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authorDavid Boddie <dboddie@trolltech.com>2010-08-05 15:20:28 (GMT)
committerDavid Boddie <dboddie@trolltech.com>2010-08-05 15:20:28 (GMT)
commit909c084d0c275ec5e747f395b7e0cd39a1d052bc (patch)
treed9e9f9e99dba572471c14ec00b16f4eba07c9dac /doc
parentcb086eb5340c4c41efaf45373aa05c37e8aa974a (diff)
parent05bb249c2ad3ee15eb205a806f8546c105683096 (diff)
downloadQt-909c084d0c275ec5e747f395b7e0cd39a1d052bc.zip
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****************************************************************************/
/*!
- \page gettingstarted.html
+ \title Getting Started Guides
- \title Getting Started
-
- Welcome to the world of Qt--the cross-platform GUI toolkit. In
- this getting started guide, we teach basic Qt knowledge by
- implementing a simple Notepad application. After reading this
- guide, you should be ready to delve into our overviews and API
- documentation, and find the information you need for the
- application you are developing.
-
- \section1 Hello Notepad
-
- In this first example, we simply create and show a text edit in a
- window frame on the desktop. This represents the simplest possible
- Qt program that has a GUI.
-
- \image gs1.png
-
- Here is the code:
-
- \code
- 1 #include <QApplication>
- 2 #include <QTextEdit>
- 3
- 4 int main(int argv, char **args)
- 5 {
- 6 QApplication app(argv, args);
- 7
- 8 QTextEdit textEdit;
- 9 textEdit.show();
-10
-11 return app.exec();
-12 }
- \endcode
-
- Let us go through the code line by line. In the first two lines, we
- include the header files for QApplication and QTextEdit, which are
- the two classes that we need for this example. All Qt classes have
- a header file named after them.
-
- Line 6 creates a QApplication object. This object manages
- application-wide resources and is necessary to run any Qt program
- that has a GUI. It needs \c argv and \c args because Qt accepts a
- few command line arguments.
-
- Line 8 creates a QTextEdit object. A text edit is a visual element
- in the GUI. In Qt, we call such elements widgets. Examples of
- other widgets are scroll bars, labels, and radio buttons. A widget
- can also be a container for other widgets; a dialog or a main
- application window, for example.
-
- Line 9 shows the text edit on the screen in its own window frame.
- Since widgets also function as containers (for instance a
- QMainWindow, which has toolbars, menus, a status bar, and a few
- other widgets), it is possible to show a single widget in its own
- window. Widgets are not visible by default; the function
- \l{QWidget::}{show()} makes the widget visible.
-
- Line 11 makes the QApplication enter its event loop. When a Qt
- application is running, events are generated and sent to the
- widgets of the application. Examples of events are mouse presses
- and key strokes. When you type text in the text edit widget, it
- receives key pressed events and responds by drawing the text
- typed.
-
- To run the application, open a command prompt, and enter the
- directory in which you have the \c .cpp file of the program. The
- following shell commands build the program.
-
- \code
- qmake -project
- qmake
- make
- \endcode
-
- This will leave an executable in the \c part1 directory (note that
- on Windows, you may have to use \c nmake instead of \c make. Also,
- the executable will be placed in part1/debug or part1/release). \c
- qmake is Qt's build tool, which takes a configuration file. \c
- qmake generates this for us when given the \c{-project} argument.
- Given the configuration file (suffixed .pro), \c qmake produces a
- \c make file that will build the program for you. We will look
- into writing our own \c .pro files later.
-
- \section2 Learn More
-
- \table
- \header
- \o About
- \o Here
- \row
- \o Widgets and Window Geometry
- \o \l{Window and Dialog Widgets}
- \row
- \o Events and event handling
- \o \l{The Event System}
- \endtable
-
- \section1 Adding a Quit Button
-
- In a real application, you will normally need more than one
- widget. We will now introduce a QPushButton beneath the text edit.
- The button will exit the Notepad application when pushed (i.e.,
- clicked on with the mouse).
-
- \image gs2.png
-
- Let us take a look at the code.
-
- \code
- 1 #include <QtGui>
- 2
- 3 int main(int argv, char **args)
- 4 {
- 5 QApplication app(argv, args);
- 6
- 7 QTextEdit textEdit;
- 8 QPushButton quitButton("Quit");
- 9
-10 QObject::connect(&quitButton, SIGNAL(clicked()), qApp, SLOT(quit()));
-11
-12 QVBoxLayout layout;
-13 layout.addWidget(&textEdit);
-14 layout.addWidget(&quitButton);
-15
-16 QWidget window;
-17 window.setLayout(&layout);
-18
-19 window.show();
-20
-21 return app.exec();
-22 }
- \endcode
-
- Line 1 includes QtGui, which contains all of Qt's GUI classes.
-
- Line 10 uses Qt's Signals and Slots mechanism to make the
- application exit when the \gui {Quit button} is pushed. A slot is
- a function that can be invoked at runtime using its name (as a
- literal string). A signal is a function that when called will
- invoke slots registered with it; we call that to connect the slot
- to the signal and to emit the signal.
-
- \l{QApplication::}{quit()} is a slot of QApplication that exits
- the application. \l{QPushButton::}{clicked()} is a signal that
- QPushButton emits when it is pushed. The static
- QObject::connect() function takes care of connecting the slot to
- the signal. SIGNAL() and SLOT() are two macros that take the
- function signatures of the signal and slot to connect. We also
- need to give pointers to the objects that should send and receive
- the signal.
-
- Line 12 creates a QVBoxLayout. As mentioned, widgets can contain
- other widgets. It is possible to set the bounds (the location and
- size) of child widgets directly, but it is usually easier to use a
- layout. A layout manages the bounds of a widget's children.
- QVBoxLayout, for instance, places the children in a vertical row.
-
- Line 13 and 14 adds the text edit and button to the layout. In
- line 17, we set the layout on a widget.
-
- \section2 Learn More
-
- \table
- \header
- \o About
- \o Here
- \row
- \o Signals and slots
- \o \l{Signals & Slots}
- \row
- \o Layouts
- \o \l{Layout Management},
- \l{Widgets and Layouts},
- \l{Layout Examples}
- \row
- \o The widgets that come with Qt
- \o \l{Qt Widget Gallery},
- \l{Widget Examples}
- \endtable
-
- \section1 Subclassing QWidget
-
- When the user wants to quit an application, you might want to
- pop-up a dialog that asks whether he/she really wants to quit. In
- this example, we subclass QWidget, and add a slot that we connect
- to the \gui {Quit button}.
-
- \image gs3.png
-
- Let us look at the code:
-
- \code
- 5 class Notepad : public QWidget
- 6 {
- 7 Q_OBJECT
- 8
- 9 public:
-10 Notepad();
-11
-12 private slots:
-13 void quit();
-14
-15 private:
-16 QTextEdit *textEdit;
-17 QPushButton *quitButton;
-18 };
- \endcode
-
- The \c Q_OBJECT macro must be first in the class definition, and
- declares our class as a \c QObject (Naturally, it must also
- inherit from QObject). A \l{QObject} adds several abilities to a
- normal C++ class. Notably, the class name and slot names can be
- queried at run-time. It is also possible to query a slot's
- parameter types and invoke it.
-
- Line 13 declares the slot \c quit(). This is easy using the \c
- slots macro. The \c quit() slot can now be connected to signals
- with a matching signature (any signal that takes no parameters).
-
- Instead of setting up the GUI and connecting the slot in the \c
- main() function, we now use \c{Notepad}'s constructor.
-
- \code
- Notepad::Notepad()
- {
- textEdit = new QTextEdit;
- quitButton = new QPushButton(tr("Quit"));
-
- connect(quitButton, SIGNAL(clicked()), this, SLOT(quit()));
-
- QVBoxLayout *layout = new QVBoxLayout;
- layout->addWidget(textEdit);
- layout->addWidget(quitButton);
-
- setLayout(layout);
-
- setWindowTitle(tr("Notepad"));
- }
- \endcode
-
- As you saw in the class definition, we use pointers to our \l
- {QObject}s (\c textEdit and \c quitButton). As a rule, you should
- always allocate \l{QObject}s on the heap and never copy them.
-
- We now use the function \l{QObject::}{tr()} around our user
- visible strings. This function is necessary when you want to
- provide your application in more than one language (e.g. English
- and Chinese). We will not go into details here, but you can follow
- the \c {Qt Linguist} link from the learn more table.
-
- \section2 Learn More
-
- \table
- \header
- \o About
- \o Here
- \row
- \o tr() and internationalization
- \o \l{Qt Linguist Manual},
- \l{Writing Source Code for Translation},
- \l{Hello tr() Example},
- \l{Internationalization with Qt}
- \row
- \o QObjects and the Qt Object model (This is essential to understand Qt)
- \o \l{Object Model}
- \row
- \o qmake and the Qt build system
- \o \l{qmake Manual}
- \endtable
-
- \section2 Creating a .pro file
-
- For this example, we write our own \c .pro file instead of
- using \c qmake's \c -project option.
-
- \code
- HEADERS = notepad.h
- SOURCES = notepad.cpp \
- main.cpp
- \endcode
-
- The following shell commands build the example.
