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-rw-r--r--doc/src/declarative/advtutorial.qdoc48
-rw-r--r--doc/src/declarative/advtutorial1.qdoc136
-rw-r--r--doc/src/declarative/advtutorial2.qdoc173
-rw-r--r--doc/src/declarative/advtutorial3.qdoc268
-rw-r--r--doc/src/declarative/advtutorial4.qdoc183
-rw-r--r--doc/src/declarative/anchor-layout.qdoc65
-rw-r--r--doc/src/declarative/animation.qdoc49
-rw-r--r--doc/src/declarative/basictypes.qdoc47
-rw-r--r--doc/src/declarative/binding.qdoc51
-rw-r--r--doc/src/declarative/cppitem.qdoc41
-rw-r--r--doc/src/declarative/elements.qdoc41
-rw-r--r--doc/src/declarative/examples.qdoc47
-rw-r--r--doc/src/declarative/extending.qdoc252
-rw-r--r--doc/src/declarative/focus.qdoc81
-rw-r--r--doc/src/declarative/measuring-performance.qdoc41
-rw-r--r--doc/src/declarative/modules.qdoc43
-rw-r--r--doc/src/declarative/pics/declarative-adv-tutorial1.pngbin0 -> 81295 bytes
-rw-r--r--doc/src/declarative/pics/declarative-adv-tutorial2.pngbin0 -> 170388 bytes
-rw-r--r--doc/src/declarative/pics/declarative-adv-tutorial3.pngbin0 -> 220052 bytes
-rw-r--r--doc/src/declarative/pics/declarative-adv-tutorial4.gifbin0 -> 1687445 bytes
-rw-r--r--doc/src/declarative/qmlforcpp.qdoc259
-rw-r--r--doc/src/declarative/qmlformat.qdoc117
-rw-r--r--doc/src/declarative/qmlintro.qdoc56
-rw-r--r--doc/src/declarative/qmlmodels.qdoc43
-rw-r--r--doc/src/declarative/qmlreference.qdoc52
-rw-r--r--doc/src/declarative/qmlviewer.qdoc3
-rw-r--r--doc/src/declarative/qtdeclarative.qdoc11
-rw-r--r--doc/src/declarative/qtprogrammers.qdoc41
-rw-r--r--doc/src/declarative/tutorial.qdoc12
-rw-r--r--doc/src/declarative/tutorial1.qdoc69
-rw-r--r--doc/src/declarative/tutorial2.qdoc135
-rw-r--r--doc/src/declarative/tutorial3.qdoc111
-rw-r--r--doc/src/images/declarative-tutorial1.pngbin3025 -> 3577 bytes
-rw-r--r--doc/src/images/declarative-tutorial2.pngbin3050 -> 3913 bytes
-rw-r--r--doc/src/images/declarative-tutorial3_animation.gifbin38111 -> 301974 bytes
35 files changed, 1476 insertions, 999 deletions
diff --git a/doc/src/declarative/advtutorial.qdoc b/doc/src/declarative/advtutorial.qdoc
index c8075de..21eab92 100644
--- a/doc/src/declarative/advtutorial.qdoc
+++ b/doc/src/declarative/advtutorial.qdoc
@@ -1,10 +1,54 @@
+/****************************************************************************
+**
+** 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 advtutorial.html
\title Advanced Tutorial
-This tutorial goes step-by-step through creating a full application using just QML. It is assumed that you already know basic QML (such as from doing the simple tutorial) and the focus is on showing how to turn that knowledge into a complete and functioning application.
+This tutorial goes step-by-step through creating a full application using just QML.
+It is assumed that you already know basic QML (such as from doing the simple tutorial) and the focus is on showing
+how to turn that knowledge into a complete and functioning application.
-In this tutorial we recreate, step by step, the Same Game demo in $QTDIR/demos/declarative/samegame.qml. The results of the individual steps are in the $QTDIR/examples/declarative/tutorials/samegame directory.
+In this tutorial we recreate, step by step, the Same Game demo in $QTDIR/demos/declarative/samegame.qml.
+The results of the individual steps are in the $QTDIR/examples/declarative/tutorials/samegame directory.
Tutorial chapters:
diff --git a/doc/src/declarative/advtutorial1.qdoc b/doc/src/declarative/advtutorial1.qdoc
index b940986..1d47615 100644
--- a/doc/src/declarative/advtutorial1.qdoc
+++ b/doc/src/declarative/advtutorial1.qdoc
@@ -1,8 +1,49 @@
+/****************************************************************************
+**
+** 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 advtutorial1.html
\example declarative/tutorials/samegame/samegame1
-\title Advanced Tutorial 1 - Creating the Game canvas and block
\target advtutorial1
+\title Advanced Tutorial 1 - Creating the Game canvas and block
The first step is to create the items in your application. In Same Game we have a main game screen and the blocks that populate it.
@@ -10,103 +51,30 @@ The first step is to create the items in your application. In Same Game we have
Here is the QML code for the basic elements. The game window:
-\code
-import Qt 4.6
-
-Rectangle {
- id: Screen
- width: 490; height: 720
-
- SystemPalette { id: activePalette; colorGroup: Qt.Active }
-
- Item {
- width: parent.width; anchors.top: parent.top; anchors.bottom: ToolBar.top
-
- Image {
- id: background
- anchors.fill: parent; source: "pics/background.png"
- fillMode: "PreserveAspectCrop"
- }
- }
-
- Rectangle {
- id: ToolBar
- color: activePalette.window
- height: 32; width: parent.width
- anchors.bottom: Screen.bottom
-
- Button {
- id: btnA; text: "New Game"; onClicked: print("Implement me!");
- anchors.left: parent.left; anchors.leftMargin: 3
- anchors.verticalCenter: parent.verticalCenter
- }
-
- Text {
- id: Score
- text: "Score: Who knows?"; font.bold: true
- anchors.right: parent.right; anchors.rightMargin: 3
- anchors.verticalCenter: parent.verticalCenter
- }
- }
-}
-\endcode
+\snippet declarative/tutorials/samegame/samegame1/samegame.qml 0
This gives you a basic game window, with room for the game canvas. A new game
button and room to display the score. The one thing you may not recognize here
-is the SystemPalette item. This item provides access to the Qt system palette
+is the \l SystemPalette item. This item provides access to the Qt system palette
and is used to make the button look more like a system button (for exact native
-feel you would use a QPushButton). Since we want a fully QML button, and the Fx
-primitives don't include a button, we had to write our own. Below is the code
-which we wrote to do this:
-
-\code
-import Qt 4.6
-
-Rectangle {
- id: Container
+feel you would use a \l QPushButton). Since we want a fully QML button, and QML does
+not include a button, we had to write our own. Below is the code which we wrote to do this:
- signal clicked
- property string text: "Button"
+\snippet declarative/tutorials/samegame/samegame1/Button.qml 0
- color: activePalette.button; smooth: true
- width: txtItem.width + 20; height: txtItem.height + 6
- border.width: 1; border.color: activePalette.darker(activePalette.button); radius: 8;
-
- gradient: Gradient {
- GradientStop {
- id: topGrad; position: 0.0
- color: if (mr.pressed) { activePalette.dark } else { activePalette.light } }
- GradientStop { position: 1.0; color: activePalette.button }
- }
-
- MouseRegion { id: mr; anchors.fill: parent; onClicked: Container.clicked() }
-
- Text {
- id: txtItem; text: Container.text; anchors.centerIn: Container; color: activePalette.buttonText
- }
-}
-\endcode
Note that this Button component was written to be fairly generic, in case we
want to use a similarly styled button later.
And here is a simple block:
-\code
-import Qt 4.6
-Item {
- id:block
-
- Image { id: img
- source: "pics/redStone.png";
- anchors.fill: parent
- }
-}
-\endcode
+\snippet declarative/tutorials/samegame/samegame1/Block.qml 0
Since it doesn't do anything yet it's very simple, just an image. As the
tutorial progresses and the block starts doing things the file will become
-more than just an image. Note that we've set the image to be the size of the itm. This will be used later, when we dynamically create and size the block items the image will be scaled automatically to the correct size.
-
+more than just an image. Note that we've set the image to be the size of the itm.
+This will be used later, when we dynamically create and size the block items the image will be scaled automatically
+to the correct size.
+
You should be familiar with all that goes on in these files so far. This is a
very basic start and doesn't move at all - next we will populate the game canvas
with some blocks.
diff --git a/doc/src/declarative/advtutorial2.qdoc b/doc/src/declarative/advtutorial2.qdoc
index c17f9c4..0265446 100644
--- a/doc/src/declarative/advtutorial2.qdoc
+++ b/doc/src/declarative/advtutorial2.qdoc
@@ -1,112 +1,107 @@
+/****************************************************************************
+**
+** 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
-\title Advanced Tutorial 2 - Populating the Game Canvas
\target advtutorial2
+\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 ECMA script, as opposed to using a Repeater.
+in the ECMAScript, as opposed to using a \l Repeater.
-This adds enough script to justify a new file, samegame.js, the intial version
+This adds enough script to justify a new file, \c{samegame.js}, the intial version
of which is shown below
-\code
-//Note that X/Y referred to here are in game coordinates
-var maxX = 10;//Nums are for tileSize 40
-var maxY = 15;
-var tileSize = 40;
-var maxIndex = maxX*maxY;
-var board = new Array(maxIndex);
-var tileSrc = "Block.qml";
-var component;
-
-//Index function used instead of a 2D array
-function index(xIdx,yIdx) {
- return xIdx + (yIdx * maxX);
-}
-
-function initBoard()
-{
- //Calculate board size
- maxX = Math.floor(background.width/tileSize);
- maxY = Math.floor(background.height/tileSize);
- maxIndex = maxY*maxX;
-
- //Initialize Board
- board = new Array(maxIndex);
- for(xIdx=0; xIdx<maxX; xIdx++){
- for(yIdx=0; yIdx<maxY; yIdx++){
- board[index(xIdx,yIdx)] = null;
- createBlock(xIdx,yIdx);
- }
- }
-}
-
-function createBlock(xIdx,yIdx){
- if(component==null)
- component = createComponent(tileSrc);
-
- // Note that we don't wait for the component to become ready. This will
- // only work if the block QML is a local file. Otherwise the component will
- // 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.isReady){
- dynamicObject = component.createObject();
- if(dynamicObject == null){
- print("error creating block");
- print(component.errorsString());
- return false;
- }
- dynamicObject.parent = background;
- dynamicObject.x = xIdx*tileSize;
- dynamicObject.y = yIdx*tileSize;
- dynamicObject.width = tileSize;
- dynamicObject.height = tileSize;
- board[index(xIdx,yIdx)] = dynamicObject;
- }else{//isError or isLoading
- print("error loading block component");
- print(component.errorsString());
- return false;
- }
- return true;
-}
-
-\endcode
-
-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 'initBoard' function will be hooked up to the new game button soon, and should be fairly straight forward.
-
-The '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 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 createComponent function. 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 createObject method. If the component is loaded remotely (over HTTP fro example) then you will have to wait for the component to finish loading before calling 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 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 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 Block.qml file is generic it needs to be placed in the main scene, and in the right place. This is why parent, x, y, width and 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 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.
+\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 'New Game' button, you alter it as below:
+To hook this code up to the \e{New Game} button, you alter it as below:
+
+\snippet declarative/tutorials/samegame/samegame2/samegame.qml 1
-\code
-Button {
- id: btnA; text: "New Game"; onClicked: initBoard() ;
- anchors.left: parent.left; anchors.leftMargin: 3
- anchors.verticalCenter: parent.verticalCenter
-}
-\endcode
+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.
-We have just replaced the 'onClicked: print("Implement me!")' with '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.
-\code
- Script { source: "samegame.js" }
-\endcode
+\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.
