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-rw-r--r--doc/src/declarative/declarativeui.qdoc1
-rw-r--r--doc/src/declarative/dynamicobjects.qdoc179
-rw-r--r--doc/src/declarative/ecmascriptblocks.qdoc10
-rw-r--r--doc/src/declarative/globalobject.qdoc6
-rw-r--r--doc/src/declarative/integrating.qdoc40
-rw-r--r--doc/src/declarative/qtbinding.qdoc2
-rw-r--r--src/declarative/graphicsitems/qmlgraphicsgraphicsobjectcontainer.cpp35
7 files changed, 252 insertions, 21 deletions
diff --git a/doc/src/declarative/declarativeui.qdoc b/doc/src/declarative/declarativeui.qdoc
index 4d2b09c..ae64361 100644
--- a/doc/src/declarative/declarativeui.qdoc
+++ b/doc/src/declarative/declarativeui.qdoc
@@ -93,6 +93,7 @@ completely new applications. QML is fully \l {Extending QML}{extensible from C+
\o \l {qmlmodules.html}{Modules}
\o \l {qmlfocus.html}{Keyboard Focus}
\o \l {Extending types from QML}
+\o \l {Dynamic Object Creation}
\endlist
\section1 Reference:
diff --git a/doc/src/declarative/dynamicobjects.qdoc b/doc/src/declarative/dynamicobjects.qdoc
new file mode 100644
index 0000000..c8ea981
--- /dev/null
+++ b/doc/src/declarative/dynamicobjects.qdoc
@@ -0,0 +1,179 @@
+/****************************************************************************
+**
+** Copyright (C) 2009 Nokia Corporation and/or its subsidiary(-ies).
+** Contact: Qt Software Information (qt-info@nokia.com)
+**
+** This file is part of the documentation of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL$
+** No Commercial Usage
+** This file contains pre-release code and may not be distributed.
+** You may use this file in accordance with the terms and conditions
+** contained in the either Technology Preview License Agreement or the
+** Beta Release License Agreement.
+**
+** GNU Lesser General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU Lesser
+** General Public License version 2.1 as published by the Free Software
+** Foundation and appearing in the file LICENSE.LGPL included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU Lesser General Public License version 2.1 requirements
+** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
+**
+** In addition, as a special exception, Nokia gives you certain
+** additional rights. These rights are described in the Nokia Qt LGPL
+** Exception version 1.0, included in the file LGPL_EXCEPTION.txt in this
+** package.
+**
+** GNU General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU
+** General Public License version 3.0 as published by the Free Software
+** Foundation and appearing in the file LICENSE.GPL included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU General Public License version 3.0 requirements will be
+** met: http://www.gnu.org/copyleft/gpl.html.
+**
+** If you are unsure which license is appropriate for your use, please
+** contact the sales department at qt-sales@nokia.com.
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+/*!
+\page qmldynamicobjects.html
+\title Dynamic Object Creation
+
+QML has some support for dynamically loading and managing QML objects from
+within ECMAscript blocks. It is preferable to use the existing QML elements for
+dynamic object management wherever possible; these are \l{Loader},
+\l{Repeater}, \l{ListView}, \l{GridView} and \l{PathView}. It is also possible
+to dynamically create and manage objects from C++, and this is preferable for
+hybrid QML/C++ applications - see \l{Using QML in C++ Applications}.
+Dynamically creating and managing objects from
+within ECMAscript blocks is intended for when none of the existing QML elements
+fit the needs of your application, and you do not desire for your application
+to involve C++ code.
+
+\section1 Creating Objects Dynamically
+There are two ways of creating objects dynamically. You can either create
+a component which instantiates items, or create an item from a string of QML.
+Creating a component is better for the situation where you have a predefined
+item which you want to manage dynamic instances of, and creating an item from
+a string of QML is intended for when the QML itself is generated at runtime.
+
+If you have a component specified in a QML file, you can dynamically load it with
+the createComponent function on the \l{QML Global Object}.
+This function takes the URL of the QML file as its only argument and returns
+a component object which can be used to create and load that QML file.