-
- \code
- qmake
- make
- \endcode
-
- \section1 Using a QMainWindow
-
- Many applications will benefit from using a QMainWindow, which has
- its own layout to which you can add a menu bar, dock widgets, tool
- bars, and a status bar. QMainWindow has a center area that can be
- occupied by any kind of widget. In our case, we will place our
- text edit there.
-
- \image gs4.png
-
- Let us look at the new \c Notepad class definition.
-
- \code
- #include <QtGui>
-
- class Notepad : public QMainWindow
- {
- Q_OBJECT
-
- public:
- Notepad();
-
- private slots:
- void open();
- void save();
- void quit();
-
- private:
- QTextEdit *textEdit;
-
- QAction *openAction;
- QAction *saveAction;
- QAction *exitAction;
-
- QMenu *fileMenu;
- };
- \endcode
-
- We include two more slots that can save and open a document. We
- will implement these in the next section.
-
- Often, in a main window, the same slot should be invoked by
- several widgets. Examples are menu items and buttons on a tool
- bar. To make this easier, Qt provides QAction, which can be given
- to several widgets, and be connected to a slot. For instance, both
- QMenu and QToolBar can create menu items and tool buttons from the
- same \l{QAction}s. We will see how this works shortly.
-
- As before, we use the \c {Notepad}s constructor to set up the
- GUI.
-
- \code
- Notepad::Notepad()
- {
- saveAction = new QAction(tr("&Open"), this);
- saveAction = new QAction(tr("&Save"), this);
- exitAction = new QAction(tr("E&xit"), this);
-
- connect(openAction, SIGNAL(triggered()), this, SLOT(open()));
- connect(saveAction, SIGNAL(triggered()), this, SLOT(save()));
- connect(exitAction, SIGNAL(triggered()), qApp, SLOT(quit()));
-
- fileMenu = menuBar()->addMenu(tr("&File"));
- fileMenu->addAction(openAction);
- fileMenu->addAction(saveAction);
- fileMenu->addSeparator();
- fileMenu->addAction(exitAction);
-
- textEdit = new QTextEdit;
- setCentralWidget(textEdit);
-
- setWindowTitle(tr("Notepad"));
- }
- \endcode
-
- \l{QAction}s are created with the text that should appear on the
- widgets that we add them to (in our case, menu items). If we also
- wanted to add them to a tool bar, we could have given
- \l{QIcon}{icons} to the actions.
-
- When a menu item is clicked now, the item will trigger the action,
- and the respective slot will be invoked.
-
- \section2 Learn More
-
- \table
- \header
- \o About
- \o Here
- \row
- \o Main windows and main window classes
- \o \l{Application Main Window},
- \l{Main Window Examples}
- \row
- \o MDI applications
- \o QMdiArea,
- \l{MDI Example}
- \endtable
-
- \section1 Saving and Loading
-
- In this example, we will implement the functionality of the \c
- open() and \c save() slots that we added in the previous example.
-
- \image gs5.png
-
- We will start with the \c open() slot:
-
- \code
- QString fileName = QFileDialog::getOpenFileName(this, tr("Open File"), "",
- tr("Text Files (*.txt);;C++ Files (*.cpp *.h)"));
-
- if (fileName != "") {
- QFile file(fileName);
- if (!file.open(QIODevice::ReadOnly)) {
- QMessageBox::critical(this, tr("Error"),
- tr("Could not open file"));
- return;
- }
- QString contents = file.readAll().constData();
- textEdit->setPlainText(contents);
- file.close();
- }
- \endcode
-
- The first step is asking the user for the name of the file to
- open. Qt comes with QFileDialog, which is a dialog from which the
- user can select a file. The image above shows the dialog on
- Kubuntu. The static \l{QFileDialog::}{getOpenFileName()} function
- displays a modal file dialog, and does not return until the user
- has selected a file. It returns the file path of the file
- selected, or an empty string if the user canceled the dialog.
-
- If we have a file name, we try to open the file with
- \l{QIODevice::}{open()}, which returns true if the file could be
- opened. We will not go into error handling here, but you can follow
- the links from the learn more section. If the file could not be
- opened, we use QMessageBox to display a dialog with an error
- message (see the QMessageBox class description for further
- details).
-
- Actually reading in the data is trivial using the
- \l{QIODevice::}{readAll()} function, which returns all data in the
- file in a QByteArray. The \l{QByteArray::}{constData()} returns all
- data in the array as a const char*, which QString has a
- constructor for. The contents can then be displayed in the text
- edit. We then \l{QIODevice::}{close()} the file to return the file
- descriptor back to the operating system.
-
- Now, let us move on to the the \c save() slot.
-
- \code
- QString fileName = QFileDialog::getSaveFileName(this, tr("Save File"), "",
- tr("Text Files (*.txt);;C++ Files (*.cpp *.h)"));
-
- if (fileName != "") {
- QFile file(fileName);
- if (!file.open(QIODevice::WriteOnly)) {
- // error message
- } else {
- QTextStream stream(&file);
- stream << textEdit->toPlainText();
- stream.flush();
- file.close();
- }
- }
- \endcode
-
- When we write the contents of the text edit to the file, we use
- the QTextStream class, which wraps the QFile object. The text
- stream can write QStrings directly to the file; QFile only accepts
- raw data (char*) with the \l{QIODevice::}{write()} functions of
- QIODevice.
-
- \section2 Learn More
-
- \table
- \header
- \o About
- \o Here
- \row
- \o Files and I/O devices
- \o QFile, QIODevice
- \endtable
-
- \omit
- \section1 Moving On
-
- This may not be true for the first release.
- The Qt documentation comes with three getting started guides. You
- have come to the end of the first, which concerns itself with
- basic Qt concepts. We also have guides covering intermediate and
- advanced topics. They are found here: You may also have noticed that the learn more sections in
- this guide frequently linked to them.
- Basic Qt Architecture
- \endomit
+ \group gettingStarted
+
+ Following is a list.
+ \generatelist{related}
+
*/
diff --git a/doc/src/getting-started/gettingstartedqml.qdoc b/doc/src/getting-started/gettingstartedqml.qdoc
new file mode 100644
index 0000000..2bfb71c
--- /dev/null
+++ b/doc/src/getting-started/gettingstartedqml.qdoc
@@ -0,0 +1,1050 @@
+/****************************************************************************
+**
+** Copyright (C) 2010 Nokia Corporation and/or its subsidiary(-ies).
+** All rights reserved.
+** Contact: Nokia Corporation (qt-info@nokia.com)
+**
+** This file is part of the documentation of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:FDL$
+** Commercial Usage
+** Licensees holding valid Qt Commercial licenses may use this file in
+** accordance with the Qt Commercial License Agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in a
+** written agreement between you and Nokia.
+**
+** 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.
+**
+** If you have questions regarding the use of this file, please contact
+** Nokia at qt-info@nokia.com.
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+/*!
+ \page qml-textEditor.html
+
+ \title Getting Started programming with QML
+ \ingroup gettingStarted
+
+ Welcome to the world of QML - the declarative UI language. In this Getting
+ Started guide, we will create a simple text editor application using QML.
+ After reading this guide, you should be ready to develop your own applications
+ using QML and Qt C++.
+
+ \section1 QML to Build User Interfaces
+
+ The application we are building is a simple text editor that will load, save,
+ and perform some text manipulation. This guide will consist of two parts. The
+ first part will involve designing the application layout and behaviors using
+ declarative language in QML. For the second part, file loading and saving will
+ be implemented using Qt C++. Using
+ \l {The Meta-Object System}{Qt's Meta-Object System}, we can expose C++ functions
+ as properties that QML elements can use. Utilizing QML and Qt C++, we can
+ efficiently decouple the interface logic from the application logic.
+
+ \image qml-texteditor5_editmenu.png
+
+ To run the QML example code, merely provide the included \l{QML Viewer}{qmlviewer}
+ tool with the QML file as the argument. The C++ portion of this tutorial assumes
+ that the reader possesses basic knowledge of Qt's compilation procedures.
+
+ Tutorial chapters:
+ \list 1
+ \o \l {Defining a Button and a Menu}{Defining a Button and a Menu}
+ \o \l {Implementing a Menu Bar}{Implementing a Menu Bar}
+ \o \l {Building a Text Editor}{Building a Text Editor}
+ \o \l {Decorating the Text Editor}{Decorating the Text Editor}
+ \o \l {Extending QML using Qt C++}{Extending QML using Qt C++}
+ \endlist
+
+ \section1 Defining a Button and a Menu
+
+ \section2 Basic Component - a Button
+
+ We start our text editor by building a button. Functionally, a button has a mouse
+ sensitive area and a label. Buttons perform actions when a user presses the button.
+
+ In QML, the basic visual item is the \l {Rectangle}{Rectangle} element. The
+ \c Rectangle element has properties to control the element's appearance and location.
+
+ \code
+ import Qt 4.7
+ Rectangle {
+ id: simplebutton
+ color: "grey"
+ width: 150; height: 75
+
+ Text{
+ id: buttonLabel
+ anchors.centerIn: parent
+ text: "button label"
+ }
+ }
+ \endcode
+
+ First, the \c { import Qt 4.7 } allows the qmlviewer tool to import the QML elements
+ we will later use. This line must exist for every QML file. Notice that the version
+ of Qt modules is included in the import statement.