+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 {advtutorial1}{Advanced Tutorial 1}] [\l {advtutorial.html}{Advanced Tutorial}] [Next: \l {advtutorial3}{Advanced Tutorial 3}]
diff --git a/doc/src/declarative/advtutorial3.qdoc b/doc/src/declarative/advtutorial3.qdoc
index 1c50555..ea504aa 100644
--- a/doc/src/declarative/advtutorial3.qdoc
+++ b/doc/src/declarative/advtutorial3.qdoc
@@ -1,195 +1,115 @@
+/****************************************************************************
+**
+** 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 advtutorial3.html
-\title Advanced Tutorial 3 - Implementing the Game Logic
\target advtutorial3
+\title Advanced Tutorial 3 - Implementing the Game Logic
-To the initBoard function we added clearing the board before hand, so that clicking new game won't leave the previous game lying around in the background. To the createComponent function we have added setting the type of the block to a number between one and three - it's fundamental to the game logic that the blocks be different types if you want a fun game.
+To the \c initBoard function we added clearing the board beforehand, so that clicking new game won't leave the previous game
+lying around in the background. To the \c createComponent function we have added setting the type of the block to a number between
+one and three - it's fundamental to the game logic that the blocks be different types if you want a fun game.
The main change was adding the following game logic functions:
\list
-\o function handleClick(x,y)
-\o function floodFill(xIdx,yIdx,type)
-\o function shuffleDown()
-\o function victoryCheck()
-\o function floodMoveCheck(xIdx, yIdx, type)
+\o function \c{handleClick(x,y)}
+\o function \c{floodFill(xIdx,yIdx,type)}
+\o function \c{shuffleDown()}
+\o function \c{victoryCheck()}
+\o function \c{floodMoveCheck(xIdx, yIdx, type)}
\endlist
-As this is a tutorial about QML, not game design, these functions will not be discussed in detail. The game logic here was written in script, but it could have been written in C++ and had these functions exposed just as well (in fact, probably faster). The interfacing between these funcions and QML is of interest though. Of these functions, only handleClick and victoryCheck interface closely with the QML. Those functions are shown below (the rest are still in the code for this tutorial located at $QTDIR/examples/declarative/tutorials/samegame).
-
-\code
-function handleClick(x,y)
-{
- xIdx = Math.floor(x/gameCanvas.tileSize);
- yIdx = Math.floor(y/gameCanvas.tileSize);
- if(xIdx >= maxX || xIdx < 0 || yIdx >= maxY || yIdx < 0)
- return;
- if(board[index(xIdx, yIdx)] == null)
- return;
- //If it's a valid tile, remove it and all connected (does nothing if it's not connected)
- floodFill(xIdx,yIdx, -1);
- if(fillFound <= 0)
- return;
- gameCanvas.score += (fillFound - 1) * (fillFound - 1);
- shuffleDown();
- victoryCheck();
-}
-
-function victoryCheck()
-{
- //awards bonuses for no tiles left
- deservesBonus = true;
- for(xIdx=maxX-1; xIdx>=0; xIdx--)
- if(board[index(xIdx, maxY - 1)] != null)
- deservesBonus = false;
- if(deservesBonus)
- gameCanvas.score += 500;
- //Checks for game over
- if(deservesBonus || !(floodMoveCheck(0,maxY-1, -1)))
- dialog.show("Game Over. Your score is " + gameCanvas.score);
-}
-\endcode
-
-You'll notice them referring to the 'gameCanvas' item. This is an item that has been added to the QML for easy interfacing. It is placed next to the background image and replaces the background as the item to create the blocks in. Its code is shown below:
-\code
- Item {
- id: gameCanvas
- property int score: 0
- property int tileSize: 40
-
- z: 20; anchors.centerIn: parent
- width: parent.width - (parent.width % tileSize);
- height: parent.height - (parent.height % tileSize);
-
- MouseRegion {
- id: gameMR
- anchors.fill: parent; onClicked: handleClick(mouse.x,mouse.y);
- }
- }
-\endcode
-
-This item is the exact size of the board, contains a score property, and a mouse region for input. The blocks are now created as its children, and its size is used as the noe determining board size. Since it needs to bind its size to a multiple of tileSize, tileSize needs to be moved into a QML property and out of the script file. It can still be accessed from the script.
-
-The mouse region simply calls handleClick(), which deals with the input events.Should those events cause the player to score, gameCanvas.score is updated. The score display text item has also been changed to bind its text property to gamecanvas.score. Note that if score was a global variable in the samegame.js file yo ucould not bind to it. You can only bind to QML properties.
-
-victoryCheck() mostly just updates score. But it also pops up a dialog saying 'Game Over' when the game is over. In this example we wanted a pure-QML, animated dialog, and since the Fx primitives set doesn't contain one, we wrote our own. Below is the code for the Dialog element, note how it's designed so as to be quite usable imperatively from within the script file:
-\code
-import Qt 4.6
-
-Rectangle {
- id: page
- function forceClose() {
- page.closed();
- page.opacity = 0;
- }
- function show(txt) {
- MyText.text = txt;
- page.opacity = 1;
- }
- signal closed();
- color: "white"; border.width: 1; width: MyText.width + 20; height: 60;
- opacity: 0
- opacity: Behavior {
- NumberAnimation { duration: 1000 }
- }
- Text { id: MyText; anchors.centerIn: parent; text: "Hello World!" }
- MouseRegion { id: mr; anchors.fill: parent; onClicked: forceClose(); }
-}
-\endcode
+As this is a tutorial about QML, not game design, these functions will not be discussed in detail. The game logic here
+was written in script, but it could have been written in C++ and had these functions exposed just as well (in fact, probably faster).
+The interfacing between these funcions and QML is of interest though. Of these functions, only \c handleClick and \c victoryCheck
+interface closely with the QML. Those functions are shown below (the rest are still in the code for this tutorial located at
+\c{$QTDIR/examples/declarative/tutorials/samegame}).
+
+\snippet declarative/tutorials/samegame/samegame3/samegame.js 1
+\snippet declarative/tutorials/samegame/samegame3/samegame.js 2
+
+You'll notice them referring to the \c gameCanvas item. This is an item that has been added to the QML for easy interfacing.
+It is placed next to the background image and replaces the background as the item to create the blocks in.
+Its code is shown below:
+
+\snippet declarative/tutorials/samegame/samegame3/samegame.qml 1
+
+This item is the exact size of the board, contains a score property, and a mouse region for input.
+The blocks are now created as its children, and its size is used to determining the board size.
+Since it needs to bind its size to a multiple of \c tileSize, \c tileSize needs to be moved into a QML property and out of the script file.
+It can still be accessed from the script.
+
+The mouse region simply calls \c{handleClick()}, which deals with the input events.
+Should those events cause the player to score, \c{gameCanvas.score} is updated.
+The score display text item has also been changed to bind its text property to \c{gamecanvas.score}.
+Note that if score was a global variable in the \c{samegame.js} file you could not bind to it. You can only bind to QML properties.
+
+\c victoryCheck() mostly just updates score. But it also pops up a dialog saying \e {Game Over} when the game is over.
+In this example we wanted a pure-QML, animated dialog, and since QML doesn't contain one, we wrote our own.
+Below is the code for the \c Dialog element, note how it's designed so as to be quite usable imperatively from within the script file:
+
+\snippet declarative/tutorials/samegame/samegame3/Dialog.qml 0
+
And this is how it's used in the main QML file:
-\code
- Dialog { id: dialog; anchors.centerIn: parent; z: 21 }
-\endcode
-Combined with the line of code in victoryCheck, this causes a dialog to appear when the game is over, informing the user of that fact.
-We now have a working game! The blocks can be clicked, the player can score, and the game can end (and then you start a new one). Below is a screenshot of what has been accomplished so far:
+\snippet declarative/tutorials/samegame/samegame3/samegame.qml 2
+
+Combined with the line of code in \c victoryCheck, this causes a dialog to appear when the game is over, informing the user of that fact.
+
+We now have a working game! The blocks can be clicked, the player can score, and the game can end (and then you start a new one).
+Below is a screenshot of what has been accomplished so far:
\image declarative-adv-tutorial3.png
Here is the QML code as it is now for the main file:
-\code
-import Qt 4.6
-
-Rectangle {
- id: Screen
- width: 490; height: 720
-
- SystemPalette { id: activePalette; colorGroup: Qt.Active }
- Script { source: "samegame.js" }
-
- Item {
- width: parent.width; anchors.top: parent.top; anchors.bottom: ToolBar.top
-
- Image {
- id: background
- anchors.fill: parent; source: "pics/background.png"
- fillMode: "PreserveAspectCrop"
- }
-
- Item {
- id: gameCanvas
- property int score: 0
- property int tileSize: 40
-
- z: 20; anchors.centerIn: parent
- width: parent.width - (parent.width % tileSize);
- height: parent.height - (parent.height % tileSize);
-
- MouseRegion {
- id: gameMR
- anchors.fill: parent; onClicked: handleClick(mouse.x,mouse.y);
- }
- }
- }
-
- Dialog { id: dialog; anchors.centerIn: parent; z: 21 }
-
- Rectangle {
- id: ToolBar
- color: activePalette.window
- height: 32; width: parent.width
- anchors.bottom: Screen.bottom
-
- Button {
- id: btnA; text: "New Game"; onClicked: initBoard();
- anchors.left: parent.left; anchors.leftMargin: 3
- anchors.verticalCenter: parent.verticalCenter
- }
-
- Text {
- id: Score
- text: "Score: " + gameCanvas.score; font.bold: true
- anchors.right: parent.right; anchors.rightMargin: 3
- anchors.verticalCenter: parent.verticalCenter
- }
- }
-}
-\endcode
+\snippet declarative/tutorials/samegame/samegame3/samegame.qml 0
And the code for the block:
-\code
-import Qt 4.6
-
-Item {
- id:block
- property int type: 0
-
- Image { id: img
- source: {
- if(type == 0){
- "pics/redStone.png";
- } else if(type == 1) {
- "pics/blueStone.png";
- } else {
- "pics/greenStone.png";
- }
- }
- anchors.fill: parent
- }
-}
-\endcode
-
-The game works, but it's a little boring right now. Where's the smooth animated transitions? Where's the high scores? If you were a QML expert you could have written these in for the first iteration, but in this tutorial they've been saved until the next chapter - where your application becomes alive!
+
+\snippet declarative/tutorials/samegame/samegame3/Block.qml 0
+
+The game works, but it's a little boring right now. Where's the smooth animated transitions? Where's the high scores?
+If you were a QML expert you could have written these in for the first iteration, but in this tutorial they've been saved
+until the next chapter - where your application becomes alive!
[Previous: \l {advtutorial2}{Advanced Tutorial 2}] [\l {advtutorial.html}{Advanced Tutorial}] [Next: \l {advtutorial4}{Advanced Tutorial 4}]
diff --git a/doc/src/declarative/advtutorial4.qdoc b/doc/src/declarative/advtutorial4.qdoc
index 5ad1ec3..e30fe84 100644
--- a/doc/src/declarative/advtutorial4.qdoc
+++ b/doc/src/declarative/advtutorial4.qdoc
@@ -1,15 +1,65 @@
+/****************************************************************************
+**
+** 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 advtutorial4.html
-\title Advanced Tutorial 4 - Finishing Touches
\target advtutorial4
+\title Advanced Tutorial 4 - Finishing Touches
Now we're going to do two things to liven the game up. Animate the blocks and add a web-based high score system.
-If you compare the samegame3 directory with samegame4, you'll noticed that we've cleaned the directory structure up. We now have a lot of files, and so they've been split up into folders - the most notable one being a content folder which we've placed all the QML but the main file.
+If you compare the \c samegame3 directory with \c samegame4, you'll noticed that we've cleaned the directory structure up.