+
+You can also create a component by placing your QML inside a Component element.
+Referencing that component element by id will be the same as referencing the variable
+which you save the result of createComponent into.
+
+Once you have a component you can use its createObject method to create an instance of
+the component. Example QML script is below. Remember that QML files that might be loaded
+ over the network cannot be expected to be ready immediately.
+ \code
+ var component;
+ var sprite;
+ function finishCreation(){
+ if(component.isReady()){
+ sprite = component.createObject();
+ if(sprite == 0){
+ // Error Handling
+ }else{
+ sprite.parent = page;
+ sprite.x = 200;
+ //...
+ }
+ }else if(component.isError()){
+ // Error Handling
+ }
+ }
+
+ component = createComponent("Sprite.qml");
+ if(component.isReady()){
+ finishCreation();
+ }else{
+ component.statusChanged.connect(finishCreation);
+ }
+ \endcode
+
+ If you are certain the files will be local, you could simplify to
+
+ \code
+ component = createComponent("Sprite.qml");
+ sprite = component.createObject();
+ if(sprite == 0){
+ // Error Handling
+ console.log(component.errorsString());
+ }else{
+ sprite.parent = page;
+ sprite.x = 200;
+ //...
+ }
+ \endcode
+
+After creating the item, remember to set its parent to an item within the scene.
+Otherwise your dynamically created item will not appear in the scene. When using files with relative paths, the path should
+be relative to the file where createComponent is executed.
+
+If the QML does not exist until runtime, you can create a QML item from
+a string of QML using the createQmlObject function, as in the following example:
+
+ \code
+ newObject = createQmlObject('import Qt 4.6; Rectangle {color: "red"; width: 20; height: 20}',
+ targetItem, "dynamicSnippet1");
+ \endcode
+The first argument is the string of QML to create. Just like in a new file, you will need to
+import any types you wish to use. For importing files with relative paths, the path should
+be relative to the file where the item in the second argument is defined. Remember to set the parent after
+creating the item. The second argument is another item in the scene, and the new item is created
+in the same QML Context as this item. The third argument is the file path associated with this
+item, which is used for error reporting.
+
+\section1 Maintaining Dynamically Created Objects
+
+Dynamically created objects may be used the same as other objects, however they
+will not have an id in QML.
+
+A restriction which you need to manage with dynamically created items,
+is that the creation context must outlive the
+created item. The creation context is the QmlContext in which createComponent
+was called, or the context in which the Component element, or the item used as the
+second argument to createQmlObject, was specified. If the creation
+context is destroyed before the dynamic item is, then bindings in the dynamic item will
+fail to work.
+
+\section1 Deleting Objects Dynamically
+You should generally avoid dynamically deleting objects that you did not
+dynamically create. In many UIs, it is sufficient to set the opacity to 0 or
+to move the item off of the edge of the screen. If you have lots of dynamically
+created items however, deleting them when they are no longer used will provide
+a worthwhile performance benefit. Note that you should never manually delete
+items which were dynamically created by QML Elements such as \l{Loader}.
+
+To manually delete a QML item, call its destroy method. This method has one
+argument, which is an approximate delay in ms and which defaults to zero. This
+allows you to wait until the completion of an animation or transition. An example:
+
+\code
+ Component{ id:fadesOut
+ Rectangle{
+ id: rect
+ width: 40; height: 40;
+ opacity: NumberAnimation{from:1; to:0; duration: 1000;}
+ Component.onCompleted: rect.destroy(1000);
+ }
+ }
+ function createFadesOut(parentItem)
+ {
+ var object = fadesOut.createObject();
+ object.parent = parentItem;
+ }
+\endcode
+In the above example, the dynamically created rectangle calls destroy as soon as it's created,
+ but delays long enough for its fade out animation to play.
+
+*/
+
diff --git a/doc/src/declarative/ecmascriptblocks.qdoc b/doc/src/declarative/ecmascriptblocks.qdoc
index 411d189..749111f 100644
--- a/doc/src/declarative/ecmascriptblocks.qdoc
+++ b/doc/src/declarative/ecmascriptblocks.qdoc
@@ -54,6 +54,14 @@ assigned to an object property or given an id. The included ECMAScript is evalu
in a scope chain. The \l {QML Scope} documentation covers the specifics of scoping
in QML.