+
+ This simple rectangle has a unique identifier, \c simplebutton, which is bound to the
+ id property. The \c Rectangle element's properties are bound to values by listing the
+ property, followed by a colon, then the value. In the code sample, the color \c grey
+ is bound to the the Rectangle's \c color property. Similarly, we bind the \c width
+ and \c height of the Rectangle.
+
+ The \l {Text}{Text} element is a non-editable text field. We name this \c Text element
+ \c buttonLabel. To set the string content of the Text field, we bind a value to the
+ \c text property. The label is contained within the Rectangle and in order to center
+ it in the middle, we assign the \c anchors of the Text element to its parent, which
+ is called \c simplebutton. Anchors may bind to other items' anchors, allowing layout
+ assignments simpler.
+
+ We shall save this code as \c SimpleButton.qml. Running qmlviewer with the file as the
+ argument will display the grey rectangle with a text label.
+
+ \image qml-texteditor1_simplebutton.png
+
+ To implement the button click functionality, we can use QML's event handling. QML's event
+ handling is very similar to \l {Signals & Slots}{Qt's signal and slot} mechanism. Signals
+ are emitted and the connected slot is called.
+
+ \code
+ Rectangle{
+ id:simplebutton
+ ...
+
+ MouseArea{
+ id: buttonMouseArea
+
+ anchors.fill: parent //anchor all sides of the mouse area to the rectangle's anchors
+ //onClicked handles valid mouse button clicks
+ onClicked: console.log(buttonLabel.text + " clicked" )
+ }
+ }
+ \endcode
+
+ We include a \l{MouseArea} element in our simplebutton. \c MouseArea elements describe
+ the interactive area where mouse movements are detected. For our button, we anchor the
+ whole MouseArea to its parent, which is \c simplebutton. The \c anchors.fill syntax is
+ one way of accessing a specific property called \c fill inside a group of properties
+ called \c anchors. QML uses \l {Anchor-based Layout in QML}{anchor based layouts} where
+ items can anchor to another item, creating robust layouts.
+
+ The \c MouseArea has many signal handlers that are called during mouse movements within
+ the specfied \c MouseArea boundaries. One of them is \c onClicked and it is called
+ whenever the acceptable mouse button is clicked, the left click being the default. We
+ can bind actions to the onClicked handler. In our example, \c console.log() outputs text
+ whenever the mouse area is clicked. The function \c console.log() is a useful tool for
+ debugging purposes and for outputting text.
+
+ The code in \c SimpleButton.qml is sufficient to display a button on the screen and
+ output text whenever it is clicked with a mouse.
+
+ \code
+ Rectangle {
+ id:Button
+ ...
+
+ property color buttonColor: "lightblue"
+ property color onHoverColor: "gold"
+ property color borderColor: "white"
+
+ signal buttonClick()
+ onButtonClick: {
+ console.log(buttonLabel.text + " clicked" )
+ }
+
+ MouseArea{
+ onClicked: buttonClick()
+ hoverEnabled: true
+ onEntered: parent.border.color = onHoverColor
+ onExited: parent.border.color = borderColor
+ }
+
+ //determines the color of the button by using the conditional operator
+ color: buttonMouseArea.pressed ? Qt.darker(buttonColor, 1.5) : buttonColor
+ }
+ \endcode
+
+ A fully functioning button is in \c Button.qml. The code snippets in this article
+ have some code omitted, denoted by ellipses because they were either introduced
+ earlier in the previous sections or irrelevant to the current code discussion.
+
+ Custom properties are declared using the \c {property type name} syntax. In the
+ code, the property \c buttonColor, of type \c color, is declared and bound to
+ the value \c{"lightblue"}. The \c buttonColor is later used in a conditional
+ operation to determine the buttons's fill color. Note that property value
+ assignment is possible using the \c= equals sign, in addition to value binding
+ using the \c : colon character. Custom properties allow internal items to be
+ accessible outside of the Rectangle's scope. There are basic
+ \l{QML Basic Types}{QML types} such as \c int, \c string, \c real, as well as
+ a type called \c variant.
+
+ By binding the \c onEntered and \c onExited signal handlers to colors, the
+ button's border will turn yellow when the mouse hovers above the button and
+ reverts the color when the mouse exits the mouse area.
+
+ A \c buttonClick() signal is declared in \c Button.qml by placing the \c signal
+ keyword in front of the signal name. All signals have their handlers automatically
+ created, their names starting with \c on. As a result, the \c onButtonClick is
+ \c buttonClick's handler. The \c onButtonClick is then assigned an action to
+ perform. In our button example, the \c onClicked mouse handler will simply call
+ \c onButtonClick, which displays a text. The \c onButtonClick enables outside
+ objects to access the \c {Button}'s mouse area easily. For example, items may
+ have more than one \c MouseArea declarations and a \c buttonClick signal can
+ make the distinction between the several \c MouseArea signal handlers better.
+
+ We now have the basic knowledge to implement items in QML that can handle
+ basic mouse movements. We created a \c Text label inside a \c Rectangle,
+ customized its properties, and implemented behaviors that respond to mouse
+ movements. This idea of creating elements within elements is repeated
+ throughout the text editor application.
+
+ This button is not useful unless used as a component to perform an action.
+ In the next section, we will soon create a menu containing several of these
+ buttons.
+
+ \image qml-texteditor1_button.png
+
+ \section2 Creating a Menu Page
+
+ Up to this stage, we covered how to create elements and assign behaviors inside
+ a single QML file. In this section, we will cover how to import QML elements and how
+ to reuse some of the created components to build other components.
+
+ Menus display the contents of a list, each item having the ability to perform an action.
+ In QML, we can create a menu in several ways. First, we will create a menu containing
+ buttons which will eventually perform different actions. The menu code is in
+ \c FileMenu.qml.
+
+ \code
+ import Qt 4.7 \\import the main Qt QML module
+ import “folderName” \\import the contents of the folder
+ import “Button.qml” \\import a QML file
+ import “NewButton.qml” as ButtonModule \\import a QML file and give it a name
+ import “script.js” as Script \\import a Javascript file and name it as Script
+ \endcode
+
+ To use the \c Button element in \c FileMenu.qml, we need to import \c Button.qml.
+ The syntax shown above, shows how to use the \c import keyword. However, the
+ \c {import Button.qml} is not necessary; qmlviewer will import all the contents
+ of the current directory. We can directly create a \c Button element by declaring
+ \c Button{}, similar to a \c Rectangle{} declaration.
+
+ \code
+ In FileMenu.qml:
+
+ Row{
+ anchors.centerIn: parent
+ spacing: parent.width/6
+
+ Button{
+ id: loadButton
+ buttonColor: "lightgrey"
+ label: "Load"
+ }
+ Button{
+ buttonColor: "grey"
+ id: saveButton
+ label: "Save"
+ }
+ Button{
+ id: exitButton
+ label: "Exit"
+ buttonColor: "darkgrey"
+
+ onButtonClick: Qt.quit()
+ }
+ }
+ \endcode
+
+ In \c FileMenu.qml, we declare three \c Button elements. They are declared
+ inside a \l {Row}{Row} element, a positioner that will position its children
+ along a vertical row. The \c Button declaration resides in Button.qml,
+ which is the same as the \c Button.qml we used in the previous section.
+ New property bindings can be declared within the newly created buttons,
+ effectively overwriting the properties set in \c Button.qml. The button
+ called \c exitButton will quit and close the window when it is clicked.
+ Note that the signal handler \c onButtonClick in \c Button.qml will be
+ called in addition to the \c onButtonClick handler in \c exitButton.
+
+ \image qml-texteditor1_filemenu.png
+
+ The \c Row declaration is declared in a \c Rectangle, creating a rectangle
+ container for the row of buttons. This additional rectangle creates an indirect
+ way of organizing the row of buttons inside a menu.
+
+ The declaration of the edit menu is very similar at this stage. The menu has
+ buttons that have the labels: \c Copy, \c Paste, and \c {Select All}.
+
+ \image qml-texteditor1_editmenu.png
+
+ Armed with our knowledge of importing and customizing previously made
+ components, we may now combine these menu pages to create a menu bar,
+ consisting of buttons to select the menu, and look at how we may structure
+ data using QML.
+
+ \section1 Implementing a Menu Bar
+
+ Our text editor application will need a way to display menus using a menu bar.
+ The menu bar will switch the different menus and the user can choose which menu
+ to display. Menu switching implies that the menus need more structure than
+ merely displaying them in a row. QML uses models and views to structure data
+ and display the structured data.
+
+ \section2 Using Data Models and Views
+
+ QML has different \l {Data Models}{data views} that display
+ \l {Data Models}{data models}. Our menu bar will display the menus in a list,
+ with a header that displays a row of menu names. The list of menus are declared
+ inside a \c VisualItemModel. The \l{VisualItemModel}{\c VisualItemModel}
+ element contains items that already have views such as \c Rectangle elements
+ and imported UI elements. Other model types such as the \l {ListModel}{\c ListModel}
+ element need a delegate to display their data.
+
+ We declare two visual items in the \c menuListModel, the \c FileMenu and the
+ \c EditMenu. We customize the two menus and display them using a
+ \l {ListView}{ListView}. The \c MenuBar.qml file contains the QML declarations
+ and a simple edit menu is defined in \c EditMenu.qml.