+We now have a lot of files, and so they've been split up into folders - the most notable one being a content folder
+which we've placed all the QML but the main file.
\section2 Animated Blocks
-The most vital animations are that the blocks move fluidly around the board. QML has many tools for fluid behavior, and in this case we're going to use the Follow element. By having the script set targetX and targetY, instead of x and y directly, we can set the x and y of the block to a follow. SpringFollow is a property value source, which means that you can set a property to be one of these elements and it will automatically bind the property to the element's value. The SpringFollow's value follows another value over time, when the value it is tracking changes the SpringFollow's value will also change, but it will move smoothly there over time with a spring-like movement (based on the spring parameters specified). This is shown in the below snippet of code from Block.qml:
+The most vital animations are that the blocks move fluidly around the board. QML has many tools for fluid behavior,
+and in this case we're going to use the \l SpringFollow element. By having the script set \c targetX and \c targetY, instead of \c x
+and \c y directly, we can set the \c x and \c y of the block to a follow. \l SpringFollow is a property value source, which means
+that you can set a property to be one of these elements and it will automatically bind the property to the element's value.
+The SpringFollow's value follows another value over time, when the value it is tracking changes the SpringFollow's
+value will also change, but it will move smoothly there over time with a spring-like movement (based on the spring
+parameters specified). This is shown in the below snippet of code from \c Block.qml:
+
\code
property int targetX: 0
property int targetY: 0
@@ -18,36 +68,25 @@ The most vital animations are that the blocks move fluidly around the board. QML
y: SpringFollow { source: targetY; spring: 2; damping: 0.2 }
\endcode
-We also have to change the samegame.js code, so that wherever it was setting the x or y it now sets targetX and targetY (including when creating the block). This simple change is all you need to get spring moving blocks that no longer teleport around the board. If you try doing just this though, you'll notice that they now never jump from one point to another, even in the initialization! This gives an odd effect of having them all jump out of the corner (0,0) on start up. We'd rather that they fall down from the top in rows. To do this, we disable the x Follow (but not the y follow) and only enable it after we've set the x in the createBlock function. The above snippet now becomes:
+We also have to change the \c{samegame.js} code, so that wherever it was setting the \c x or \c y it now sets \c targetX and \c targetY
+(including when creating the block). This simple change is all you need to get spring moving blocks that no longer teleport
+around the board. If you try doing just this though, you'll notice that they now never jump from one point to another, even in
+the initialization! This gives an odd effect of having them all jump out of the corner (0,0) on start up. We'd rather that they
+fall down from the top in rows. To do this, we disable the \c x follow (but not the \c y follow) and only enable it after we've set
+the \c x in the \c createBlock function. The above snippet now becomes:
-\code
- property bool spawned: false
- property int targetX: 0
- property int targetY: 0
+\snippet declarative/tutorials/samegame/samegame4/content/BoomBlock.qml 1
- x: SpringFollow { enabled: spawned; source: targetX; spring: 2; damping: 0.2 }
- y: SpringFollow { source: targetY; spring: 2; damping: 0.2 }
-\endcode
+The next-most vital animation is a smooth exit. For this animation, we'll use a \l Behavior element. A Behavior is also a property
+value source, and it is much like SpringFollow except that it doesn't model the behavior of a spring. You specify how a Behavior
+transitions using the standard animations. As we want the blocks to smoothly fade in and out we'll set a Behavior on the block
+image's opacity, like so:
-The next-most vital animation is a smooth exit. For this animation, we'll use a Behavior element. A Behavior is also a property value source, and it is much like SpringFollow except that it doesn't model the behavior of a spring. You specify how a Behavior transitions using the standard animations. As we want the blocks to smoothly fade in and out we'll set a Behavior on the block image's opacity, like so:
-\code
- Image { id: img
- source: {
- if(type == 0){
- "pics/redStone.png";
- } else if(type == 1) {
- "pics/blueStone.png";
- } else {
- "pics/greenStone.png";
- }
- }
- opacity: 0
- opacity: Behavior { NumberAnimation { properties:"opacity"; duration: 200 } }
- anchors.fill: parent
- }
-\endcode
+\snippet declarative/tutorials/samegame/samegame4/content/BoomBlock.qml 2
-Note that the 'opacity: 0' makes it start out transparent. We could set the opacity in the script file when we create the blocks, but instead we use states (as this is useful for the next animation we'll implement). The below snippet is set on the root element of Block.qml:
+Note that the \c{opacity: 0} makes it start out transparent. We could set the opacity in the script file when we create the blocks,
+but instead we use states (as this is useful for the next animation we'll implement). The below snippet is set on the root
+element of \c{Block.qml}:
\code
property bool dying: false
states: [
@@ -59,62 +98,52 @@ Note that the 'opacity: 0' makes it start out transparent. We could set the opac
]
\endcode
-Now it will automatically fade in, as we set spawned to true already when implementing the block movement animations. To fade out, we set 'dying' to true instead of setting opacity to 0 when a block is destroyed (in the floodFill function).
+Now it will automatically fade in, as we set spawned to true already when implementing the block movement animations.
+To fade out, we set 'dying' to true instead of setting opacity to 0 when a block is destroyed (in the \c floodFill function).
-The least vital animations are a cool-looking particle effect when they get destroyed. First we create a Particles Element in the block, like so:
-\code
- Particles { id: particles
- width:1; height:1; anchors.centerIn: parent; opacity: 0
- lifeSpan: 700; lifeSpanDeviation: 600; count:0; streamIn: false
- angle: 0; angleDeviation: 360; velocity: 100; velocityDeviation:30
- source: {
- if(type == 0){
- "pics/redStar.png";
- } else if (type == 1) {
- "pics/blueStar.png";
- } else {
- "pics/greenStar.png";
- }
- }
- }
-\endcode
-To fully understand this you'll want to look at the Particles element documentation, but it's important to note that count is set to zero.
-We next extend the 'dying' state, which triggers the particles by setting the count to non-zero. The code for that state looks like this:
-\code
- State{ name: "DeathState"; when: dying == true
- PropertyChanges { target: particles; count: 50 }
- PropertyChanges { target: particles; opacity: 1 }
- PropertyChanges { target: particles; emitting: false } // i.e. emit only once
- PropertyChanges { target: img; opacity: 0 }
- }
-\endcode
-And now the game should be beautifully animated and smooth, with a subtle (or not-so-subtle) animation added for all of the player's actions.
+The least vital animations are a cool-looking particle effect when they get destroyed. First we create a \l Particles element in
+the block, like so:
+
+\snippet declarative/tutorials/samegame/samegame4/content/BoomBlock.qml 3
+
+To fully understand this you'll want to look at the Particles element documentation, but it's important to note that count is set
+to zero.
+We next extend the 'dying' state, which triggers the particles by setting the count to non-zero. The code for the states now look
+like this:
+
+\snippet declarative/tutorials/samegame/samegame4/content/BoomBlock.qml 4
+
+And now the game should be beautifully animated and smooth, with a subtle (or not-so-subtle) animation added for all of the
+player's actions. The end result is shown below:
+
+\image declarative-adv-tutorial4.gif
\section2 Web-based High Scores
-Another extension we might want for the game is some way of storing and retriveing high scores. In this tutorial we'll show you how to integrate a web enabled high score storage into your QML application. The implementation we've done is very simple - the high score data is posted to a php script running on a server somewhere, and that server then stores it and displays it to visitors. You could request an XML or QML file from that same server, which contained and displayed the scores, but that's beyond the scope of this tutorial.
+Another extension we might want for the game is some way of storing and retrieving high scores. In this tutorial we'll show you
+how to integrate a web enabled high score storage into your QML application. The implementation we've done is very
+simple - the high score data is posted to a php script running on a server somewhere, and that server then stores it and
+displays it to visitors. You could request an XML or QML file from that same server, which contained and displayed the scores,
+but that's beyond the scope of this tutorial.
-For better high score data, we want the name and time of the player. The time is obtained in the script fairly simply, but we have to ask the player for their name. We thus re-use the dialog QML file to pop up a dialog asking for the player's name (and if they exit this dialog without entering it they have a way to opt out of posting their high score). When the dialog is closed, if the player entered their name we can send the data to the web service in the followign snippet out of the script file:
-\code
-function sendHighScore(name) {
- var postman = new XMLHttpRequest()
- var postData = "name="+name+"&score="+gameCanvas.score
- +"&gridSize="+maxX+"x"+maxY +"&time="+Math.floor(timer/1000);
- postman.open("POST", scoresURL, true);
- postman.onreadystatechange = function() {
- if (postman.readyState == postman.DONE) {
- dialog.show("Your score has been uploaded.");
- }
- }
- postman.send(postData);
-}
-\endcode
+For better high score data, we want the name and time of the player. The time is obtained in the script fairly simply, but we
+have to ask the player for their name. We thus re-use the dialog QML file to pop up a dialog asking for the player's name (and
+if they exit this dialog without entering it they have a way to opt out of posting their high score). When the dialog is closed,
+if the player entered their name we can send the data to the web service in the following snippet out of the script file:
+
+\snippet declarative/tutorials/samegame/samegame4/content/samegame.js 1
-This is the same XMLHttpRequest() as you'll find in browser javascript, and can be used in the same way to dynamically get XML or QML from the web service to display the high scores. We don't worry about the response here though, we just post the high score data to the web server. If it had returned a QML file (or a URL to a QML file) you could instantiate it in much the same way as you did the blocks.
+This is the same \c XMLHttpRequest() as you'll find in browser javascript, and can be used in the same way to dynamically get XML
+or QML from the web service to display the high scores. We don't worry about the response here though, we just post the high
+score data to the web server. If it had returned a QML file (or a URL to a QML file) you could instantiate it in much the same
+way as you did the blocks.
-An alternate way to access and submit web-based data would be to use QML elements designed for this purpose - XmlListModel makes it very easy to fetch and display XML based data such as RSS in a QML application (see the Flickr demo for an example).
+An alternate way to access and submit web-based data would be to use QML elements designed for this purpose - XmlListModel
+makes it very easy to fetch and display XML based data such as RSS in a QML application (see the Flickr demo for an example).
-By following this tutorial you've now ben shown how to write a fully functional application in QML, with the application logic written in a script file and with both many fluid animations and being web-enabled. Congratulations, you should now be skilled enough to write your own QML applications.
+By following this tutorial you've now ben shown how to write a fully functional application in QML, with the application logic
+written in a script file and with both many fluid animations and being web-enabled. Congratulations, you should now be skilled
+enough to write your own QML applications.
[Previous: \l {advtutorial3}{Advanced Tutorial 3}] [\l {advtutorial.html}{Advanced Tutorial}]
*/
diff --git a/doc/src/declarative/anchor-layout.qdoc b/doc/src/declarative/anchor-layout.qdoc
index f3c0f4a..503b881 100644
--- a/doc/src/declarative/anchor-layout.qdoc
+++ b/doc/src/declarative/anchor-layout.qdoc
@@ -1,3 +1,44 @@
+/****************************************************************************
+**
+** 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 anchor-layout.html
\target anchor-layout
@@ -10,11 +51,11 @@ In addition to the more traditional \l Grid, \l Row, and \l Column, QML also pro
The QML anchoring system allows you to define relationships between the anchor lines of different items. For example, you can write:
\code
-Rectangle { id: Rect1; ... }
-Rectangle { id: Rect2; anchors.left: Rect1.right; ... }
+Rectangle { id: rect1; ... }
+Rectangle { id: rect2; anchors.left: rect1.right; ... }
\endcode
-In this case, the left edge of \e Rect2 is bound to the right edge of Rect1, producing the following:
+In this case, the left edge of \e rect2 is bound to the right edge of \e rect1, producing the following:
\image edge1.png
@@ -25,19 +66,19 @@ The anchoring system also allows you to specify margins and offsets. Margins spe
The following example specifies a left margin:
\code
-Rectangle { id: Rect1; ... }
-Rectangle { id: Rect2; anchors.left: Rect1.right; anchors.leftMargin: 5; ... }
+Rectangle { id: rect1; ... }
+Rectangle { id: rect2; anchors.left: rect1.right; anchors.leftMargin: 5; ... }
\endcode
-In this case, a margin of 5 pixels is reserved to the left of \e Rect2, producing the following:
+In this case, a margin of 5 pixels is reserved to the left of \e rect2, producing the following:
\image edge2.png
You can specify multiple anchors. For example:
\code
-Rectangle { id: Rect1; ... }
-Rectangle { id: Rect2; anchors.left: Rect1.right; anchors.top: Rect1.bottom; ... }
+Rectangle { id: rect1; ... }
+Rectangle { id: rect2; anchors.left: rect1.right; anchors.top: rect1.bottom; ... }
\endcode
\image edge3.png
@@ -45,8 +86,8 @@ Rectangle { id: Rect2; anchors.left: Rect1.right; anchors.top: Rect1.bottom; ...
