by the \c aboutAction and displays an about box for the example. \section1 AddCommand Class Definition \snippet undoframework/commands.h 2 The \c AddCommand class adds DiagramItem graphics items to the DiagramScene. \section1 AddCommand Class Implementation We start with the constructor: \snippet undoframework/commands.cpp 7 We first create the DiagramItem to add to the DiagramScene. The \l{QUndoCommand::}{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. \snippet undoframework/commands.cpp 8 \c undo() removes the item from the scene. \snippet undoframework/commands.cpp 9 We set the position of the item as we do not do this in the constructor. \section1 DeleteCommand Class Definition \snippet undoframework/commands.h 1 The DeleteCommand class implements the functionality to remove an item from the scene. \section1 DeleteCommand Class Implementation \snippet undoframework/commands.cpp 4 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. \snippet undoframework/commands.cpp 5 The item is simply reinserted into the scene. \snippet undoframework/commands.cpp 6 The item is removed from the scene. \section1 MoveCommand Class Definition \snippet undoframework/commands.h 0 The \l{QUndoCommand::}{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. \section1 MoveCommand Class Implementation The constructor of MoveCommand looks like this: \snippet undoframework/commands.cpp 0 We save both the old and new positions for undo and redo respectively. \snippet undoframework/commands.cpp 2 We simply set the items old position and update the scene. \snippet undoframework/commands.cpp 3 We set the item to its new position. \snippet undoframework/commands.cpp 1 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. \section1 DiagramScene Class Definition \snippet undoframework/diagramscene.h 0 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 \c MainWindow, which makes MoveCommands. We do not examine the implementation of DiagramScene as it only deals with graphics framework issues. \section1 The \c main() Function The \c main() function of the program looks like this: \snippet undoframework/main.cpp 0 We draw a grid in the background of the DiagramScene, so we use a resource file. The rest of the function creates the \c MainWindow and shows it as a top level window. */