+
+ \code
+ VisualItemModel{
+ id: menuListModel
+ FileMenu{
+ width: menuListView.width
+ height: menuBar.height
+ color: fileColor
+ }
+ EditMenu{
+ color: editColor
+ width: menuListView.width
+ height: menuBar.height
+ }
+ }
+ \endcode
+
+ The \l {ListView}{ListView} element will display a model according to a delegate.
+ The delegate may declare the model items to display in a \c Row element or display
+ the items in a grid. Our \c menuListModel already has visible items, therefore,
+ we do not need to declare a delegate.
+
+ \code
+ ListView{
+ id: menuListView
+
+ //Anchors are set to react to window anchors
+ anchors.fill:parent
+ anchors.bottom: parent.bottom
+ width:parent.width
+ height: parent.height
+
+ //the model contains the data
+ model: menuListModel
+
+ //control the movement of the menu switching
+ snapMode: ListView.SnapOneItem
+ orientation: ListView.Horizontal
+ boundsBehavior: Flickable.StopAtBounds
+ flickDeceleration: 5000
+ highlightFollowsCurrentItem: true
+ highlightMoveDuration:240
+ highlightRangeMode: ListView.StrictlyEnforceRange
+ }
+ \endcode
+
+ Additionally, \c ListView inherits from \l {Flickable}{\c Flickable}, making
+ the list respond to mouse drags and other gestures. The last portion of the
+ code above sets \c Flickable properties to create the desired flicking movement
+ to our view. In particular,the property \c highlightMoveDuration changes the
+ duration of the flick transition. A higher \c highlightMoveDuration value
+ results in slower menu switching.
+
+ The \c ListView maintains the model items through an \c index and each visual
+ item in the model is accessible through the \c index, in the order of the
+ declaration. Changing the \c currentIndex effectively changes the highlighted
+ item in the \c ListView. The header of our menu bar exemplify this effect.
+ There are two buttons in a row, both changing the current menu when clicked.
+ The \c fileButton changes the current menu to the file menu when clicked,
+ the \c index being \c 0 because \c FileMenu is declared first in the
+ \c menuListModel. Similarly, the \c editButton will change the current
+ menu to the \c EditMenu when clicked.
+
+ The \c labelList rectangle has \c z value of \c 1, denoting that it is displayed
+ at the front of the menu bar. Items with higher \c z values are displayed in front
+ of items with lower \c z values. The default \c z value is \c 0.
+
+ \code
+ Rectangle{
+ id: labelList
+ ...
+ z: 1
+ Row{
+ anchors.centerIn: parent
+ spacing:40
+ Button{
+ label: "File"
+ id: fileButton
+ ...
+ onButtonClick: menuListView.currentIndex = 0
+ }
+ Button{
+ id: editButton
+ label: "Edit"
+ ...
+ onButtonClick: menuListView.currentIndex = 1
+ }
+ }
+ }
+ \endcode
+
+ The menu bar we just created can be flicked to access the menus or by clicking
+ on the menu names at the top. Switching menu screens feel intuitive and responsive.
+
+ \image qml-texteditor2_menubar.png
+
+ */
+
+ /*!
+ \page qml-textEditor3.html
+ \title Building a Text Editor
+
+ \section1 Declaring a TextArea
+
+ Our text editor is not a text editor if it didn't contain an editable text area.
+ QML's \l {TextEdit}{TextEdit} element allows the declaration of a multi-line
+ editable text area. \l {TextEdit}{TextEdit} is different from a \l {Text}{Text}
+ element, which doesn't allow the user to directly edit the text.
+
+ \code
+ TextEdit{
+ id: textEditor
+ anchors.fill:parent
+ width:parent.width; height:parent.height
+ color:"midnightblue"
+ focus: true
+
+ wrapMode: TextEdit.Wrap
+
+ onCursorRectangleChanged: flickArea.ensureVisible(cursorRectangle)
+ }
+ \endcode
+
+ The editor has its font color property set and set to wrap the text. The
+ \c TextEdit area is inside a flickable area that will scroll the text if the
+ text cursor is outside the visible area. The function \c ensureVisible() will
+ check if the cursor rectangle is outside the visible boundaries and move the
+ text area accordingly. QML uses Javascript syntax for its scripts, and as previously
+ mentioned, Javascript files can be imported and used within a QML file.
+
+ \code
+ function ensureVisible(r){
+ if (contentX >= r.x)
+ contentX = r.x;
+ else if (contentX+width <= r.x+r.width)
+ contentX = r.x+r.width-width;
+ if (contentY >= r.y)
+ contentY = r.y;
+ else if (contentY+height <= r.y+r.height)
+ contentY = r.y+r.height-height;
+ }
+ \endcode
+
+ \section1 Combining Components for the Text Editor
+
+ We are now ready to create the layout of our text editor using QML. The text
+ editor has two components, the menu bar we created and the text area. QML allows
+ us to reuse components, therefore making our code simpler, by importing components
+ and customizing when necessary. Our text editor splits the window into two;
+ one-third of the screen is dedicated to the menu bar and two-thirds of the screen
+ displays the text area. The menu bar is displayed in front of any other elements.
+
+ \code
+ Rectangle{
+
+ id: screen
+ width: 1000; height: 1000
+
+ //the screen is partitioned into the MenuBar and TextArea. 1/3 of the screen is assigned to the MenuBar
+ property int partition: height/3
+
+ MenuBar{
+ id:menuBar
+ height: partition
+ width:parent.width
+ z: 1
+ }
+
+ TextArea{
+ id:textArea
+ anchors.bottom:parent.bottom
+ y: partition
+ color: "white"
+ height: partition*2
+ width:parent.width
+ }
+ }
+ \endcode
+
+ By importing reusable components, our \c TextEditor code looks much simpler.
+ We can then customize the main application, without worrying about properties
+ that already have defined behaviors. Using this approach, application layouts
+ and UI components can be created easily.
+
+ \image qml-texteditor3_texteditor.png
+
+ */
+
+ /*!
+ \page qml-textEditor4
+ \title Decorating the Text Editor
+ \section1 Implementing a Drawer Interface
+
+ Our text editor looks simple and we need to decorate it. Using QML, we can declare
+ transitions and animate our text editor. Our menu bar is occupying one-third of the
+ screen and it would be nice to have it only appear when we want it.
+
+ We can add a drawer interface, that will contract or expand the menu bar when clicked.
+ In our implementation, we have a thin rectangle that responds to mouse clicks. The
+ \c drawer, as well as the application, has two sates: the "drawer is open" state and
+ the "drawer is closed" state. The \c drawer item is a strip of rectangle with a small
+ height. There is a nested \l {Image}{Image} element declaring that an arrow icon will
+ be centered inside the drawer. The drawer assigns a state to the whole application,
+ with the identifier \c screen, whenever a user clicks the mouse area.
+
+ \code
+ Rectangle{
+ id:drawer
+ height:15
+
+ Image{
+ id: arrowIcon
+ source: "images/arrow.png"
+ anchors.horizontalCenter: parent.horizontalCenter
+ }
+
+ MouseArea{
+ id: drawerMouseArea
+ anchors.fill:parent
+ onClicked:{
+ if (screen.state == "DRAWER_CLOSED"){
+ screen.state = "DRAWER_OPEN"
+ }
+ else if (screen.state == "DRAWER_OPEN"){
+ screen.state = "DRAWER_CLOSED"
+ }
+ }
+ ...
+ }
+ }
+ \endcode
+
+ A state is simply a collection of configurations and it is declared in a
+ \l{State}{State} element. A list of states can be listed and bound to the
+ \c states property. In our application, the two states are called
+ \c DRAWER_CLOSED and \c DRAWER_OPEN. Item configurations are declared in
+ \l {PropertyChanges}{PropertyChanges} elements. In the \c DRAWER_OPEN state,
+ there are four items that will receive property changes. The first target,
+ \c menuBar, will change its \c y property to \c 0. Similarly, the \c textArea
+ will lower to a new position when the state is \c DRAWER_OPEN. The \c textArea,
+ the \c drawer, and the drawer's icon will undergo property changes to meet the
+ current state.
+
+ \code
+
+ states:[
+ State{
+ name: "DRAWER_OPEN"
+ PropertyChanges { target: menuBar; y:0}
+ PropertyChanges { target: textArea; y: partition + drawer.height}
+ PropertyChanges { target: drawer; y: partition}
+ PropertyChanges { target: arrowIcon; rotation: 180}
+ },
+ State{
+ name: "DRAWER_CLOSED"
+ PropertyChanges { target: menuBar; y:-partition}
+ PropertyChanges { target: textArea; y: drawer.height; height: screen.height - drawer.height}
+ PropertyChanges { target: drawer; y: 0}
+ PropertyChanges { target: arrowIcon; rotation: 0}
+ }
+
+ ]
+
+ \endcode
+
+ State changes are abrupt and needs smoother transitions. Transitions between states
+ are defined using the \l {Transition}{Transition} element, which can then bind to
+ the item's \c transitions property. Our text editor has a state transition whenever
+ the state changes to either \c DRAWER_OPEN or \c DRAWER_CLOSED. Importantly, the
+ transition needs a \c from and a \c to state but for our transitions, we can use
+ the wild card \c * symbol to denote that the transition applies to all state changes.
