diff options
8 files changed, 23 insertions, 23 deletions
diff --git a/demos/declarative/samegame/SamegameCore/BoomBlock.qml b/demos/declarative/samegame/SamegameCore/BoomBlock.qml index da51230..009aeca 100644 --- a/demos/declarative/samegame/SamegameCore/BoomBlock.qml +++ b/demos/declarative/samegame/SamegameCore/BoomBlock.qml @@ -39,7 +39,7 @@ ** ****************************************************************************/ -import QtQuick 1.0 +import QtQuick 1.1 import Qt.labs.particles 1.0 Item { diff --git a/demos/declarative/samegame/SamegameCore/Button.qml b/demos/declarative/samegame/SamegameCore/Button.qml index aea4e53..b2b232c 100644 --- a/demos/declarative/samegame/SamegameCore/Button.qml +++ b/demos/declarative/samegame/SamegameCore/Button.qml @@ -39,7 +39,7 @@ ** ****************************************************************************/ -import QtQuick 1.0 +import QtQuick 1.1 Rectangle { id: container diff --git a/demos/declarative/samegame/SamegameCore/Dialog.qml b/demos/declarative/samegame/SamegameCore/Dialog.qml index b11c65c..ecac475 100644 --- a/demos/declarative/samegame/SamegameCore/Dialog.qml +++ b/demos/declarative/samegame/SamegameCore/Dialog.qml @@ -39,7 +39,7 @@ ** ****************************************************************************/ -import QtQuick 1.0 +import QtQuick 1.1 Rectangle { id: page diff --git a/demos/declarative/samegame/SamegameCore/samegame.js b/demos/declarative/samegame/SamegameCore/samegame.js index 9266767..b838790 100755 --- a/demos/declarative/samegame/SamegameCore/samegame.js +++ b/demos/declarative/samegame/SamegameCore/samegame.js @@ -177,18 +177,19 @@ function createBlock(column,row){ // not be ready immediately. There is a statusChanged signal on the // component you could use if you want to wait to load remote files. if(component.status == Component.Ready){ - var dynamicObject = component.createObject(gameCanvas); + var dynamicObject = component.createObject(gameCanvas, + {"type": Math.floor(Math.random() * 3), + "x": column*gameCanvas.blockSize, + "width": gameCanvas.blockSize, + "height": gameCanvas.blockSize}); if(dynamicObject == null){ console.log("error creating block"); console.log(component.errorString()); return false; } - dynamicObject.type = Math.floor(Math.random() * 3); - dynamicObject.x = column*gameCanvas.blockSize; dynamicObject.y = row*gameCanvas.blockSize; - dynamicObject.width = gameCanvas.blockSize; - dynamicObject.height = gameCanvas.blockSize; dynamicObject.spawned = true; + board[index(column,row)] = dynamicObject; }else{ console.log("error loading block component"); diff --git a/demos/declarative/samegame/samegame.qml b/demos/declarative/samegame/samegame.qml index ebb8e4a..ab64156 100644 --- a/demos/declarative/samegame/samegame.qml +++ b/demos/declarative/samegame/samegame.qml @@ -39,7 +39,7 @@ ** ****************************************************************************/ -import QtQuick 1.0 +import QtQuick 1.1 import "SamegameCore" import "SamegameCore/samegame.js" as Logic diff --git a/doc/src/declarative/dynamicobjects.qdoc b/doc/src/declarative/dynamicobjects.qdoc index 073e0c4..f186dca 100644 --- a/doc/src/declarative/dynamicobjects.qdoc +++ b/doc/src/declarative/dynamicobjects.qdoc @@ -62,10 +62,16 @@ To dynamically load a component defined in a QML file, call the This function takes the URL of the QML file as its only argument and creates a \l Component object from this URL. -Once you have a \l Component, you can call its \l {Component::createObject()}{createObject()} method to create an instance of -the component. This function takes exactly one argument, which 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. +Once you have a \l Component, you can call its \l {Component::createObject()}{createObject()} method to create an instance of +the component. This function can take one or two arguments: +\list +\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. +\endlist Here is an example. First there is \c Sprite.qml, which defines a simple QML component: diff --git a/doc/src/snippets/declarative/componentCreation.js b/doc/src/snippets/declarative/componentCreation.js index c29a1f9..cf59777 100644 --- a/doc/src/snippets/declarative/componentCreation.js +++ b/doc/src/snippets/declarative/componentCreation.js @@ -17,15 +17,11 @@ function createSpriteObjects() { //![local] component = Qt.createComponent("Sprite.qml"); - sprite = component.createObject(appWindow); + sprite = component.createObject(appWindow, {"x": 100, "y": 100}); if (sprite == null) { // Error Handling console.log("Error creating object"); - } else { - sprite.x = 100; - sprite.y = 100; - // ... } //![local] diff --git a/examples/declarative/toys/dynamicscene/qml/itemCreation.js b/examples/declarative/toys/dynamicscene/qml/itemCreation.js index e74f7b0..4ee74c2 100644 --- a/examples/declarative/toys/dynamicscene/qml/itemCreation.js +++ b/examples/declarative/toys/dynamicscene/qml/itemCreation.js @@ -28,11 +28,8 @@ function loadComponent() { function createItem() { if (itemComponent.status == Component.Ready && draggedItem == null) { - draggedItem = itemComponent.createObject(window); - draggedItem.image = paletteItem.image; - draggedItem.x = posnInWindow.x; - draggedItem.y = posnInWindow.y; - draggedItem.z = 3; // make sure created item is above the ground layer + draggedItem = itemComponent.createObject(window, {"image": paletteItem.image, "x": posnInWindow.x, "y": posnInWindow.y, "z": 3}); + // make sure created item is above the ground layer } else if (itemComponent.status == Component.Error) { draggedItem = null; console.log("error creating component"); |