By specifying multiple horizontal or vertical anchors you can control the size of an item. For example:
\code
-Rectangle { id: Rect1; x: 0; ... }
-Rectangle { id: Rect2; anchors.left: Rect1.right; anchors.right: Rect3.left; ... }
+Rectangle { id: rect1; x: 0; ... }
+Rectangle { id: rect2; anchors.left: rect1.right; anchors.right: Rect3.left; ... }
Rectangle { id: Rect3; x: 150; ... }
\endcode
@@ -59,11 +100,11 @@ For performance reasons, you can only anchor an item to its siblings and direct
\badcode
Item {
id: Group1
- Rectangle { id: Rect1; ... }
+ Rectangle { id: rect1; ... }
}
Item {
id: Group2
- Rectangle { id: Rect2; anchors.left: Rect1.right; ... } // invalid anchor!
+ Rectangle { id: rect2; anchors.left: rect1.right; ... } // invalid anchor!
}
\endcode
diff --git a/doc/src/declarative/animation.qdoc b/doc/src/declarative/animation.qdoc
index 9554ad5..caf78d3 100644
--- a/doc/src/declarative/animation.qdoc
+++ b/doc/src/declarative/animation.qdoc
@@ -1,10 +1,51 @@
-/*!
+/****************************************************************************
+**
+** 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 qmlanimation.html
\target qmlanimation
\title QML Animation
-QML supports three different forms of animation - basic property animation,
-states and transitions and property behaviors.
+QML supports three different forms of animation - basic property animation,
+states and transitions and property behaviors.
\section1 Property Animation
@@ -122,7 +163,7 @@ QML transitions can use selectors to determine which state changes a transition
\code
Transition {
from: "*"
- to: "Details"
+ to: "details"
...
}
\endcode
diff --git a/doc/src/declarative/basictypes.qdoc b/doc/src/declarative/basictypes.qdoc
index ae942fc..80ec211 100644
--- a/doc/src/declarative/basictypes.qdoc
+++ b/doc/src/declarative/basictypes.qdoc
@@ -1,3 +1,44 @@
+/****************************************************************************
+**
+** 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 basicqmltypes.html
\title Common QML Types
@@ -184,9 +225,9 @@
\qml
Item {
children: [
- Item { id: Child1 },
- Rectangle { id: Child2 },
- Text { id: Child3 }
+ Item { id: child1 },
+ Rectangle { id: child2 },
+ Text { id: child3 }
]
}
\endqml
diff --git a/doc/src/declarative/binding.qdoc b/doc/src/declarative/binding.qdoc
index e6835ee..4f9bdc8 100644
--- a/doc/src/declarative/binding.qdoc
+++ b/doc/src/declarative/binding.qdoc
@@ -1,3 +1,44 @@
+/****************************************************************************
+**
+** 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 binding.html
\title Data Binding in QML
@@ -5,17 +46,17 @@
Data binding provides a declarative way of specifying the data associated with objects, as well as the relationship between data of different objects. For example, you could bind the text of a label to the value of a slider: as the value of the slider changed, the label would be automatically updated with the new value.
-Bindings are created in QML when an expression is assigned to a property. For example, the following produces two rectangles of equal size (\c Rect2 is bound to the size of \c Rect1):
+Bindings are created in QML when an expression is assigned to a property. For example, the following produces two rectangles of equal size (\c rect2 is bound to the size of \c rect1):
\code
-Rectangle { id: Rect1; width: 100; height: 100 }
-Rectangle { id: Rect2; width: Rect1.width; height: Rect1.height }
+Rectangle { id: rect1; width: 100; height: 100 }
+Rectangle { id: rect2; width: rect1.width; height: rect1.height }
\endcode
There is also a special \l Binding element, which is typically used to bind from the UI to the underlying UI model (see \l {Passing Data Between C++ and QML} for an example of this). The bindings above could be expressed using the \l Binding element as:
\code
-Binding { target: Rect2; property: "width"; value: Rect1.width }
-Binding { target: Rect2; property: "height"; value: Rect1.height }
+Binding { target: rect2; property: "width"; value: rect1.width }
+Binding { target: rect2; property: "height"; value: rect1.height }
\endcode
In addition to binding directly to a property, you can also bind to the results of expressions involving properties. For example:
diff --git a/doc/src/declarative/cppitem.qdoc b/doc/src/declarative/cppitem.qdoc
index 38da0fb..c5ef4c4 100644
--- a/doc/src/declarative/cppitem.qdoc
+++ b/doc/src/declarative/cppitem.qdoc
@@ -1,3 +1,44 @@
+/****************************************************************************
+**
+** 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 cppitem.html
\target cppitem
diff --git a/doc/src/declarative/elements.qdoc b/doc/src/declarative/elements.qdoc
index 1fe4892..cb30a6e 100644
--- a/doc/src/declarative/elements.qdoc
+++ b/doc/src/declarative/elements.qdoc
@@ -1,3 +1,44 @@
+/****************************************************************************
+**
+** 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 elements.html
\target elements
diff --git a/doc/src/declarative/examples.qdoc b/doc/src/declarative/examples.qdoc
index 49a825a..5408098 100644
--- a/doc/src/declarative/examples.qdoc
+++ b/doc/src/declarative/examples.qdoc
@@ -1,3 +1,44 @@
+/****************************************************************************
+**
+** 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 qmlexamples.html
\target qmlexamples
@@ -14,7 +55,11 @@ There are several illustrative QML examples available. From your build
directory,
\code
- bin/qmlviewer $QT_SOURCE_DIR/demos/declarative/flickr/flickr.qml
+ bin/qmlviewer $QT_SOURCE_DIR/demos/declarative/flickr/flickr-desktop.qml
+\endcode
+or
+\code
+ bin/qmlviewer $QT_SOURCE_DIR/demos/declarative/samegame/samegame.qml
\endcode
Many other simple examples can be found under the \c examples/declarative sub
diff --git a/doc/src/declarative/extending.qdoc b/doc/src/declarative/extending.qdoc
index 2d0dc34..649eab1 100644
--- a/doc/src/declarative/extending.qdoc
+++ b/doc/src/declarative/extending.qdoc
@@ -43,8 +43,8 @@
\page qml-extending.html
\title Extending QML
-The QML syntax declaratively describes how to construct an in memory object
-tree. In Qt, QML is mainly used to describe a visual scene graph, but it is
+The QML syntax declaratively describes how to construct an in memory object
+tree. In Qt, QML is mainly used to describe a visual scene graph, but it is
not conceptually limited to this: the QML format is an abstract description of
any object tree. All the QML element types included in Qt are implemented using
the C++ extension mechanisms describe on this page. Programmers can use these
@@ -57,14 +57,14 @@ QML for their own independent use.
\snippet examples/declarative/extending/adding/example.qml 0
-The QML snippet shown above instantiates one \c Person instance and sets
+The QML snippet shown above instantiates one \c Person instance and sets
the name and shoeSize properties on it. Everything in QML ultimately comes down
-to either instantiating an object instance, or assigning a property a value.
+to either instantiating an object instance, or assigning a property a value.
QML relies heavily on Qt's meta object system and can only instantiate classes
that derive from QObject.
-The QML engine has no intrinsic knowledge of any class types. Instead the
-programmer must define the C++ types, and their corresponding QML name.
+The QML engine has no intrinsic knowledge of any class types. Instead the
+programmer must define the C++ types, and their corresponding QML name.
Custom C++ types are made available to QML using these two macros:
@@ -79,11 +79,11 @@ under the name \a QmlName in library URI version VMAJ.VFROM to VMAJ.VTO.
\a T and \a QmlName may be the same.
Generally the QML_DECLARE_TYPE() macro should be included immediately following
-the type declaration (usually in its header file), and the QML_DEFINE_TYPE()
+the type declaration (usually in its header file), and the QML_DEFINE_TYPE()
macro in the implementation file. QML_DEFINE_TYPE() must not be present in
a header file.
-Type \a T must be a concrete type that inherits QObject and has a default
+Type \a T must be a concrete type that inherits QObject and has a default
constructor.
\endquotation
@@ -106,7 +106,7 @@ of these types:
\endlist
QML is typesafe. Attempting to assign an invalid value to a property will
-generate an error. For example, assuming the name property of the \c Person
+generate an error. For example, assuming the name property of the \c Person
element had a type of QString, this would cause an error:
\code
@@ -127,13 +127,13 @@ The QML snippet shown above assigns a \c Person object to the \c BirthdayParty's
celebrant property, and assigns three \c Person objects to the guests property.
QML can set properties of types that are more complex than basic intrinsics like
-integers and strings. Properties can also be object pointers, Qt interface
-pointers, lists of object points, and lists of Qt interface pointers. As QML
-is typesafe it ensures that only valid types are assigned to these properties,
+integers and strings. Properties can also be object pointers, Qt interface
+pointers, lists of object points, and lists of Qt interface pointers. As QML
+is typesafe it ensures that only valid types are assigned to these properties,
just like it does for primitive types.
Properties that are pointers to objects or Qt interfaces are declared with the
-Q_PROPERTY() macro, just like other properties. The celebrant property
+Q_PROPERTY() macro, just like other properties. The celebrant property
declaration looks like this:
\snippet examples/declarative/extending/properties/birthdayparty.h 1
@@ -143,7 +143,7 @@ property can be assigned.
QML also supports assigning Qt interfaces. To assign to a property whose type
is a Qt interface pointer, the interface must also be registered with QML. As
-they cannot be instantiated directly, registering a Qt interface is different
+they cannot be instantiated directly, registering a Qt interface is different
from registering a new QML type. The following macros are used instead:
\quotation
@@ -154,8 +154,8 @@ from registering a new QML type. The following macros are used instead:
Register the C++ interface \a T with the QML system.
-Generally the QML_DECLARE_INTERFACE() macro should be included immediately
-following the interface declaration (usually in its header file), and the
+Generally the QML_DECLARE_INTERFACE() macro should be included immediately
+following the interface declaration (usually in its header file), and the
QML_DEFINE_INTERFACE() macro in an implementation file. QML_DEFINE_INTERFACE()
must not be present in a header file.
@@ -163,7 +163,7 @@ Following registration, QML can coerce objects that implement this interface
for assignment to appropriately typed properties.
\endquotation
-The guests property is a list of \c Person objects. Properties that are lists
+The guests property is a list of \c Person objects. Properties that are lists
of objects or Qt interfaces are also declared with the Q_PROPERTY() macro, just
like other properties. List properties must have the type \c {QmlList<T *>*}.
As with object properties, the type \a T must be registered with QML.
@@ -172,7 +172,7 @@ The guest property declaration looks like this:
\snippet examples/declarative/extending/properties/birthdayparty.h 2
-\l {Extending QML - Object and List Property Types Example} shows the complete
+\l {Extending QML - Object and List Property Types Example} shows the complete
code used to create the \c BirthdayParty type.