+
+ During transitions, we can assign animations to the property changes. Our
+ \c menuBar switches position from \c {y:0} to \c {y:-partition} and we can animate
+ this transition using the \l {NumberAnimation}{NumberAnimation} element. We declare
+ that the targets' properties will animate for a certain duration of time and using
+ a certain easing curve. An easing curve controls the animation rates and
+ interpolation behavior during state transitions. The easing curve we chose is
+ \l {PropertyAnimation::easing.type}{Easing.OutQuint}, which slows the movement near
+ the end of the animation. Pleae read \l {qdeclarativeanimation.html}{QML's Animation}
+ article.
+
+ \code
+ transitions: [
+ Transition{
+ to: "*"
+ NumberAnimation { target: textArea; properties: "y, height"; duration: 100; easing.type: Easing.OutQuint }
+ NumberAnimation { target: menuBar; properties: "y"; duration: 100;easing.type: Easing.OutQuint }
+ NumberAnimation { target: drawer; properties: "y"; duration: 100;easing.type: Easing.OutQuint }
+ }
+ ]
+ \endcode
+
+ Another way of animating property changes is by declaring a \l {Behavior}{Behavior}
+ element. A transition only works during state changes and \c Behavior can set an
+ animation for a general property change. In the text editor, the arrow has a
+ \c NumberAnimation animating its \c rotation property whenever the property changes.
+
+ \code
+ In TextEditor.qml:
+
+ Behavior{
+ NumberAnimation{property: "rotation";easing.type: Easing.OutExpo }
+ }
+ \endcode
+
+ Going back to our components with knowledge of states and animations, we can improve
+ the appearances of the components. In \c Button.qml, we can add \c color and \c scale
+ property changes when the button is clicked. Color types are animated using
+ \l {ColorAnimation}{ColorAnimation} and numbers are animated using
+ \l {NumberAnimation}{NumberAnimation}. The \c {on propertyName} syntax displayed below
+ is helpful when targeting a single property.
+
+ \code
+ In Button.qml:
+ ...
+
+ color: buttonMouseArea.pressed ? Qt.darker(buttonColor, 1.5) : buttonColor
+ Behavior on color { ColorAnimation{ duration: 55} }
+
+ scale: buttonMouseArea.pressed ? 1.1 : 1.00
+ Behavior on scale { NumberAnimation{ duration: 55} }
+ \endcode
+
+ Additionally, we can enhance the appearances of our QML components by adding color
+ effects such as gradients and opacity effects. Declaring a \l {Gradient}{Gradient}
+ element will override the \c color property of the element. You may declare a color
+ in the gradient using the \l {GradientStop}{GradientStop} element. The gradient is
+ positioned using a scale, between \c 0.0 and \c 1.0.
+
+ \code
+ In MenuBar.qml
+ gradient: Gradient {
+ GradientStop { position: 0.0; color: "#8C8F8C" }
+ GradientStop { position: 0.17; color: "#6A6D6A" }
+ GradientStop { position: 0.98;color: "#3F3F3F" }
+ GradientStop { position: 1.0; color: "#0e1B20" }
+ }
+ \endcode
+
+ This gradient is used by the menu bar to display a gradient simulating depth.
+ The first color starts at \c 0.0 and the last color is at \c 1.0.
+
+
+ \section2 Where to Go from Here
+
+ We are finished building the user interface of a very simple text editor.
+ Going forward, the user interface is complete, and we can implement the
+ application logic using regular Qt and C++. QML works nicely as a prototyping
+ tool, separating the application logic away from the UI design.
+
+ \image qml-texteditor4_texteditor.png
+
+ \section1 Extending QML using Qt C++
+
+ Now that we have our text editor layout, we may now implement the text editor
+ functionalities in C++. Using QML with C++ enables us to create our application
+ logic using Qt. We can create a QML context in a C++ application using the
+ \l {Using QML in C++ Applications}{Qt's Declarative} classes and display the QML
+ elements using a Graphics Scene. Alternatively, we can export our C++ code into
+ a plugin that the \l {QML Viewer}{qmlviewer} tool can read. For our application,
+ we shall implement the load and save functions in C++ and export it as a plugin.
+ This way, we only need to load the QML file directly instead of running an executable.
+
+ \section2 Exposing C++ Classes to QML
+
+ We will be implementing file loading and saving using Qt and C++. C++ classes
+ and functions can be used in QML by registering them. The class also needs to be
+ compiled as a Qt plugin and the QML file will need to know where the plugin is located.
+
+ For our application, we need to create the following items:
+ \list 1
+ \o \c Directory class that will handle directory related operations
+ \o \c File class which is a QObject, simulating the list of files in a directory
+ \o plugin class that will register the class to the QML context
+ \o Qt project file that will compile the plugin
+ \o A \c qmldir file telling the qmlviewer tool where to find the plugin
+ \endlist
+
+ \section2 Building a Qt Plugin
+
+ To build a plugin, we need to set the following in a Qt project file. First,
+ the necessary sources, headers, and Qt modules need to be added into our
+ project file. All the C++ code and project files are in the \c filedialog
+ directory.
+
+ \code
+ In cppPlugins.pro:
+
+ TEMPLATE = lib
+ CONFIG += qt plugin
+ QT += declarative
+
+ DESTDIR += ../plugins
+ OBJECTS_DIR = tmp
+ MOC_DIR = tmp
+
+ TARGET = FileDialog
+
+ HEADERS += directory.h \
+ file.h \
+ dialogPlugin.h
+
+ SOURCES += directory.cpp \
+ file.cpp \
+ dialogPlugin.cpp
+ \endcode
+
+ In particular, we compile Qt with the \c declarative module and configure it as a
+ \c plugin, needing a \c lib template. We shall put the compiled plugin into the
+ parent's \c plugins directory.
+
+
+ \section2 Registering a Class into QML
+
+ \code
+ In dialogPlugin.h:
+
+ #include <QtDeclarative/QDeclarativeExtensionPlugin>
+
+ class DialogPlugin : public QDeclarativeExtensionPlugin
+ {
+ Q_OBJECT
+
+ public:
+ void registerTypes(const char *uri);
+
+ };
+
+ \endcode
+ Our plugin class, \c DialogPlugin is a subclass of \l {QDeclarativeExtensionPlugin}{QDeclarativeExtensionPlugin}. We need to implement the inherited function, \l {QDeclarativeExtensionPlugin::registerTypes}{registerTypes}. The \c dialogPlugin.cpp file looks like this:
+
+ \code
+ DialogPlugin.cpp:
+
+ #include "dialogPlugin.h"
+ #include "directory.h"
+ #include "file.h"
+ #include <QtDeclarative/qdeclarative.h>
+
+ void DialogPlugin::registerTypes(const char *uri){
+
+ qmlRegisterType<Directory>(uri, 1, 0, "Directory");
+ qmlRegisterType<File>(uri, 1, 0,"File");
+ }
+
+ Q_EXPORT_PLUGIN2(FileDialog, DialogPlugin);
+ \endcode
+
+ The \l {QDeclarativeExtensionPlugin::registerTypes}{registerTypes}
+ function registers our File and Directory classes into QML. This function
+ needs the class name for its template, a major version number, a minor version
+ number, and a name for our classes.
+
+ We need to export the plugin using the \l {Q_EXPORT_PLUGIN2}{Q_EXPORT_PLUGIN2}
+ macro. Note that in our \c dialogPlugin.h file, we have the \l {Q_OBJECT}{Q_OBJECT}
+ macro at the top of our class. As well, we need to run \c qmake on the project
+ file to generate the necessary meta-object code.
+
+
+ \section2 Creating QML Properties in a C++ class
+
+ We can create QML elements and properties using C++ and
+ \l {The Meta-Object System}{Qt's Meta-Object System}. We can implement
+ properties using slots and signals, making Qt aware of these properties.
+ These properties can then be used in QML.
+
+ For the text editor, we need to be able to load and save files. Typically,
+ these features are contained in a file dialog. Fortunately, we can use
+ \l {QDir}{QDir}, \l {QFile}{QFile}, and \l {QTextStream}{QTextStream} to
+ implement directory reading and input/output streams.
+
+ \code
+ class Directory : public QObject{
+
+ Q_OBJECT
+
+ Q_PROPERTY(int filesCount READ filesCount CONSTANT)
+ Q_PROPERTY(QString filename READ filename WRITE setFilename NOTIFY filenameChanged)
+ Q_PROPERTY(QString fileContent READ fileContent WRITE setFileContent NOTIFY fileContentChanged)
+ Q_PROPERTY(QDeclarativeListProperty<File> files READ files CONSTANT )
+
+ ...
+ \endcode
+
+ The \c Directory class uses Qt's Meta-Object System to register properties it
+ needs to accomplish file handling. The \c Directory class is exported as a plugin
+ and is useable in QML as the \c Directory element. Each of the listed properties
+ using the \l {Q_PROPERTY()}{Q_PROPERTY} macro is a QML property.
+
+ The \l {Q_PROPERTY()} {Q_PROPERTY} declares a property as well as its read and
+ write functions into Qt's Meta-Object System. For example, the \c filename
+ property, of type \l {QString}{QString}, is readable using the \c filename()
+ function and writable using the function \c setFilename(). Additionally, there
+ is a signal associated to the filename property called \c filenameChanged(),
+ which is emitted whenever the property changes. The read and write functions
+ are declared as \c public in the header file.
+
+ Similarly, we have the other properties declared according to their uses. The
+ \c filesCount property indicates the number of files in a directory. The filename
+ property is set to the currently selected file's name and the loaded/saved file
+ content is stored in \c fileContent property.
