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diff --git a/doc/src/declarative/advtutorial2.qdoc b/doc/src/declarative/advtutorial2.qdoc new file mode 100644 index 0000000..abfdbc6 --- /dev/null +++ b/doc/src/declarative/advtutorial2.qdoc @@ -0,0 +1,108 @@ +/**************************************************************************** +** +** 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 advtutorial2.html +\example declarative/tutorials/samegame/samegame2 +\title Advanced Tutorial 2 - Populating the Game Canvas + +Now that we've written some basic elements, let's start writing the game. The +first thing to do is to generate all of the blocks. Now we need to dynamically +generate all of these blocks, because you have a new, random set of blocks +every time. As they are dynamically generated every time the new game button is +clicked, as opposed to on startup, we will be dynamically generating the blocks +in the ECMAScript, as opposed to using a \l Repeater. + +This adds enough script to justify a new file, \c{samegame.js}, the intial version +of which is shown below + +\snippet declarative/tutorials/samegame/samegame2/samegame.js 0 + +The gist of this code is that we create the blocks dynamically, as many as will fit, and then store them in an array for future reference. +The \c initBoard function will be hooked up to the new game button soon, and should be fairly straight forward. + +The \c createBlock function is a lot bigger, and I'll explain it block by block. +First we ensure that the component has been constructed. QML elements, including composite ones like the \c Block.qml +that we've written, are never created directly in script. While there is a function to parse and create an arbitrary QML string, +in the case where you are repeatedly creating the sme item you will want to use the \c createComponent function. \c createComponent is +a built-in function in the declarative ECMAScript, and returns a component object. +A component object prepares and stores a QML element (usually a composite element) for easy and efficient use. +When the component is ready, you can create a new instance of the loaded QML with the \c createObject method. +If the component is loaded remotely (over HTTP for example) then you will have to wait for the component to finish loading +before calling \c createObject. Since we don't wait here (the waiting is a syncronous, the component object has a signal to tell +you when it's done) this code will only work if the block QML is a local file. + +As we aren't waiting for he component, the next block of code creates a game block with \c{component.createObject}. +Since there could be an error in the QML file you are trying to load, success is not guaranteed. +The first bit of error checkign code comes right after \c{createObject()}, to ensure that the object loaded correctly. +If it did not load correctly the function returns false, but we don't have that hooked up to the main UI to indicate +that something has gone wrong. Instead we print out error messages to the console, because an error here means an invalid +QML file and should only happen while you are developing and testing the UI. + +Next we start to set up our dynamically created block. +Because the \c{Block.qml} file is generic it needs to be placed in the main scene, and in the right place. +This is why \c parent, \c x, \c y, \c width and \c height are set. We then store it in the board array for later use. + +Finally, we have some more error handling. You can only call \c{createObject} if the component has loaded. +If it has not loaded, either it is still loading or there was an error loading (such as a missing file). +Since we don't request remote files the problem is likely to be a missing or misplaced file. +Again we print this to the console to aid debugging. + +You now have the code to create a field of blocks dynamically, like below: + +\image declarative-adv-tutorial2.png + +To hook this code up to the \e{New Game} button, you alter it as below: + +\snippet declarative/tutorials/samegame/samegame2/samegame.qml 1 + +We have just replaced the \c{onClicked: print("Implement me!")} with \c{onClicked: initBoard()}. +Note that in order to have the function available, you'll need to include the script in the main file, +by adding a script element to it. + +\snippet declarative/tutorials/samegame/samegame2/samegame.qml 2 + +With those two changes, and the script file, you are now dynamically creating a field of blocks you can play with. +They don't do anything now though; the next chapter will add the game mechanics. + +[Previous: \l {Advanced Tutorial 1 - Creating the Game canvas and block}] [\l {advtutorial.html}{Advanced Tutorial}] [Next: \l {Advanced Tutorial 3 - Implementing the Game Logic}] + +*/ |