\section1 Inheritance and Coercion
@@ -182,17 +182,17 @@ code used to create the \c BirthdayParty type.
The QML snippet shown above assigns a \c Boy object to the \c BirthdayParty's
celebrant property, and assigns three other objects to the guests property.
-QML supports C++ inheritance heirarchies and can freely coerce between known,
+QML supports C++ inheritance heirarchies and can freely coerce between known,
valid object types. This enables the creation of common base classes that allow
the assignment of specialized classes to object or list properties. In the
snippet shown, both the celebrant and the guests properties retain the Person
-type used in the previous section, but the assignment is valid as both the Boy
+type used in the previous section, but the assignment is valid as both the Boy
and Girl objects inherit from Person.
To assign to a property, the property's type must have been registered with QML.
Both the QML_DEFINE_TYPE() and QML_DEFINE_INTERFACE() macros already shown can
be used to register a type with QML. Additionally, if a type that acts purely
-as a base class that cannot be instantiated from QML needs to be
+as a base class that cannot be instantiated from QML needs to be
registered these macros can be used:
\quotation
@@ -201,14 +201,14 @@ registered these macros can be used:
#define QML_DEFINE_NOCREATE_TYPE(T)
\endcode
-Register the C++ type \a T with the QML system. QML_DEFINE_NOCREATE_TYPE()
+Register the C++ type \a T with the QML system. QML_DEFINE_NOCREATE_TYPE()
differs from QML_DEFINE_TYPE() in that it does not define a mapping between the
C++ class and a QML element name, so the type is not instantiable from QML, but
it is available for type coercion.
Generally the QML_DECLARE_TYPE() macro should be included immediately following
-the type declaration (usually in its header file), and the
-QML_DEFINE_NOCREATE_TYPE() macro in the implementation file.
+the type declaration (usually in its header file), and the
+QML_DEFINE_NOCREATE_TYPE() macro in the implementation file.
QML_DEFINE_NOCREATE_TYPE() must not be present in a header file.
Type \a T must inherit QObject, but there are no restrictions on whether it is
@@ -216,25 +216,25 @@ concrete or the signature of its constructor.
\endquotation
QML will automatically coerce C++ types when assigning to either an object
-property, or to a list property. Only if coercion fails does an assignment
+property, or to a list property. Only if coercion fails does an assignment
error occur.
-\l {Extending QML - Inheritance and Coercion Example} shows the complete
+\l {Extending QML - Inheritance and Coercion Example} shows the complete
code used to create the \c Boy and \c Girl types.
\section1 Default Property
\snippet examples/declarative/extending/default/example.qml 0
-The QML snippet shown above assigns a collection of objects to the
+The QML snippet shown above assigns a collection of objects to the
\c BirthdayParty's default property.
The default property is a syntactic convenience that allows a type designer to
-specify a single property as the type's default. The default property is
+specify a single property as the type's default. The default property is
assigned to whenever no explicit property is specified. As a convenience, it is
behaviorally identical to assigning the default property explicitly by name.
-From C++, type designers mark the default property using a Q_CLASSINFO()
+From C++, type designers mark the default property using a Q_CLASSINFO()
annotation:
\quotation
@@ -245,7 +245,7 @@ Q_CLASSINFO("DefaultProperty", "property")
Mark \a property as the class's default property. \a property must be either
an object property, or a list property.
-A default property is optional. A derived class inherits its base class's
+A default property is optional. A derived class inherits its base class's
default property, but may override it in its own declaration. \a property can
refer to a property declared in the class itself, or a property inherited from a
base class.
@@ -261,9 +261,9 @@ specify a default property.
The QML snippet shown above assigns a number properties to the \c Boy object,
including four properties using the grouped property syntax.
-Grouped properties collect similar properties together into a single named
+Grouped properties collect similar properties together into a single named
block. Grouped properties can be used to present a nicer API to developers, and
-may also simplify the implementation of common property collections across
+may also simplify the implementation of common property collections across
different types through implementation reuse.
A grouped property block is implemented as a read-only object property. The
@@ -271,35 +271,35 @@ shoe property shown is declared like this:
\snippet examples/declarative/extending/grouped/person.h 1
-The ShoeDescription type declares the properties available to the grouped
+The ShoeDescription type declares the properties available to the grouped
property block - in this case the size, color, brand and price properties.
-Grouped property blocks may declared and accessed be recusively.
+Grouped property blocks may declared and accessed be recusively.
-\l {Extending QML - Grouped Properties Example} shows the complete code used to
+\l {Extending QML - Grouped Properties Example} shows the complete code used to
implement the \c shoe property grouping.
\section1 Attached Properties
\snippet examples/declarative/extending/attached/example.qml 1
-The QML snippet shown above assigns the rsvp property using the attached
+The QML snippet shown above assigns the rsvp property using the attached
property syntax.
Attached properties allow unrelated types to annotate other types with some
-additional properties, generally for their own use. Attached properties are
-identified through the use of the attacher type name, in the case shown
-\c BirthdayParty, as a suffix to the property name.
+additional properties, generally for their own use. Attached properties are
+identified through the use of the attacher type name, in the case shown
+\c BirthdayParty, as a suffix to the property name.
In the example shown, \c BirthdayParty is called the attaching type, and the
-Box instance the attachee object instance.
+Box instance the attachee object instance.
For the attaching type, an attached property block is implemented as a new
QObject derived type, called the attachment object. The properties on the
-attachment object are those that become available for use as the attached
+attachment object are those that become available for use as the attached
property block.
-Any QML type can become an attaching type by declaring the
+Any QML type can become an attaching type by declaring the
\c qmlAttachedProperties() public function:
\quotation
@@ -310,21 +310,21 @@ Return an attachment object, of type \a AttachedPropertiesType, for the
attachee \a object instance. It is customary, though not strictly required, for
the attachment object to be parented to \a object to prevent memory leaks.
-\a AttachedPropertiesType must be a QObject derived type. The properties on
+\a AttachedPropertiesType must be a QObject derived type. The properties on
this type will be accessible through the attached properties syntax.
This method will be called at most once for each attachee object instance. The
-QML engine will cache the returned instance pointer for subsequent attached
+QML engine will cache the returned instance pointer for subsequent attached
property accesses. Consequently the attachment object may not be deleted until
\a object is destroyed.
\endquotation
-Conceptually, attached properties are a \e type exporting a set of additional
+Conceptually, attached properties are a \e type exporting a set of additional
properties that can be set on \e any other object instance. Attached properties
cannot be limited to only attaching to a sub-set of object instances, although
their effect may be so limited.
-For example, a common usage scenario is for a type to enhance the properties
+For example, a common usage scenario is for a type to enhance the properties
available to its children in order to gather instance specific data. Here we
add a rsvp field to all the guests coming to a birthday party:
\code
@@ -332,7 +332,7 @@ BirthdayParty {
Boy { BirthdayParty.rsvp: "2009-06-01" }
}
\endcode
-However, as a type cannot limit the instances to which the attachment object
+However, as a type cannot limit the instances to which the attachment object
must attach, the following is also allowed, even though adding a birthday party
rsvp in this context will have no effect.
\code
@@ -349,10 +349,10 @@ an instance can be accessed using the following method:
template<typename T>
QObject *qmlAttachedPropertiesObject<T>(QObject *attachee, bool create = true);
\endcode
-Returns the attachment object attached to \a attachee by the attaching type
+Returns the attachment object attached to \a attachee by the attaching type
\a T. If type \a T is not a valid attaching type, this method always returns 0.
-If \a create is true, a valid attachment object will always be returned,
+If \a create is true, a valid attachment object will always be returned,
creating it if it does not already exist. If \a create is false, the attachment
object will only be returned if it has previously been created.
\endquotation
@@ -368,8 +368,8 @@ implement the rsvp attached property.
The QML snippet shown above associates the evaluation of a ECMAScript expression
with the emission of a Qt signal.
-All Qt signals on a registered class become available as special "signal
-properties" within QML to which the user can assign a single ECMAScript
+All Qt signals on a registered class become available as special "signal
+properties" within QML to which the user can assign a single ECMAScript
expression. The signal property's name is a transformed version of the Qt
signal name: "on" is prepended, and the first letter of the signal name upper
cased. For example, the signal used in the example above has the following
@@ -378,14 +378,14 @@ C++ signature:
\snippet examples/declarative/extending/signal/birthdayparty.h 0
In classes with multiple signals with the same name, only the final signal
-is accessible as a signal property. Although QML provides an element,
+is accessible as a signal property. Although QML provides an element,
\l Connection, for accessing the other signals it is less elegant. For the best
QML API, class developers should avoid overloading signal names.
Signal parameters become accessible by name to the assigned script. An
unnamed parameter cannot be accessed, so care should be taken to name all the
signal parameters in the C++ class declaration. The intrinsic types
-listed in \l {Adding Types}, as well registered object types are permitted as
+listed in \l {Adding Types}, as well registered object types are permitted as
signal parameter types. Using other types is not an error, but the parameter
value will not be accessible from script.
@@ -400,14 +400,14 @@ implement the onPartyStarted signal property.
The QML snippet shown above assigns a property value to the speaker property.
A property value source generates a value for a property that changes over time.
-Property value sources are most commonly used to do animation. Rather than
+Property value sources are most commonly used to do animation. Rather than
constructing an animation object and manually setting the animation's "target"
property, a property value source can be assigned directly to a property of any
type and automatically set up this association.
-The example shown here is rather contrived: the speaker property of the
+The example shown here is rather contrived: the speaker property of the
BirthdayParty object is a string that is printed every time it is assigned and
-the HappyBirthday value source generates the lyrics of the song
+the HappyBirthday value source generates the lyrics of the song
"Happy Birthday".
\snippet examples/declarative/extending/valuesource/birthdayparty.h 0
@@ -417,9 +417,9 @@ the case of a property value source, rather than assigning the object instance
itself, the QML engine sets up an association between the value source and
the property.
-Property value sources are special types that derive from the
+Property value sources are special types that derive from the
QmlPropertyValueSource base class. This base class contains a single method,
-QmlPropertyValueSource::setTarget(), that the QML engine invokes when
+QmlPropertyValueSource::setTarget(), that the QML engine invokes when
associating the property value source with a property. The relevant part of
the HappyBirthday type declaration looks like this:
@@ -429,10 +429,10 @@ the HappyBirthday type declaration looks like this:
In all other respects, property value sources are regular QML types. They must
be registered with the QML engine using the same macros as other types, and can
-contain properties, signals and methods just like other types.
+contain properties, signals and methods just like other types.
When a property value source object is assigned to a property, QML first tries
-to assign it normally, as though it were a regular QML type. Only if this
+to assign it normally, as though it were a regular QML type. Only if this
assignment fails does the engine call the setTarget() method. This allows
the type to also be used in contexts other than just as a value source.
@@ -444,20 +444,20 @@ implement the HappyBirthday property value source.
\snippet examples/declarative/extending/binding/example.qml 0
\snippet examples/declarative/extending/binding/example.qml 1
-The QML snippet shown above uses a property binding to ensure the
+The QML snippet shown above uses a property binding to ensure the
HappyBirthday's name property remains up to date with the celebrant.
Property binding is a core feature of QML. In addition to assigning literal
-values, property bindings allow the developer to assign an arbitrarily complex
+values, property bindings allow the developer to assign an arbitrarily complex
ECMAScript expression that may include dependencies on other property values.
-Whenever the expression's result changes - through a change in one of its
+Whenever the expression's result changes - through a change in one of its
constituent values - the expression is automatically reevaluated and
the new result assigned to the property.