+
+ \code
+ Q_PROPERTY(QDeclarativeListProperty<File> files READ files CONSTANT )
+ \endcode
+
+ The \c files list property is a list of all the filtered files in a directory.
+ The \c Directory class is implemented to filter out invalid text files; only
+ files with a \c .txt extension are valid. Further, \l {QLists}{QLists} can be
+ used in QML files by declaring them as a \c QDeclarativeListProperty in C++.
+ The templated object needs to inherit from a \l {QObject}{QObject}, therefore,
+ the \c File class must also inherit from \c QObject. In the \c Directory class,
+ the list of \c File objects is stored in a \c QList called \c m_fileList.
+
+ \code
+ class File : public QObject{
+
+ Q_OBJECT
+ Q_PROPERTY(QString name READ name WRITE setName NOTIFY nameChanged)
+
+ ...
+ };
+ \endcode
+
+ The properties can then be used in QML as part of the \c Directory element's
+ properties. Note that we do not have to create an identifier \c id property
+ in our C++ code.
+
+ \code
+ Directory{
+ id: directory
+
+ filesCount
+ filename
+ fileContent
+ files
+
+ files[0].name
+ }
+
+ \endcode
+
+ Because QML uses Javascript's syntax and structure, we can iterate through
+ the list of files and retrieve its properties. To retrieve the first file's
+ name property, we can call \c { files[0].name }.
+
+ Regular C++ functions are also accessible from QML. The file loading and saving
+ functions are implemented in C++ and declared using the
+ \l {Q_INVOKABLE}{Q_INVOKABLE} macro. Alternatively, we can declare the functions
+ as a \c slot and the functions will be accessible from QML.
+
+ \code
+ In Directory.h:
+
+ Q_INVOKABLE void saveFile();
+ Q_INVOKABLE void loadFile();
+ \endcode
+
+ The \c Directory class also has to notify other objects whenever the directory
+ contents change. This feature is performed using a \c signal. As previously
+ mentioned, QML signals have a corresponding handler with their names prepended
+ with \c on. The signal is called \c directoryChanged and it is emitted whenever
+ there is a directory refresh. The refresh simply reloads the directory contents
+ and updates the list of valid files in the directory. QML items can then be
+ notified by attaching an action to the \c onDirectoryChanged signal handler.
+
+ The \c list properties need to be explored further. This is because list
+ properties use callbacks to access and modify the list contents. The list
+ property is of type \c QDeclarativeListProperty<File>. Whenever the list
+ is accessed, the accessor function needs to return a
+ \c QDeclarativeListProperty<File>. The template type, \c File, needs to be a
+ \c QObject derivative. Further, to create the
+ \l {QDeclarativeListProperty}{QDeclarativeListProperty}, the list's accessor
+ and modifiers need to be passed to the consructor as function pointers. The list,
+ a \c QList in our case, also needs to be a list of \c File pointers.
+
+ The constructor of \l {QDeclarativeListProperty}{QDeclarativeListProperty}
+ constructor and the \c Directory implementation:
+ \code
+ QDeclarativeListProperty ( QObject * object, void * data, AppendFunction append, CountFunction count = 0, AtFunction at = 0, ClearFunction clear = 0 )
+ QDeclarativeListProperty<File>( this, &m_fileList, &appendFiles, &filesSize, &fileAt, &clearFilesPtr );
+ \endcode
+
+ The constructor passes pointers to functions that will append the list, count
+ the list, retrieve the item using an index, and empty the list. Only the append
+ function is mandatory. Note that the function pointers must match the definition
+ of \l {QDeclarativeListProperty::AppendFunction}{AppendFunction},
+ \l {QDeclarativeListProperty::CountFunction}{CountFunction},
+ \l {QDeclarativeListProperty::AtFunction}{AtFunction}, or
+ \l {QDeclarativeListProperty::ClearFunction}{ClearFunction}.
+
+ \code
+ void appendFiles(QDeclarativeListProperty<File> * property, File * file)
+ File* fileAt(QDeclarativeListProperty<File> * property, int index)
+ int filesSize(QDeclarativeListProperty<File> * property)
+ void clearFilesPtr(QDeclarativeListProperty<File> *property)
+ \endcode
+
+ To simplify our file dialog, the \c Directory class filters out invalid text
+ files, which are files that do not have a \c .txt extension. If a file name
+ doesn't have the \c .txt extension, then it won't be seen in our file dialog.
+ Also, the implementation makes sure that saved files have a \c .txt extension in
+ the file name. \c Directory uses \l {QTextStream}{QTextStream} to read the file
+ and to output the file contents to a file.
+
+ With our \c Directory element, we can retrieve the files as a list, know how many
+ text files is in the application directory, get the file's name and content as a
+ string, and be notified whenever there are changes in the directory contents.
+
+ To build the plugin, run \c qmake on the \c cppPlugins.pro project file, then run
+ \c make to build and transfer the plugin to the \c plugins directory.
+
+
+ \section2 Importing a Plugin in QML
+
+ The qmlviewer tool imports files that are in the same directory as the
+ application. We can also create a \c qmldir file containing the locations of
+ QML files we wish to import. The \c qmldir file can also store locations of
+ plugins and other resources.
+
+ \code
+ In qmldir:
+
+ Button ./Button.qml
+ FileDialog ./FileDialog.qml
+ TextArea ./TextArea.qml
+ TextEditor ./TextEditor.qml
+ EditMenu ./EditMenu.qml
+
+ plugin FileDialog plugins
+ \endcode
+
+ The plugin we just created is called \c FileDialog, as indicated by the
+ \c TARGET field in the project file. The compiled plugin is in the \c plugins directory.
+
+
+ \section2 Integrating a File Dialog into the File Menu
+
+ Our \c FileMenu needs to display the \c FileDialog element, containing a list of
+ the text files in a directory thus allowing the user to select the file by
+ clicking on the list. We also need to assign the save, load, and new buttons
+ to their respective actions. The FileMenu contains an editable text input to
+ allow the user to type a file name using the keyboard.
+
+ The \c Directory element is used in the \c FileMenu.qml file and it notifies the
+ \c FileDialog element that the directory refreshed its contents. This notification
+ is performed in the signal handler, \c onDirectoryChanged.
+
+ \code
+ In FileMenu.qml:
+
+ Directory{
+ id:directory
+ filename: textInput.text
+ onDirectoryChanged: fileDialog.notifyRefresh()
+ }
+ \endcode
+
+ Keeping with the simplicity of our application, the file dialog will always be
+ visible and will not display invalid text files, which do not have a \c .txt
+ extension to their filenames.
+
+ \code
+ In FileDialog.qml:
+
+ signal notifyRefresh()
+ onNotifyRefresh: dirView.model = directory.files
+ \endcode
+
+ The \c FileDialog element will display the contents of a directory by reading its
+ list property called \c files. The files are used as the model of a
+ \l {GridView}{GridView} element, which displays data items in a grid according
+ to a delegate. The delegate handles the appearance of the model and our file
+ dialog will simply create a grid with text centered in the middle. Clicking on
+ the file name will result in the appearance of a rectangle to highlight the file
+ name. The \c FileDialog is notified whenever the \c notifyRefresh signal is emitted,
+ reloading the files in the directory.
+
+ \code
+ In FileMenu.qml:
+
+ Button{
+ id: newButton
+ label: "New"
+ onButtonClick:{
+ textArea.textContent = ""
+ }
+ }
+ Button{
+ id: loadButton
+ label: "Load"
+ onButtonClick:{
+ directory.filename = textInput.text
+ directory.loadFile()
+ textArea.textContent = directory.fileContent
+ }
+ }
+ Button{
+ id: saveButton
+ label: "Save"
+ onButtonClick:{
+ directory.fileContent = textArea.textContent
+ directory.filename = textInput.text
+ directory.saveFile()
+ }
+ }
+ Button{
+ id: exitButton
+ label: "Exit"
+ onButtonClick:{
+ Qt.quit()
+ }
+ }
+ \endcode
+
+ Our \c FileMenu can now connect to their respective actions. The \c saveButton
+ will transfer the text from the \c TextEdit onto the directory's \c fileContent
+ property, then copy its file name from the editable text input. Finally, the button
+ calls the \c saveFile() function, saving the file. The \c sloadButton has a similar
+ execution. Also, the \c New action will empty the contents of the \c TextEdit.
+
+ Further, the \c EditMenu buttons are connected to the \c TextEdit functions to copy,
+ paste, and select all the text in the text editor.
+
+ \image qml-texteditor5_filemenu.png
+
+ \section1 Text Editor Completion
+
+ \image qml-texteditor5_newfile.png
+
+ The application can function as a simple text editor, able to accept text
+ and save the text into a file. The text editor can also load from a file and
+ perform text manipulation.
+
+
+*/ \ No newline at end of file
diff --git a/doc/src/getting-started/gettingstartedqt.qdoc b/doc/src/getting-started/gettingstartedqt.qdoc
new file mode 100644
index 0000000..1b3770f
--- /dev/null
+++ b/doc/src/getting-started/gettingstartedqt.qdoc
@@ -0,0 +1,517 @@
+/****************************************************************************
+**
+** Copyright (C) 2010 Nokia Corporation and/or its subsidiary(-ies).
+** All rights reserved.