+A restriction on the ECMAScript used in QML is that you cannot add new members to the
+global object. This happens transparently when you try to use a variable without
+declaring it, and so declaring local variables is required when using ECMA script in
+QML.
+
+The global object in QML has a variety of helper functions added to it, to aid UI
+implementation. See \l{QML Global Object} for further details.
+
Note that if you are adding a function that should be called by external elements,
you do not need the \l Script element. See \l {Extending types from QML#Adding new methods}
{Adding new methods} for information about adding slots that can be called externally.
@@ -123,7 +131,7 @@ until the script has been retrieved.
It is occasionally necessary to run a block of ECMAScript code at application (or
component instance) "startup". While it is tempting to just include the startup
-script as \e {global code} in an external script file, this can have sever limitations
+script as \e {global code} in an external script file, this can have severe limitations
as the QML environment may not have been fully established. For example, some objects
might not have been created or some \l {Property Binding}s may not have been run.
\l {QML Script Restrictions} covers the exact limitations of global script code.
diff --git a/doc/src/declarative/globalobject.qdoc b/doc/src/declarative/globalobject.qdoc
index 74dbc92..b26f223 100644
--- a/doc/src/declarative/globalobject.qdoc
+++ b/doc/src/declarative/globalobject.qdoc
@@ -130,10 +130,8 @@ This function returns a hex string of the md5 hash of \c data.
\section1 Dynamic Object Creation
The following functions on the global object allow you to dynamically create QML
-items from files or strings.
-
-You can also dynamically create objects in a declarative manner, using items
-such as ListView, \l Repeater and \l Loader.
+items from files or strings. See \l{Dynamic Object Management} for an overview
+of their use.
\section2 createComponent(url file)
This function takes the URL of a QML file as its only argument. It returns
diff --git a/doc/src/declarative/integrating.qdoc b/doc/src/declarative/integrating.qdoc
index fd3b9f7..d93a6ff 100644
--- a/doc/src/declarative/integrating.qdoc
+++ b/doc/src/declarative/integrating.qdoc
@@ -43,10 +43,10 @@
\page qml-integration.html
\title Integrating QML with existing Qt UI code
-If you have existing Qt UI code which does not use QML, you can still
-use QML in some ways without having to rewrite your UI.
+If you have existing Qt UI code which does not use QML you can still
+add QML to your UI, without having to rewrite it.
-\section1 Adding QML to a QWidget based UI
+\section1 Adding QML to a \l{QWidget} based UI
If you have an existing QWidget based UI you can simply write new custom
widgets in QML. To integrate them into your application you can create a
QmlView widget, and load the QML file into that. You'll then have a new widget
@@ -68,10 +68,21 @@ elements, and QML is a better choice if your UI is comprised of a large number
of simple and dynamic elements.
\section1 Adding QML to a QGraphicsView based UI
-If you have an existing QGraphicsView based UI you can create new items in QML,
-and use QmlComponent to create QGraphicsObjects from the QML primitives. These
-QGraphicsObjects can then be manually placed into your QGraphicsScene just like
-any other.
+If you have an existing Graphics View based UI you can create new items in QML,
+and use \l{QmlComponent} to create \l{QGraphicsObject}s from the QML files. These
+\l{QGraphicsObject}s can then be placed into your \l{QGraphicsScene} using \l{QGraphicsScene::addItem}
+or by reparenting them to an item already in the \l{QGraphicsScene}.
+
+Example, for local QML files:
+
+\code
+QGraphicsScene* scene = new QGraphicsScene;
+QmlEngine *engine = new QmlEngine;
+QmlComponent component(engine, QUrl::fromLocalFile(filename));
+QGraphicsObject *object =
+ qobject_cast<QGraphicsObject *>(component.create());
+scene->addItem(object);
+\endcode
\section1 Using existing QGraphicsWidgets in QML
Another way of integrating with a QGraphicsView based UI is to expose your
@@ -80,11 +91,14 @@ this approach will not work with QGraphicsItems which are not QGraphicsWidgets,
and that this approach allows you to integrate new items written in QML
without using the above method.