All properties on custom types automatically support property binding. However,
-for binding to work correctly, QML must be able to reliably determine when a
+for binding to work correctly, QML must be able to reliably determine when a
property has changed so that it knows to reevaluate any bindings that depend on
-the property's value. QML relies on the presence of a
+the property's value. QML relies on the presence of a
\c {Qt's Property System}{NOTIFY signal} for this determination.
Here is the celebrant property declaration:
@@ -468,7 +468,7 @@ The NOTIFY attribute is followed by a signal name. It is the responsibility of
the class implementer to ensure that whenever the property's value changes, the
NOTIFY signal is emitted. The signature of the NOTIFY signal is not important to QML.
-To prevent loops or excessive evaluation, developers should ensure that the
+To prevent loops or excessive evaluation, developers should ensure that the
signal is only emitted whenever the property's value is actually changed. If
a property, or group of properties, is infrequently used it is permitted to use
the same NOTIFY signal for several properties. This should be done with care to
@@ -476,10 +476,10 @@ ensure that performance doesn't suffer.
To keep QML reliable, if a property does not have a NOTIFY signal, it cannot be
used in a binding expression. However, the property can still be assigned
-a binding as QML does not need to monitor the property for change in that
+a binding as QML does not need to monitor the property for change in that
scenario.
-Consider a custom type, \c TestElement, that has two properties, "a" and "b".
+Consider a custom type, \c TestElement, that has two properties, "a" and "b".
Property "a" does not have a NOTIFY signal, and property "b" does have a NOTIFY
signal.
@@ -495,7 +495,7 @@ TestElement {
\endcode
The presence of a NOTIFY signal does incur a small overhead. There are cases
-where a property's value is set at object construction time, and does not
+where a property's value is set at object construction time, and does not
subsequently change. The most common case of this is when a type uses
\l {Grouped Properties}, and the grouped property object is allocated once, and
only freed when the object is deleted. In these cases, the CONSTANT attribute
@@ -520,9 +520,9 @@ modifying its source code.
When integrating existing classes and technology into QML, their APIs will often
need to be tweaked to fit better into the declarative environment. Although
-the best results are usually obtained by modifying the original classes
-directly, if this is either not possible or is complicated by some other
-concerns extension objects allow limited extension possibilities without
+the best results are usually obtained by modifying the original classes
+directly, if this is either not possible or is complicated by some other
+concerns extension objects allow limited extension possibilities without
direct modifications.
Extension objects can only add properties.
@@ -536,29 +536,29 @@ Extension objects can only add properties.
\page qml-extending-types.html
\title Extending types from QML
-Many of the elements available for use in QML are implemented in
-\l {QML for C++ Programmers}{C++}. These types are know as "core types". QML
-allows programmers to build new, fully functional elements without using C++.
-Existing core types can be extended, and new types defined entirely in the QML
+Many of the elements available for use in QML are implemented in
+\l {QML for C++ Programmers}{C++}. These types are know as "core types". QML
+allows programmers to build new, fully functional elements without using C++.
+Existing core types can be extended, and new types defined entirely in the QML
language.
\tableofcontents
\section1 Adding new properties
-New properties can be added to an existing type. These new properties are
+New properties can be added to an existing type. These new properties are
available for use within QML, and also appear as regular Qt properties on the
C++ object, accessible through the regular property access mechanisms.
-Like all properties in QML, custom properties are typed. The type is used to
+Like all properties in QML, custom properties are typed. The type is used to
define the property's behavior, and also determines the C++ type of the created
-Qt property. The following table shows the list of types available when
+Qt property. The following table shows the list of types available when
declaring a new property, and the corresponding C++ type.
\table
-\header \o QML Type Name \o C++ Type Name
-\row \o int \o int
-\row \o bool \o bool
+\header \o QML Type Name \o C++ Type Name
+\row \o int \o int
+\row \o bool \o bool
\row \o double \o double
\row \o real \o double
\row \o string \o QString
@@ -589,7 +589,7 @@ in the same type block is an error. However, a new property may reuse the name
of an existing property on the type. This should be done with caution, as the
existing property will be hidden, and become inaccessible.
-The <type> must be one of the QML type names shown in the above table.
+The <type> must be one of the QML type names shown in the above table.
Additionally, an optional default value of the property can be provided. The
default value is a convenient shortcut, but is behaviorally identical to doing
it in two steps, like this:
@@ -627,10 +627,10 @@ controls the color of the inner rectangle.
\section2 Property aliases
Property aliases are a more advanced form of property declaration. Unlike a
-property definition, that allocates a new, unique storage space for the
-property, a property alias connects the newly declared property (called the
-aliasing property) to an existing property (the aliased property). Read
-operations on the aliasing property act as read operations on the aliased
+property definition, that allocates a new, unique storage space for the
+property, a property alias connects the newly declared property (called the
+aliasing property) to an existing property (the aliased property). Read
+operations on the aliasing property act as read operations on the aliased
property, and write operations on the aliasing property as write operations on
the aliased property.
@@ -641,7 +641,7 @@ A property alias declaration looks a lot like a property definition:
As the aliasing property has the same type as the aliased property, an explicit
type is omitted, and the special "alias" keyword is used. Instead of a default
-value, a property alias includes a compulsary alias reference. The alias
+value, a property alias includes a compulsary alias reference. The alias
reference is used to locate the aliased property. While similar to a property
binding, the alias reference syntax is highly restricted.
@@ -656,11 +656,11 @@ alias reference syntax may become more flexibly in future releases.
Here is the property definition example rewritten to use property aliases.
\code
Rectangle {
- property alias innerColor: InnerRect.color
+ property alias innerColor: innerRect.color
color: "red"; width: 100; height: 100
Rectangle {
- id: InnerRect
+ id: innerRect
anchors.centerIn: parent
width: parent.width - 10
height: parent.height - 10
@@ -678,24 +678,24 @@ use the aliased property directly. For example, this will not work:
\code
// Does NOT work
- property alias innerColor: InnerRect.color
+ property alias innerColor: innerRect.color
innerColor: "black"
\endcode
-This behavior is required to allow type developers to redefine the behavior
+This behavior is required to allow type developers to redefine the behavior
of existing property names while continuing to use the existing behavior within
-the type they are building, something that is not possible with property
+the type they are building, something that is not possible with property
definitions. In the example used so far, this could allows the developer to fix
-the external rectangle's color as "red" and redefine the "color" property to
+the external rectangle's color as "red" and redefine the "color" property to
refer to the inner rectangle, like this:
\code
Rectangle {
- property alias color: InnerRect.color
+ property alias color: innerRect.color
color: "red"; width: 100; height: 100
Rectangle {
- id: InnerRect
+ id: innerRect
anchors.centerIn: parent
width: parent.width - 10
height: parent.height - 10
@@ -705,18 +705,18 @@ Rectangle {
\endcode
Users of this type would not be able to affect the color of the red rectangle,
-but would find using the "color" property, rather than the strange new
+but would find using the "color" property, rather than the strange new
"innerColor" property, much more familiar.
-A second, much less significant, consequence of the delayed activation of
+A second, much less significant, consequence of the delayed activation of
aliases is that an alias reference cannot refer to another aliasing property
declared within the same component. This will not work:
\code
// Does NOT work
- id: Root
- property alias innerColor: InnerRect.color
- property alias innerColor2: Root.innerColor
+ id: root
+ property alias innerColor: innerRect.color
+ property alias innerColor2: root.innerColor
\endcode
From outside the component, aliasing properties appear as regular Qt properties
@@ -724,7 +724,7 @@ and consequently can be used in alias references.
\section1 Adding new signals
-New signals can be added to an existing type. These new signals are available
+New signals can be added to an existing type. These new signals are available
for use within QML, and also appear as regular Qt signals on the C++ object that
can be used in Qt signal/slot connections.
@@ -734,9 +734,9 @@ signal <name>[([<type> <parameter name>[, ...]])]
\endcode
This declaration may appear anywhere within a type body, but it is customary to
-include it at the top. Attempting to declare two signals or methods with the
-same name in the same type block is an error. However, a new signal may reuse
-the name of an existing signal on the type. This should be done with caution,
+include it at the top. Attempting to declare two signals or methods with the
+same name in the same type block is an error. However, a new signal may reuse
+the name of an existing signal on the type. This should be done with caution,
as the existing signal may be hidden and become inaccessible.
The options for parameter types are the same as for property types (see
@@ -754,7 +754,7 @@ Here are three examples of signal declarations:
\section1 Adding new methods
-New methods can be added to an existing type. These new methods are available
+New methods can be added to an existing type. These new methods are available
for use within QML, and also appear as regular Qt slots on the C++ object that
can be used in Qt signal/slot connections.
@@ -763,9 +763,9 @@ function <name>([<parameter name>[, ...]]) { <body> }
\endcode
This declaration may appear anywhere within a type body, but it is customary to
-include it at the top. Attempting to declare two methods or signals with the
+include it at the top. Attempting to declare two methods or signals with the
same name in the same type block is an error. However, a new method may reuse
-the name of an existing method on the type. This should be done with caution,
+the name of an existing method on the type. This should be done with caution,
as the existing method may be hidden and become inaccessible.
Methods parameters are not typed. In C++ these parameters are of type QVariant.
@@ -783,24 +783,24 @@ Item {
\section1 Defining new Components
-A component is a reusable type with a well-defined interface built entirely in
+A component is a reusable type with a well-defined interface built entirely in
QML. Components appear as regular QML elements, and can be used interchangably
with core types. Components allow developers to create new types to be reused
-in other projects without the use of C++. Components can also help to reduce
-duplication inside one project by limiting the need for large numbers of
+in other projects without the use of C++. Components can also help to reduce
+duplication inside one project by limiting the need for large numbers of
copy-and-pasted blocks.
-Any snippet of QML code can become a component, just by placing it in the file
+Any snippet of QML code can become a component, just by placing it in the file
"<Name>.qml" where <Name> is the new element name, and begins with an uppercase
letter. These QML files automatically become available as new QML element types
to other QML components and applications in the same directory.
-For example, here we show how a component named "Box" is defined and used
+For example, here we show how a component named "Box" is defined and used
multiple times by an application.
\table
\row
-\o application.qml
+\o application.qml
\code
Rectangle {
width: 100; height: 400;
@@ -812,19 +812,19 @@ Rectangle {
\o Box.qml
\code
Rectangle {
- width: 100; height: 100;
+ width: 100; height: 100;
color: "blue"
}
\endcode
\endtable
-Components may be collected into \l {Modules} that gives the
+Components may be collected into \l {Modules} that gives the
developer more freedom than just putting files in the same directory.
\section2 Building reusable components
-A component type built to be reused by others must have a well defined
-interface. In QML, an interface consists of a defined collection of
+A component type built to be reused by others must have a well defined
+interface. In QML, an interface consists of a defined collection of
properties, signals and methods. Users of a component have access to all the
properties, signals and methods defined on the root element of the component.
@@ -846,7 +846,7 @@ available externally. Here we add a "text" property:
\table
\row
-\o application.qml
+\o application.qml
\code
Rectangle {
width: 100; height: 400;
@@ -858,25 +858,25 @@ Rectangle {
\o Box.qml
\code
Rectangle {
- property alias text: MyText.text
- width: 100; height: 100;
+ property alias text: myText.text
+ width: 100; height: 100;
color: "blue"
Text {
- id: MyText
+ id: myText
anchors.centerIn: parent
- }
+ }
}
\endcode
\endtable
Methods and signals may be added in the same way.
-As all external methods, signals and properties are accessible to external
-users, developers should ensure that setting these properties does not have
+As all external methods, signals and properties are accessible to external
+users, developers should ensure that setting these properties does not have
any undesirable side-effects. For most resiliance, root level properties should
only be used for literal default values. When a root level property must be
used inside the component - such as the children property - property aliases
can be used to redirect this property to a "safe" location for external users.