+** Contact: Nokia Corporation (qt-info@nokia.com)
+**
+** This file is part of the documentation of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:FDL$
+** Commercial Usage
+** Licensees holding valid Qt Commercial licenses may use this file in
+** accordance with the Qt Commercial License Agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in a
+** written agreement between you and Nokia.
+**
+** 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.
+**
+** If you have questions regarding the use of this file, please contact
+** Nokia at qt-info@nokia.com.
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+/*!
+ \page gettingstartedqt.html
+
+ \title Getting Started programming with Qt
+ \ingroup gettingStarted
+
+ Welcome to the world of Qt--the cross-platform GUI toolkit. In
+ this getting started guide, we teach basic Qt knowledge by
+ implementing a simple Notepad application. After reading this
+ guide, you should be ready to delve into our overviews and API
+ documentation, and find the information you need for the
+ application you are developing.
+
+ \section1 Hello Notepad
+
+ In this first example, we simply create and show a text edit in a
+ window frame on the desktop. This represents the simplest possible
+ Qt program that has a GUI.
+
+ \image gs1.png
+
+ Here is the code:
+
+ \code
+ 1 #include <QApplication>
+ 2 #include <QTextEdit>
+ 3
+ 4 int main(int argv, char **args)
+ 5 {
+ 6 QApplication app(argv, args);
+ 7
+ 8 QTextEdit textEdit;
+ 9 textEdit.show();
+10
+11 return app.exec();
+12 }
+ \endcode
+
+ Let us go through the code line by line. In the first two lines, we
+ include the header files for QApplication and QTextEdit, which are
+ the two classes that we need for this example. All Qt classes have
+ a header file named after them.
+
+ Line 6 creates a QApplication object. This object manages
+ application-wide resources and is necessary to run any Qt program
+ that has a GUI. It needs \c argv and \c args because Qt accepts a
+ few command line arguments.
+
+ Line 8 creates a QTextEdit object. A text edit is a visual element
+ in the GUI. In Qt, we call such elements widgets. Examples of
+ other widgets are scroll bars, labels, and radio buttons. A widget
+ can also be a container for other widgets; a dialog or a main
+ application window, for example.
+
+ Line 9 shows the text edit on the screen in its own window frame.
+ Since widgets also function as containers (for instance a
+ QMainWindow, which has toolbars, menus, a status bar, and a few
+ other widgets), it is possible to show a single widget in its own
+ window. Widgets are not visible by default; the function
+ \l{QWidget::}{show()} makes the widget visible.
+
+ Line 11 makes the QApplication enter its event loop. When a Qt
+ application is running, events are generated and sent to the
+ widgets of the application. Examples of events are mouse presses
+ and key strokes. When you type text in the text edit widget, it
+ receives key pressed events and responds by drawing the text
+ typed.
+
+ To run the application, open a command prompt, and enter the
+ directory in which you have the \c .cpp file of the program. The
+ following shell commands build the program.
+
+ \code
+ qmake -project
+ qmake
+ make
+ \endcode
+
+ This will leave an executable in the \c part1 directory (note that
+ on Windows, you may have to use \c nmake instead of \c make. Also,
+ the executable will be placed in part1/debug or part1/release). \c
+ qmake is Qt's build tool, which takes a configuration file. \c
+ qmake generates this for us when given the \c{-project} argument.
+ Given the configuration file (suffixed .pro), \c qmake produces a
+ \c make file that will build the program for you. We will look
+ into writing our own \c .pro files later.
+
+ \section2 Learn More
+
+ \table
+ \header
+ \o About
+ \o Here
+ \row
+ \o Widgets and Window Geometry
+ \o \l{Window and Dialog Widgets}
+ \row
+ \o Events and event handling
+ \o \l{The Event System}
+ \endtable
+
+ \section1 Adding a Quit Button
+
+ In a real application, you will normally need more than one
+ widget. We will now introduce a QPushButton beneath the text edit.
+ The button will exit the Notepad application when pushed (i.e.,
+ clicked on with the mouse).
+
+ \image gs2.png
+
+ Let us take a look at the code.
+
+ \code
+ 1 #include <QtGui>
+ 2
+ 3 int main(int argv, char **args)
+ 4 {
+ 5 QApplication app(argv, args);
+ 6
+ 7 QTextEdit textEdit;
+ 8 QPushButton quitButton("Quit");
+ 9
+10 QObject::connect(&quitButton, SIGNAL(clicked()), qApp, SLOT(quit()));
+11
+12 QVBoxLayout layout;
+13 layout.addWidget(&textEdit);
+14 layout.addWidget(&quitButton);
+15
+16 QWidget window;
+17 window.setLayout(&layout);
+18
+19 window.show();
+20
+21 return app.exec();
+22 }
+ \endcode
+
+ Line 1 includes QtGui, which contains all of Qt's GUI classes.
+
+ Line 10 uses Qt's Signals and Slots mechanism to make the
+ application exit when the \gui {Quit button} is pushed. A slot is
+ a function that can be invoked at runtime using its name (as a
+ literal string). A signal is a function that when called will
+ invoke slots registered with it; we call that to connect the slot
+ to the signal and to emit the signal.
+
+ \l{QApplication::}{quit()} is a slot of QApplication that exits
+ the application. \l{QPushButton::}{clicked()} is a signal that
+ QPushButton emits when it is pushed. The static
+ QObject::connect() function takes care of connecting the slot to
+ the signal. SIGNAL() and SLOT() are two macros that take the
+ function signatures of the signal and slot to connect. We also
+ need to give pointers to the objects that should send and receive
+ the signal.
+
+ Line 12 creates a QVBoxLayout. As mentioned, widgets can contain
+ other widgets. It is possible to set the bounds (the location and
+ size) of child widgets directly, but it is usually easier to use a
+ layout. A layout manages the bounds of a widget's children.
+ QVBoxLayout, for instance, places the children in a vertical row.
+
+ Line 13 and 14 adds the text edit and button to the layout. In
+ line 17, we set the layout on a widget.
+
+ \section2 Learn More
+
+ \table
+ \header
+ \o About
+ \o Here
+ \row
+ \o Signals and slots
+ \o \l{Signals & Slots}
+ \row
+ \o Layouts
+ \o \l{Layout Management},
+ \l{Widgets and Layouts},
+ \l{Layout Examples}
+ \row
+ \o The widgets that come with Qt
+ \o \l{Qt Widget Gallery},
+ \l{Widget Examples}
+ \endtable
+
+ \section1 Subclassing QWidget
+
+ When the user wants to quit an application, you might want to
+ pop-up a dialog that asks whether he/she really wants to quit. In
+ this example, we subclass QWidget, and add a slot that we connect
+ to the \gui {Quit button}.
+
+ \image gs3.png
+
+ Let us look at the code:
+
+ \code
+ 5 class Notepad : public QWidget
+ 6 {
+ 7 Q_OBJECT
+ 8
+ 9 public:
+10 Notepad();
+11
+12 private slots:
+13 void quit();
+14
+15 private:
+16 QTextEdit *textEdit;
+17 QPushButton *quitButton;
+18 };
+ \endcode
+
+ The \c Q_OBJECT macro must be first in the class definition, and
+ declares our class as a \c QObject (Naturally, it must also
+ inherit from QObject). A \l{QObject} adds several abilities to a
+ normal C++ class. Notably, the class name and slot names can be
+ queried at run-time. It is also possible to query a slot's
+ parameter types and invoke it.
+
+ Line 13 declares the slot \c quit(). This is easy using the \c
+ slots macro. The \c quit() slot can now be connected to signals
+ with a matching signature (any signal that takes no parameters).
+
+ Instead of setting up the GUI and connecting the slot in the \c
+ main() function, we now use \c{Notepad}'s constructor.
+
+ \code
+ Notepad::Notepad()
+ {
+ textEdit = new QTextEdit;
+ quitButton = new QPushButton(tr("Quit"));
+
+ connect(quitButton, SIGNAL(clicked()), this, SLOT(quit()));
+
+ QVBoxLayout *layout = new QVBoxLayout;
+ layout->addWidget(textEdit);
+ layout->addWidget(quitButton);
+
+ setLayout(layout);
+
+ setWindowTitle(tr("Notepad"));
+ }
+ \endcode
+
+ As you saw in the class definition, we use pointers to our \l
+ {QObject}s (\c textEdit and \c quitButton). As a rule, you should
+ always allocate \l{QObject}s on the heap and never copy them.
+
+ We now use the function \l{QObject::}{tr()} around our user
+ visible strings. This function is necessary when you want to
+ provide your application in more than one language (e.g. English
+ and Chinese). We will not go into details here, but you can follow
+ the \c {Qt Linguist} link from the learn more table.
+
+ \section2 Learn More
+
+ \table
+ \header
+ \o About
+ \o Here
+ \row
+ \o tr() and internationalization
+ \o \l{Qt Linguist Manual},
+ \l{Writing Source Code for Translation},
+ \l{Hello tr() Example},
+ \l{Internationalization with Qt}
+ \row
+ \o QObjects and the Qt Object model (This is essential to understand Qt)
+ \o \l{Object Model}
+ \row
+ \o qmake and the Qt build system
+ \o \l{qmake Manual}
+ \endtable
+
+ \section2 Creating a .pro file
+
+ For this example, we write our own \c .pro file instead of
+ using \c qmake's \c -project option.
