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authorBea Lam <bea.lam@nokia.com>2011-02-28 02:31:50 (GMT)
committerBea Lam <bea.lam@nokia.com>2011-02-28 02:31:50 (GMT)
commit39013a4a8238d522ed1d13adb25e702da9e25fc9 (patch)
treec1e85dc48950b8f30bbd756f3b8c30be874c6dd1 /doc
parentb2a0db11c81a47c45d2617b64fef650a830b53f7 (diff)
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fix/improve docs for new QtQuick 1.1 attributes
Ensure attributes added in QtQuick 1.1 are marked with the '\since QtQuick 1.1' tag. Also add links to items listed in the QtQuick 1.1 section in whatsnew.qdoc. Task-number: QTBUG-17771 Change-Id: Ic8fb3c8d3c99a1469c1767779efaafd27ef460e1
Diffstat (limited to 'doc')
-rw-r--r--doc/src/declarative/dynamicobjects.qdoc8
-rw-r--r--doc/src/declarative/whatsnew.qdoc61
-rw-r--r--doc/src/snippets/declarative/componentCreation.js7
3 files changed, 39 insertions, 37 deletions
diff --git a/doc/src/declarative/dynamicobjects.qdoc b/doc/src/declarative/dynamicobjects.qdoc
index 316fe6b..f2ca0fd 100644
--- a/doc/src/declarative/dynamicobjects.qdoc
+++ b/doc/src/declarative/dynamicobjects.qdoc
@@ -68,9 +68,11 @@ the component. This function can take one or two arguments:
\o The first is the parent for the new item. Since graphical items will not appear on the scene without a parent, it is
recommended that you set the parent this way. However, if you wish to set the parent later you can safely pass \c null to
this function.
-\o The second is optional and is a script which assigns values to the item's properties during creation. This avoids warnings
- when certain properties have been bound to before they have been set by the code. Additionally, there are small performance
- benefits when instantiating objects in this way.
+\o The second is optional and is a map of property-value items that define initial any property values for the item.
+ Property values specified by this argument are applied to the object before its creation is finalized, avoiding
+ binding errors that may occur if particular properties must be initialized to enable other property bindings.
+ when certain properties have been bound to before they have been set by the code. Additionally, there are small
+ performance benefits when compared to defining property values and bindings after the object is created.
\endlist
Here is an example. First there is \c Sprite.qml, which defines a simple QML component:
diff --git a/doc/src/declarative/whatsnew.qdoc b/doc/src/declarative/whatsnew.qdoc
index f4359f9..e8c2124 100644
--- a/doc/src/declarative/whatsnew.qdoc
+++ b/doc/src/declarative/whatsnew.qdoc
@@ -41,10 +41,10 @@ PinchArea provides support for the common two finger pinch gesture.
Added the following properties:
\list
-\o lineSpacing
-\o lineCount
-\o maximumLineCount
-\o truncated
+\o \l {Text::}{lineHeight}
+\o \l {Text::}{lineCount}
+\o \l {Text::}{maximumLineCount}
+\o \l {Text::}{truncated}
\endlist
horizontalAlignment now accepts Text.AlignJustify alignment mode.
@@ -53,85 +53,88 @@ horizontalAlignment now accepts Text.AlignJustify alignment mode.
Added the following properties, methods and signal handlers:
\list
-\o canPaste
-\o lineCount
-\o deselect()
-\o moveCursorSelection(int pos, SelectionMode mode) to enable selection by word
-\o onLinkActivated(string link)
+\o \l {TextEdit::}{canPaste}
+\o \l {TextEdit::}{lineCount}
+\o \l {TextEdit::}{deselect()}
+\o \l {TextEdit::}{moveCursorSelection()} to enable selection by word
+\o \l {TextEdit::}{onLinkActivated}
\endlist
\section2 TextInput
Added the following properties and methods:
\list
-\o canPaste
-\o deselect()
-\o moveCursorSelection(int pos, SelectionMode mode) to enable selection by word
+\o \l{TextInput::}{canPaste}
+\o \l{TextInput::}{deselect()}
+\o \l{TextInput::}{moveCursorSelection()} to enable selection by word
\endlist
\section2 Image, BorderImage and AnimatedImage
Added the following properties:
\list
-\o cache
-\o mirror
+\o \l{Image::}{cache}
+\o \l{Image::}{mirror}
\endlist
\section2 Item
Added the following properties:
\list
-\o implicitWidth and implicitHeight
+\o \l{Item::}{implicitWidth} and \l{Item::}{implicitHeight}
\endlist
\section2 Flickable
Added the following methods:
\list
-\o resizeContent(qreal w, qreal h, QPointF center)
-\o returnToBounds()
+\o \l{Flickable::}{resizeContent()}
+\o \l{Flickable::}{returnToBounds()}
\endlist
\section2 ListView and GridView
Added the following methods:
\list
-\o positionViewAtBeginning()
-\o positionViewAtEnd()
+\o \l{ListView::}{positionViewAtBeginning()}
+\o \l{ListView::}{positionViewAtEnd()}
\endlist
-\section2 Flow, Grid, Row
+\section2 Flow, Grid and Row
Added the following properties:
\list
-\o layoutDirection
+\o \l{Flow::}{layoutDirection}
\endlist
\section2 Repeater
Added the following methods and signal handlers:
\list
-\o onItemAdded()
-\o onItemRemoved()
-\o itemAt(int index)
+\o \l{Repeater::}{onItemAdded}
+\o \l{Repeater::}{onItemRemoved}
+\o \l{Repeater::}{itemAt()}
\endlist
\section2 Component
-The createObject() method now accepts a map of initial property values for the created object.
+\list
+\o The \l{Component::}{createObject()} method now accepts a map of initial property values for
+the created object.
+\endlist
\section2 Qt
-Added the following properties and methods:
\list
-\o application.layoutDirection
-\o application.active
+\o Added the \l {QML:Qt::application}{Qt.application} object to hold generic global application
+properties.
\endlist
\section2 Other changes
\list
-\o Functions can be assigned to properties from JavaScript to create property bindings
+\o Functions can be \l{Binding Properties from JavaScript}{assigned to properties from JavaScript}
+to create property bindings.
\endlist
diff --git a/doc/src/snippets/declarative/componentCreation.js b/doc/src/snippets/declarative/componentCreation.js
index cf59777..7364139 100644
--- a/doc/src/snippets/declarative/componentCreation.js
+++ b/doc/src/snippets/declarative/componentCreation.js
@@ -32,13 +32,10 @@ function createSpriteObjects() {
//![finishCreation]
function finishCreation() {
if (component.status == Component.Ready) {
- sprite = component.createObject(appWindow);
+ sprite = component.createObject(appWindow, {"x": 100, "y": 100});
if (sprite == null) {
// Error Handling
- } else {
- sprite.x = 100;
- sprite.y = 100;
- // ...
+ console.log("Error creating object");
}
} else if (component.status == Component.Error) {
// Error Handling