-Try to think of the root level properties as being "owned" by the components
+Try to think of the root level properties as being "owned" by the components
user, rather than the component itself.
*/
diff --git a/doc/src/declarative/focus.qdoc b/doc/src/declarative/focus.qdoc
index dd5dcaf..8733b2d 100644
--- a/doc/src/declarative/focus.qdoc
+++ b/doc/src/declarative/focus.qdoc
@@ -1,3 +1,44 @@
+/****************************************************************************
+**
+** 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.
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
/*!
\target qmlfocus
\page qmlfocus.html
@@ -17,7 +58,7 @@ When the user presses or releases a key, the following occurs:
\o The key event is delivered by the scene to the QML \l Item with \e {active focus}. If no \l Item has \e {active focus}, the key event is \l {QEvent::ignore()}{ignored} and regular Qt key handling continues.
\o If the QML \l Item with \e {active focus} accepts the key event, propagation stops. Otherwise the event is "bubbled up", by recursively passing it to each \l Item's parent until either the event is accepted, or the root \l Item is reached.
-If the \c {Rect} element in the following example has active focus and the \e A key is pressed, it will bubble up to the \c {KeyActions}. However, pressing the \e B key will bubble up to the root item and thus subsequently be \l {QEvent::ignore()}{ignored}.
+If the \c {Rectangle} element in the following example has active focus and the \e A key is pressed, it will bubble up to the \c {KeyActions}. However, pressing the \e B key will bubble up to the root item and thus subsequently be \l {QEvent::ignore()}{ignored}.
\code
Item {
@@ -58,12 +99,12 @@ the \c {KeyActions} element has \e {active focus} and pressing the
\o \code
Rectangle {
color: "lightsteelblue"; width: 240; height: 25
- Text { id: MyText }
+ Text { id: myText }
KeyActions {
focus: true
- keyA: "MyText.text = 'Key A was pressed'"
- keyB: "MyText.text = 'Key B was pressed'"
- keyC: "MyText.text = 'Key C was pressed'"
+ keyA: "myText.text = 'Key A was pressed'"
+ keyB: "myText.text = 'Key B was pressed'"
+ keyC: "myText.text = 'Key C was pressed'"
}
}
\endcode
@@ -92,23 +133,23 @@ Rectangle {
color: "red"; width: 240; height: 55
Rectangle {
color: "lightsteelblue"; width: 240; height: 25
- Text { id: MyText }
+ Text { id: myText }
KeyActions {
focus: true
- keyA: "MyText.text = 'Key A was pressed'"
- keyB: "MyText.text = 'Key B was pressed'"
- keyC: "MyText.text = 'Key C was pressed'"
+ keyA: "myText.text = 'Key A was pressed'"
+ keyB: "myText.text = 'Key B was pressed'"
+ keyC: "myText.text = 'Key C was pressed'"
}
}
Rectangle {
y: 30; focus: true
color: "lightsteelblue"; width: 240; height: 25
- Text { id: MyText }
+ Text { id: myText }
KeyActions {
focus: true
- keyA: "MyText.text = 'Key A was pressed'"
- keyB: "MyText.text = 'Key B was pressed'"
- keyC: "MyText.text = 'Key C was pressed'"
+ keyA: "myText.text = 'Key A was pressed'"
+ keyB: "myText.text = 'Key B was pressed'"
+ keyC: "myText.text = 'Key C was pressed'"
}
}
}
@@ -149,12 +190,12 @@ FocusScope {
width: 240; height: 25
Rectangle {
color: "lightsteelblue"; width: 240; height: 25
- Text { id: MyText }
+ Text { id: myText }
KeyActions {
focus: true
- keyA: "MyText.text = 'Key A was pressed'"
- keyB: "MyText.text = 'Key B was pressed'"
- keyC: "MyText.text = 'Key C was pressed'"
+ keyA: "myText.text = 'Key A was pressed'"
+ keyB: "myText.text = 'Key B was pressed'"
+ keyC: "myText.text = 'Key C was pressed'"
}
}
}
@@ -186,9 +227,9 @@ Rectangle {
\endcode
\o \code
FocusScope {
- id: Page; width: 240; height: 25
+ id: page; width: 240; height: 25
MyWidget { focus: true }
- MouseRegion { anchors.fill: parent; onClicked: { Page.focus = true } }
+ MouseRegion { anchors.fill: parent; onClicked: { page.focus = true } }
}
\endcode
\endtable
@@ -221,7 +262,7 @@ Rectangle {
color: "lightsteelblue"; width: 240; height: 320
ListView {
- id: MyView; anchors.fill: parent; focus: true
+ id: myView; anchors.fill: parent; focus: true
model: ListModel {
ListElement { name: "Bob" }
ListElement { name: "John" }
diff --git a/doc/src/declarative/measuring-performance.qdoc b/doc/src/declarative/measuring-performance.qdoc
index 8c95422..01e7b03 100644
--- a/doc/src/declarative/measuring-performance.qdoc
+++ b/doc/src/declarative/measuring-performance.qdoc
@@ -1,3 +1,44 @@
+/****************************************************************************
+**
+** 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 optimizing-performance.html
\target optimizing-performance
diff --git a/doc/src/declarative/modules.qdoc b/doc/src/declarative/modules.qdoc
index 7c67f60..3a6495d 100644
--- a/doc/src/declarative/modules.qdoc
+++ b/doc/src/declarative/modules.qdoc
@@ -1,4 +1,45 @@
-/*!
+/****************************************************************************
+**
+** 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.
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+/*!
\target qmlmodules
\page qmlmodules.html
\title Modules
diff --git a/doc/src/declarative/pics/declarative-adv-tutorial1.png b/doc/src/declarative/pics/declarative-adv-tutorial1.png
new file mode 100644
index 0000000..990a329
--- /dev/null
+++ b/doc/src/declarative/pics/declarative-adv-tutorial1.png
Binary files differ
diff --git a/doc/src/declarative/pics/declarative-adv-tutorial2.png b/doc/src/declarative/pics/declarative-adv-tutorial2.png
new file mode 100644
index 0000000..b410d50
--- /dev/null
+++ b/doc/src/declarative/pics/declarative-adv-tutorial2.png
Binary files differ
diff --git a/doc/src/declarative/pics/declarative-adv-tutorial3.png b/doc/src/declarative/pics/declarative-adv-tutorial3.png
new file mode 100644
index 0000000..e192772
--- /dev/null
+++ b/doc/src/declarative/pics/declarative-adv-tutorial3.png
Binary files differ
diff --git a/doc/src/declarative/pics/declarative-adv-tutorial4.gif b/doc/src/declarative/pics/declarative-adv-tutorial4.gif
new file mode 100644
index 0000000..827458d
--- /dev/null
+++ b/doc/src/declarative/pics/declarative-adv-tutorial4.gif
Binary files differ
diff --git a/doc/src/declarative/qmlforcpp.qdoc b/doc/src/declarative/qmlforcpp.qdoc
index ab456e5..5378571 100644
--- a/doc/src/declarative/qmlforcpp.qdoc
+++ b/doc/src/declarative/qmlforcpp.qdoc
@@ -1,3 +1,44 @@
+/****************************************************************************
+**
+** 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 qmlforcpp.html
\target qmlforcpp
@@ -6,13 +47,13 @@
This page describes the QML format and how to use and extend it from C++.
The QML syntax declaratively describes how to construct an in memory
- object tree. QML is usually used to describe a visual scene graph
- but it is not conceptually limited to this: the QML format is an abstract
- description of \bold any object tree.
+ object tree. QML is usually used to describe a visual scene graph
+ but it is not conceptually limited to this: the QML format is an abstract
+ description of \bold any object tree.
- QML also includes property bindings. Bindings are ECMAScript expressions
- of a properties value. Whenever the value of the expression changes -
- either for the first time at startup or subsequently thereafter - the
+ QML also includes property bindings. Bindings are ECMAScript expressions
+ of a properties value. Whenever the value of the expression changes -
+ either for the first time at startup or subsequently thereafter - the
property is automatically updated with the new value.
\tableofcontents
@@ -21,10 +62,10 @@
QmlComponent is used to load a QML file and to create object instances.
- In QML a component is the unit of instantiation, and the most basic unit
- of scope. A component is like a template for how to construct an object
- tree. One component can create multiple instances of this tree, but the
- template remains constant.
+ In QML a component is the unit of instantiation, and the most basic unit
+ of scope. A component is like a template for how to construct an object
+ tree. One component can create multiple instances of this tree, but the
+ template remains constant.
The following code uses the C++ interface to create 100 red rectangles
based on a simple declarative component description.
@@ -37,10 +78,10 @@
// ... do something with the rectangle ...
}
\endcode
-
+
Each independent file describes a QML component, but it is also possible to
create sub-components within a QML file as will be shown later.
-
+
\section1 QML Format 101
This is some sample QML code.
@@ -64,8 +105,8 @@
}
\endcode
- The QML snippet shown above instantiates one \c Image instance and one
- \c Text instance and sets properties on both. \bold Everything in QML
+ The QML snippet shown above instantiates one \c Image instance and one
+ \c Text instance and sets properties on both. \bold Everything in QML
ultimately comes down to either instantiating an object instance, or
assigning a property a value. QML relies heavily on Qt's meta object system
and can only instantiate classes that derive from QObject.
@@ -83,26 +124,26 @@
}
\endcode
- QML can set properties that are more complex than just simple types like
- integers and strings. Properties can be object pointers or Qt interface
+ QML can set properties that are more complex than just simple types like
+ integers and strings. Properties can be object pointers or Qt interface
pointers or even lists of object or Qt interface pointers! QML is typesafe,
and will ensure that only the valid types are assigned to properties.
Assigning an object to a property is as simple as assigning a basic
- integer. Attempting to assign an object to a property when type coercian
+ integer. Attempting to assign an object to a property when type coercian
fails will produce an error. The following shows an example of valid and of
invalid QML and the corresponding C++ classes.
\table
\row \o
- \code
+ \code
class Image : public QObject
{
- ...
+ ...
Q_PROPERTY(ImageFilter *filter READ filter WRITE setFilter)
- };
+ };
- class ImageFilter : public QObject
+ class ImageFilter : public QObject
{
...
};
@@ -121,11 +162,11 @@
\endtable
Classes can also define an optional default property. The default property
- is used for assignment if no explicit property has been specified.
+ is used for assignment if no explicit property has been specified.
Any object property can be the default, even complex properties like lists
- of objects. The default property of the \c Rect class is the \c children
- property, a list of \c Item's. In the following example, as both \c Image
- and \c Text inherit from \c Item the \c Image and \c Text instances are
+ of objects. The default property of the \c Rect class is the \c children
+ property, a list of \c Item's. In the following example, as both \c Image
+ and \c Text inherit from \c Item the \c Image and \c Text instances are
added to the parent's \c children property.
\code
@@ -135,10 +176,10 @@
}
\endcode
- Properties that return read-only object pointers can be used recursively.
- This can be used, for example, to group properties together. The
+ Properties that return read-only object pointers can be used recursively.
+ This can be used, for example, to group properties together. The
\c Text element has a \c font property that returns an object with a number
- of sub-properties such as \c family, \c bold, \c italic and \c size.
+ of sub-properties such as \c family, \c bold, \c italic and \c size.
QML makes it easy to interact with these grouped properties, as the
following shows - everything you would expect to work, just does.
@@ -150,7 +191,7 @@
...
Q_PROPERTY(Font *font READ font);
};
- class Font : public QObject
+ class Font : public QObject
{
...
Q_PROPERTY(QString family READ family WRITE setFamily);
@@ -177,36 +218,36 @@
The QML engine has no intrinsic knowledge of any class types. Instead
the programmer must define the C++ types, their corresponding QML
name, library namespace, and version availability.