+
+ \code
+ HEADERS = notepad.h
+ SOURCES = notepad.cpp \
+ main.cpp
+ \endcode
+
+ The following shell commands build the example.
+
+ \code
+ qmake
+ make
+ \endcode
+
+ \section1 Using a QMainWindow
+
+ Many applications will benefit from using a QMainWindow, which has
+ its own layout to which you can add a menu bar, dock widgets, tool
+ bars, and a status bar. QMainWindow has a center area that can be
+ occupied by any kind of widget. In our case, we will place our
+ text edit there.
+
+ \image gs4.png
+
+ Let us look at the new \c Notepad class definition.
+
+ \code
+ #include <QtGui>
+
+ class Notepad : public QMainWindow
+ {
+ Q_OBJECT
+
+ public:
+ Notepad();
+
+ private slots:
+ void open();
+ void save();
+ void quit();
+
+ private:
+ QTextEdit *textEdit;
+
+ QAction *openAction;
+ QAction *saveAction;
+ QAction *exitAction;
+
+ QMenu *fileMenu;
+ };
+ \endcode
+
+ We include two more slots that can save and open a document. We
+ will implement these in the next section.
+
+ Often, in a main window, the same slot should be invoked by
+ several widgets. Examples are menu items and buttons on a tool
+ bar. To make this easier, Qt provides QAction, which can be given
+ to several widgets, and be connected to a slot. For instance, both
+ QMenu and QToolBar can create menu items and tool buttons from the
+ same \l{QAction}s. We will see how this works shortly.
+
+ As before, we use the \c {Notepad}s constructor to set up the
+ GUI.
+
+ \code
+ Notepad::Notepad()
+ {
+ saveAction = new QAction(tr("&Open"), this);
+ saveAction = new QAction(tr("&Save"), this);
+ exitAction = new QAction(tr("E&xit"), this);
+
+ connect(openAction, SIGNAL(triggered()), this, SLOT(open()));
+ connect(saveAction, SIGNAL(triggered()), this, SLOT(save()));
+ connect(exitAction, SIGNAL(triggered()), qApp, SLOT(quit()));
+
+ fileMenu = menuBar()->addMenu(tr("&File"));
+ fileMenu->addAction(openAction);
+ fileMenu->addAction(saveAction);
+ fileMenu->addSeparator();
+ fileMenu->addAction(exitAction);
+
+ textEdit = new QTextEdit;
+ setCentralWidget(textEdit);
+
+ setWindowTitle(tr("Notepad"));
+ }
+ \endcode
+
+ \l{QAction}s are created with the text that should appear on the
+ widgets that we add them to (in our case, menu items). If we also
+ wanted to add them to a tool bar, we could have given
+ \l{QIcon}{icons} to the actions.
+
+ When a menu item is clicked now, the item will trigger the action,
+ and the respective slot will be invoked.
+
+ \section2 Learn More
+
+ \table
+ \header
+ \o About
+ \o Here
+ \row
+ \o Main windows and main window classes
+ \o \l{Application Main Window},
+ \l{Main Window Examples}
+ \row
+ \o MDI applications
+ \o QMdiArea,
+ \l{MDI Example}
+ \endtable
+
+ \section1 Saving and Loading
+
+ In this example, we will implement the functionality of the \c
+ open() and \c save() slots that we added in the previous example.
+
+ \image gs5.png
+
+ We will start with the \c open() slot:
+
+ \code
+ QString fileName = QFileDialog::getOpenFileName(this, tr("Open File"), "",
+ tr("Text Files (*.txt);;C++ Files (*.cpp *.h)"));
+
+ if (fileName != "") {
+ QFile file(fileName);
+ if (!file.open(QIODevice::ReadOnly)) {
+ QMessageBox::critical(this, tr("Error"),
+ tr("Could not open file"));
+ return;
+ }
+ QString contents = file.readAll().constData();
+ textEdit->setPlainText(contents);
+ file.close();
+ }
+ \endcode
+
+ The first step is asking the user for the name of the file to
+ open. Qt comes with QFileDialog, which is a dialog from which the
+ user can select a file. The image above shows the dialog on
+ Kubuntu. The static \l{QFileDialog::}{getOpenFileName()} function
+ displays a modal file dialog, and does not return until the user
+ has selected a file. It returns the file path of the file
+ selected, or an empty string if the user canceled the dialog.
+
+ If we have a file name, we try to open the file with
+ \l{QIODevice::}{open()}, which returns true if the file could be
+ opened. We will not go into error handling here, but you can follow
+ the links from the learn more section. If the file could not be
+ opened, we use QMessageBox to display a dialog with an error
+ message (see the QMessageBox class description for further
+ details).
+
+ Actually reading in the data is trivial using the
+ \l{QIODevice::}{readAll()} function, which returns all data in the
+ file in a QByteArray. The \l{QByteArray::}{constData()} returns all
+ data in the array as a const char*, which QString has a
+ constructor for. The contents can then be displayed in the text
+ edit. We then \l{QIODevice::}{close()} the file to return the file
+ descriptor back to the operating system.
+
+ Now, let us move on to the the \c save() slot.
+
+ \code
+ QString fileName = QFileDialog::getSaveFileName(this, tr("Save File"), "",
+ tr("Text Files (*.txt);;C++ Files (*.cpp *.h)"));
+
+ if (fileName != "") {
+ QFile file(fileName);
+ if (!file.open(QIODevice::WriteOnly)) {
+ // error message
+ } else {
+ QTextStream stream(&file);
+ stream << textEdit->toPlainText();
+ stream.flush();
+ file.close();
+ }
+ }
+ \endcode
+
+ When we write the contents of the text edit to the file, we use
+ the QTextStream class, which wraps the QFile object. The text
+ stream can write QStrings directly to the file; QFile only accepts
+ raw data (char*) with the \l{QIODevice::}{write()} functions of
+ QIODevice.
+
+ \section2 Learn More
+
+ \table
+ \header
+ \o About
+ \o Here
+ \row
+ \o Files and I/O devices
+ \o QFile, QIODevice
+ \endtable
+
+ \omit
+ \section1 Moving On
+
+ This may not be true for the first release.
+ The Qt documentation comes with three getting started guides. You
+ have come to the end of the first, which concerns itself with
+ basic Qt concepts. We also have guides covering intermediate and
+ advanced topics. They are found here: You may also have noticed that the learn more sections in
+ this guide frequently linked to them.
+ Basic Qt Architecture
+ \endomit
+*/
+
diff --git a/doc/src/platforms/emb-directfb-EmbLinux.qdoc b/doc/src/platforms/emb-directfb-EmbLinux.qdoc
index b4f44bf..955258e 100644
--- a/doc/src/platforms/emb-directfb-EmbLinux.qdoc
+++ b/doc/src/platforms/emb-directfb-EmbLinux.qdoc
@@ -147,8 +147,8 @@ your qmake.conf.
#DEFINES += \"QT_DIRECTFB_DISABLE_RASTERFALLBACKS=$$DIRECTFB_DRAWINGOPERATIONS\"
\endcode
-As demonstrated above, you need to Qt which drawing operations you want to
-warn/disable. Since there are varying implementations of DirectFB from
+As demonstrated above, you need to tell Qt which drawing operations you want
+to warn/disable. Since there are varying implementations of DirectFB from
manufacturer to manufacture, different operations will be optimized. This
require you to define the operations you want to warn about or disable.
These are listed above in the DIRECTFB_DRAWINGOPERATIONS variable.
diff --git a/doc/src/platforms/platform-notes.qdocinc b/doc/src/platforms/platform-notes.qdocinc
new file mode 100644
index 0000000..e69de29
--- /dev/null
+++ b/doc/src/platforms/platform-notes.qdocinc
diff --git a/doc/src/snippets/declarative/SelfDestroyingRect.qml b/doc/src/snippets/declarative/SelfDestroyingRect.qml
new file mode 100644
index 0000000..f14d2d2
--- /dev/null
+++ b/doc/src/snippets/declarative/SelfDestroyingRect.qml
@@ -0,0 +1,60 @@
+/****************************************************************************
+**
+** Copyright (C) 2010 Nokia Corporation and/or its subsidiary(-ies).
+** All rights reserved.
+** Contact: Nokia Corporation (qt-info@nokia.com)
+**
+** This file is part of the QtDeclarative module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:BSD$
+** You may use this file under the terms of the BSD license as follows:
+**
+** "Redistribution and use in source and binary forms, with or without
+** modification, are permitted provided that the following conditions are
+** met:
+** * Redistributions of source code must retain the above copyright
+** notice, this list of conditions and the following disclaimer.
+** * Redistributions in binary form must reproduce the above copyright
+** notice, this list of conditions and the following disclaimer in
+** the documentation and/or other materials provided with the
+** distribution.
+** * Neither the name of Nokia Corporation and its Subsidiary(-ies) nor
+** the names of its contributors may be used to endorse or promote
+** products derived from this software without specific prior written
+** permission.
+**
+** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+//![0]
+import Qt 4.7
+
+Rectangle {
+ id: rect
+ width: 80; height: 80
+ color: "red"
+
+ NumberAnimation on opacity {
+ to: 0
+ duration: 1000
+
+ onRunningChanged: {
+ if (!running) {
+ console.log("Destroying...")
+ rect.destroy();
+ }
+ }
+ }
+}
+//![0]