Undo Framework Example¶
This example shows how to implement undo/redo functionality with the Qt undo framework.
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 bothredo()
- or just do the first time - andundo()
an action. For each action the user performs, a command is placed on aQUndoStack
. 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 whenredo()
andundo()
is called.
DiagramScene
inheritsQGraphicsScene
and emits signals for theMoveComands
when an item is moved.
DiagramItem
inheritsQGraphicsPolygonItem
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 &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 createsQUndoCommand
s and pushes and pops them from the stack when it receives thetriggered()
signal fromundoAction
andredoAction
.
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->setBackgroundBrush(pixmapBrush); diagramScene->setSceneRect(QRect(0, 0, 500, 500)); connect(diagramScene, &DiagramScene::itemMoved, this, &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->setWindowTitle(tr("Command List")); undoView->show(); undoView->setAttribute(Qt::WA_QuitOnClose, false); }The
QUndoView
is a widget that display the text, which is set with thesetText()
function, for eachQUndoCommand
in the undo stack in a list.Here is the
createActions()
function:void MainWindow::createActions() { deleteAction = new QAction(tr("&Delete Item"), this); deleteAction->setShortcut(tr("Del")); connect(deleteAction, &QAction::triggered, this, &MainWindow::deleteItem); ... undoAction = undoStack->createUndoAction(this, tr("&Undo")); undoAction->setShortcuts(QKeySequence::Undo); redoAction = undoStack->createRedoAction(this, tr("&Redo")); redoAction->setShortcuts(QKeySequence::Redo);The
createActions()
function sets up all the examples actions in the manner shown above. ThecreateUndoAction()
andcreateRedoAction()
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 thetext()
of the undo commands. For the other actions we have implemented slots in theMainWindow
class.Here is the
createMenus()
function:void MainWindow::createMenus() { ... editMenu = menuBar()->addMenu(tr("&Edit")); editMenu->addAction(undoAction); editMenu->addAction(redoAction); editMenu->addSeparator(); editMenu->addAction(deleteAction); connect(editMenu, &QMenu::aboutToShow, this, &MainWindow::itemMenuAboutToShow); connect(editMenu, &QMenu::aboutToHide, this, &MainWindow::itemMenuAboutToHide); ... }We have to use the
QMenu
aboutToShow()
andaboutToHide()
signals since we only wantdeleteAction
to be enabled when we have selected an item.Here is the
itemMoved()
slot:void MainWindow::itemMoved(DiagramItem *movedItem, const QPointF &oldPosition) { undoStack->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->selectedItems().isEmpty()) return; QUndoCommand *deleteCommand = new DeleteCommand(diagramScene); undoStack->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->setEnabled(true); } void MainWindow::itemMenuAboutToShow() { deleteAction->setEnabled(!diagramScene->selectedItems().isEmpty()); }We implement
itemMenuAboutToShow()
anditemMenuAboutToHide()
to get a dynamic item menu. These slots are connected to theaboutToShow()
andaboutToHide()
signals. We need this to disable or enable thedeleteAction
.Here is the
addBox()
slot:void MainWindow::addBox() { QUndoCommand *addCommand = new AddCommand(DiagramItem::Box, diagramScene); undoStack->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->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->width()), (itemCount * 15) % int(scene->height())); scene->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 aQString
that describes the command. We use this to get custom messages in theQUndoView
and in the menu of the main window.void AddCommand::undo() { myGraphicsScene->removeItem(myDiagramItem); myGraphicsScene->update(); }
undo()
removes the item from the scene.void AddCommand::redo() { myGraphicsScene->addItem(myDiagramItem); myDiagramItem->setPos(initialPosition); myGraphicsScene->clearSelection(); myGraphicsScene->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<QGraphicsItem *> list = myGraphicsScene->selectedItems(); list.first()->setSelected(false); myDiagramItem = static_cast<DiagramItem *>(list.first()); setText(QObject::tr("Delete %1") .arg(createCommandString(myDiagramItem, myDiagramItem->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->addItem(myDiagramItem); myGraphicsScene->update(); }The item is simply reinserted into the scene.
void DeleteCommand::redo() { myGraphicsScene->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 &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 &oldPos, QUndoCommand *parent) : QUndoCommand(parent), myDiagramItem(diagramItem) , myOldPos(oldPos), newPos(diagramItem->pos()) { }We save both the old and new positions for undo and redo respectively.
void MoveCommand::undo() { myDiagramItem->setPos(myOldPos); myDiagramItem->scene()->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->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<const MoveCommand *>(command); DiagramItem *item = moveCommand->myDiagramItem; if (myDiagramItem != item) return false; newPos = item->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 &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.
© 2022 The Qt Company Ltd. Documentation contributions included herein are the copyrights of their respective owners. The documentation provided herein is licensed under the terms of the GNU Free Documentation License version 1.3 as published by the Free Software Foundation. Qt and respective logos are trademarks of The Qt Company Ltd. in Finland and/or other countries worldwide. All other trademarks are property of their respective owners.