-As per the instructions in \l{Extending QML}, you can make custom C++ types
-available in QML using a pair of macros. While this is normally only useful for
+You can make custom C++ types
+available in QML using the pair of macros listed in \l{Extending QML}.
+While this is normally only useful for
types that were designed for QML use, in conjunction with the
-\l{GraphicsObjectContainer} element it works for QGraphicsWidgets which can be
-controlled through properties. See the \l{GraphicsObjectContainer}
-documentation for details about its use. This way you can write your UI using
-QML, without having to rewrite any of your complex existing items.
+\l{GraphicsObjectContainer} element QGraphicsWidget subclasses can also be
+used effectively (if they were designed, like QGraphicsWidget, to be controllable through Qt's property system).
+This way you can write your UI using QML, without having to rewrite your existing items.
+
+For details on implementing this approach see \l{Extending QML} page for details on exposing your C++ types,
+and the \l{GraphicsObjectContainer} documentation for details about using it to wrap QGraphicsWidgets.
*/
diff --git a/doc/src/declarative/qtbinding.qdoc b/doc/src/declarative/qtbinding.qdoc
index 61520f7..68723bf 100644
--- a/doc/src/declarative/qtbinding.qdoc
+++ b/doc/src/declarative/qtbinding.qdoc
@@ -54,6 +54,8 @@ QML also includes a convenience API, QmlView, for applications that simply want
components into a new QGraphicsView. QmlView covers up many of the details discussed below.
While QmlView is mainly intended for rapid prototyping it can have uses in production applications.
+If you are looking at retrofitting an existing Qt application with QML,
+read \l{Integrating QML with existing Qt UI code}.
\section1 Basic Usage
Every application requires at least one QmlEngine. A QmlEngine allows the configuration of
diff --git a/src/declarative/graphicsitems/qmlgraphicsgraphicsobjectcontainer.cpp b/src/declarative/graphicsitems/qmlgraphicsgraphicsobjectcontainer.cpp
index fa8aaeb..a5a7935 100644
--- a/src/declarative/graphicsitems/qmlgraphicsgraphicsobjectcontainer.cpp
+++ b/src/declarative/graphicsitems/qmlgraphicsgraphicsobjectcontainer.cpp
@@ -89,11 +89,40 @@ public:
provides a lot of important functionality, including anchors and proper
management of child items. GraphicsObjectContainer helps provide these
functions to other QGraphicsObjects, so that they can be used unaltered in
- a QML scene.
+ a QML scene. QGraphicsObjects, which are not QmlGraphicsItems, and which are
+ placed in a QML scene outside of a GraphicsObjectContainer, will not appear
+ on screen at all.
A GraphicsObjectContainer can have one element inside it, and it must be a
- QGraphicsObject or subclass. The graphics object inside the
- GraphicsObjectContainer can then be used normally.
+ QGraphicsObject or subclass which has been exposed to the QML engine.
+ The graphics object inside the GraphicsObjectContainer can then be used
+ like any other item in QML with the exception of not being reparentable
+ and not having the standard properties of QML items (such as anchors).
+
+ As the contained object is positioned relative to the container, anchors
+ affecting the container item will affect the onscreen position of the
+ contained item. If synchronizedResizing is set to true, then anchors
+ affecting the container item's size will also affect the contained item's
+ size.
+
+ Example:
+ \code
+ import Qt 4.6
+ import MyApp 2.1 as Widgets
+ Rectangle{
+ id: rect
+ property alias widgetPropertyThree: widget.myThirdProperty;
+ GraphicsObjectContainer{
+ synchronizedResizing: true
+ anchors.margins: 10
+ anchors.fill: parent
+ Widgets.MyWidget{
+ myProperty: "A Value"
+ myOtherProperty: rect.color
+ }
+ }
+ }
+ \endcode
*/
/*!