-
+
\code
#define QML_DECLARE_TYPE(T)
#define QML_DEFINE_TYPE(URI,VMAJ,VFROM,VTO,QmlName,T)
\endcode
- Adding these macros to your library or executable automatically makes the
+ Adding these macros to your library or executable automatically makes the
C++ type \a T available from the declarative markup language under the
name \a QmlName. Of course there's nothing stopping you using the same
name for both the C++ and the QML name!
- Any type can be added to the QML engine using these macros. The only
+ Any type can be added to the QML engine using these macros. The only
requirements are that \a T inherits QObject, is not abstract,
and that it has a default constructor.
- \section1 Property Binding
+ \section1 Property Binding
Assigning constant values and trees to properties will only get you so
- far. Property binding allows a property's value to be dependant on the
+ far. Property binding allows a property's value to be dependant on the
value of other properties and data. Whenever these dependencies change,
- the property's value is automatically updated.
+ the property's value is automatically updated.
- Property bindings are ECMAScript expressions and can be applied to any
- object property. C++ classes don't have to do anything special to get
+ Property bindings are ECMAScript expressions and can be applied to any
+ object property. C++ classes don't have to do anything special to get
binding support other than define appropriate properties. When a non-literal
- property assignment appears in a QML file, it is automatically treated as a
+ property assignment appears in a QML file, it is automatically treated as a
property binding.
- Here's a simple example that stacks a red, blue and green rectangle.
+ Here's a simple example that stacks a red, blue and green rectangle.
Bindings are used to ensure that the height of each is kept equal to it's
- parent's. Were the root rectangle's height property to change, the child
+ parent's. Were the root rectangle's height property to change, the child
rectangles height would be updated automatically.
\code
@@ -230,25 +271,25 @@
defines how the expression resolves property and variable names. Although
the two expressions in the last example are the same, the value of \c parent
resolves differently because each executes in a different context. Although
- QML generally takes care of everything for the programmer, a thorough
+ QML generally takes care of everything for the programmer, a thorough
understanding of bind contexts is important in some of the more complex QML
structures.
- Every expression is executed in a bind context, encapsulated by the
- QmlContext C++ class. As covered in the class documentation, a
- bind context contains a map of names to values, and a list of default
+ Every expression is executed in a bind context, encapsulated by the
+ QmlContext C++ class. As covered in the class documentation, a
+ bind context contains a map of names to values, and a list of default
objects. When resolving a name, the name to value map is searched first.
- If the name cannot be found, the default object's are iterated in turn and
+ If the name cannot be found, the default object's are iterated in turn and
the context attempts to resolve the name as a property of one of the default
objects.
There are generally two contexts involved in the execution of a binding.
- The first is the "object context" - a bind context associated with the
- closest instantiated object and containing just one default object, and
+ The first is the "object context" - a bind context associated with the
+ closest instantiated object and containing just one default object, and
that's instantiated object itself. The effect of the object
- context is pretty simple - names in the binding expression resolve to
- properties on the object first. It is important to note - particularly in
- the case of grouped properties - the object context is that of the
+ context is pretty simple - names in the binding expression resolve to
+ properties on the object first. It is important to note - particularly in
+ the case of grouped properties - the object context is that of the
instantiated object, the consequences of which are shown below.
\code
@@ -260,7 +301,7 @@
} }
\endcode
- The second context is the "component context". Each QML component (and
+ The second context is the "component context". Each QML component (and
consequently each QML file) is created in its own unique binding context.
Like the object context, the component context contains just one default
object - but in this case it is the component's root object. An example
@@ -288,7 +329,7 @@
Rectangle {
color: "red"
width: 100
- Rectangle {
+ Rectangle {
color: "blue"
width: 50
height: parent.height
@@ -301,13 +342,13 @@
}
\endcode
- Clearly this sort of fragile relationship is undesirable and unmanageable -
- moving the green rectangle to be a sibling of the blue or introducing a
+ Clearly this sort of fragile relationship is undesirable and unmanageable -
+ moving the green rectangle to be a sibling of the blue or introducing a
further rectangle between the two would break the example.
To address this problem, QML includes a way to directly reference any object
- within a component (or parent component for that matter), called "ids".
- Developers assign an object an id, and can then reference it directly by
+ within a component (or parent component for that matter), called "ids".
+ Developers assign an object an id, and can then reference it directly by
name. Developers assign an object an id by setting the special \c id
property. Every object automatically has this magical property (if the
object also has an actual property called \c id, that gets set too). As
@@ -316,18 +357,18 @@
\code
Rectangle {
- id: Root
+ id: root
color: "red"
- width: GreenRect.width + 75
- height: Root.height
+ width: greenRect.width + 75
+ height: root.height
Rectangle {
color: "blue"
- width: GreenRect.width + 25
+ width: greenRect.width + 25
Rectangle {
- id: GreenRect
+ id: greenRect
color: "green"
width: 25
- height: Root.height
+ height: root.height
}
}
}
@@ -336,11 +377,11 @@
To relate id's back to QmlContext, id's exist as properties on the
component context.
- Bind expressions can reference any object property. The QML bind engine
- relies on the presence of the NOTIFY signal in the Q_PROPERTY declaration
- on a class to alert it that a property's value has changed. If this is
+ Bind expressions can reference any object property. The QML bind engine
+ relies on the presence of the NOTIFY signal in the Q_PROPERTY declaration
+ on a class to alert it that a property's value has changed. If this is
omitted, the bind expression can still access the property's value, but
- the expression will not be updated if the value changes. The following is
+ the expression will not be updated if the value changes. The following is
an example of a QML friendly property declaration.
\code
@@ -356,20 +397,20 @@
};
\endcode
- While generally no changes are needed to a C++ class to use property
+ While generally no changes are needed to a C++ class to use property
binding, sometimes more advanced interaction between the binding engine and
an object is desirable. To facilitate this, there is a special exception
in the bind engine for allowing an object to access the binding directly.
- If a binding is assigned to a property with a type of QmlBindableValue
+ If a binding is assigned to a property with a type of QmlBindableValue
pointer (ie. QmlBindableValue *), each time the binding value changes,
- a QmlBindableValue instance is assigned to that property. The
+ a QmlBindableValue instance is assigned to that property. The
QmlBindableValue instance allows the object to read the binding and to
evaluate the binding's current value.
\section1 Signal Properties
- In addition to reading and writing regular properties, QML allows you to
+ In addition to reading and writing regular properties, QML allows you to
easily associate ECMAScript with signals. Consider the following example,
in which Button is a made-up type with a clicked() signal.
@@ -385,7 +426,7 @@
Like properties, signals automatically become available in QML without
any additional work. As illustrated signals are mapped into QML as special
- "signal properties", using the name "on<Signal Name>" where the first
+ "signal properties", using the name "on<Signal Name>" where the first
character of the signal's name is uppercased. If more than one signal of
the same name is exist on a class, only the first is available (see the
\l Connection element for more general signal connections).
@@ -393,11 +434,11 @@
An important observation to make here is the lack of braces. While both
property bindings and signal properties involve executing ECMAScript code,
property bindings dynamically update the property value (hence the braces),
- whereas with signal properties the constant script "value" is actually
- assigned to the signal property. Trying to bind a value to a signal
+ whereas with signal properties the constant script "value" is actually
+ assigned to the signal property. Trying to bind a value to a signal
property will not work!
- Signal parameters are also available to the executing script, as shown
+ Signal parameters are also available to the executing script, as shown
below, as long as you remember to name the parameters of your signal
in C++ (see QMetaMethod::parameterNames()).
@@ -405,7 +446,7 @@
\row \o
\code
Example {
- onDoSomething: for(var ii = 0; ii &lt; count; ++ii)
+ onDoSomething: for(var ii = 0; ii &lt; count; ++ii)
print(message)
}
\endcode
@@ -419,10 +460,10 @@
};
\endcode
\endtable
-
+
Just like property bindings, signal scripts are executed in a context. The
signal script context is identical in scope to the "object context" under
- property binding, with the exception that it has the signal parameters
+ property binding, with the exception that it has the signal parameters
bound in.
In addition to scripts, it is possible to assign objects to signal properties.
@@ -439,9 +480,9 @@
\code
Button {
- id: MyButton
+ id: myButton
onClicked: NumberAnimation {
- target: MyButton
+ target: myButton
property: "x"
to: 100
}
@@ -449,14 +490,14 @@
\endcode
If the class itself actually defines a property called "on<Name>", this will
- be assigned the string value and the signal handling behaviour will be
+ be assigned the string value and the signal handling behaviour will be
disabled.
\section1 Attached Properties
Attached properties allow unrelated types to annotate another type with some
additional properties. Some APIs or operations are inherintly imperative,
- and attached properties help out when translating these APIs into the
+ and attached properties help out when translating these APIs into the
declarative QML language.
Qt's QGridLayout is one such example.
@@ -484,7 +525,7 @@
}
}
\endcode
-
+
Attached properties are identified by the use of a type name, in the
case shown \c QGridLayout, as a grouped property specifier. To prevent
ambiguity with actual class instantiations, attached properties must
@@ -508,17 +549,17 @@
};
\endcode
\endtable
-
+
When an attached property is accessed, the QML engine will call this method
to create an attachment object, passing in the object instance that the
attached property applies to. The attachment object should define all
the attached properties, and is generally parented to the provided object
instance to avoid memory leaks. The QML engine does not saves this object,
- so it is not necessary for the attached property function to ensure that
+ so it is not necessary for the attached property function to ensure that
multiple calls for the same instance object return the same attached object.
While conceptually simple, implementing an attachment object is not quite
- so easy. The \c qmlAttachedProperties function is static - attachment
+ so easy. The \c qmlAttachedProperties function is static - attachment
objects are not associated with any particular instance. How the values
of the attached properties apply to the behaviour they are controlling is
entirely implementation dependent. An additional consequence of this is
@@ -537,13 +578,13 @@
The property has no effect because the (made-up) FancyGridLayout type defines the meaning
of the \c row attached property only to apply to its direct children. It
- is possible that other types may have attached properties that affect
+ is possible that other types may have attached properties that affect
objects that aren't their direct children.
- Attached properties are an advanced feature that should be used with
+ Attached properties are an advanced feature that should be used with
caution.
- \note We may implement a convenience wrapper that makes using attached
+ \note We may implement a convenience wrapper that makes using attached
properties easier for the common "attach to children" case.
\section1 Property Value Sources
@@ -562,11 +603,11 @@
\endcode
Here the \c x property of the rectangle will be animated from 0 to 100.
- To support this, the NumberAnimation class inherits the
+ To support this, the NumberAnimation class inherits the
QmlPropertyValueSource class. If a type inherits this class and is assigned
to a property for which type assignment would otherwise fail (ie. the
property itself doesn't have a type of QmlPropertyValueSource *), the QML
- engine will automatically set the property as the target of the value
+ engine will automatically set the property as the target of the value
source.
\section1 Parser Status
@@ -575,13 +616,13 @@
the appropriate properties, signals and slots and off you go. The QML
engine takes care of instantiating your classes and setting the properties
and everything works fine.
-
+
However, sometimes it is helpful to know a little more about the status of
- the QML parser. For example, it might be beneficial from a performance
- standpoint to delay initializing some data structures until all the
+ the QML parser. For example, it might be beneficial from a performance
+ standpoint to delay initializing some data structures until all the
properties have been set.
- To assist with this, the QML engine defines an interface class called
+ To assist with this, the QML engine defines an interface class called
QmlParserStatus. The interface defines a number of virtual methods that are
invoked at various stages of the component instantiation. To receive
these notifications, all a class has to do is to inherit the interface, and
@@ -602,32 +643,32 @@
\section1 Extended Type Definitions
- QML requires that types have the appropriate properties and signals to
+ QML requires that types have the appropriate properties and signals to
work well within the declarative environment. In the case of existing
- types, it is sometimes necessary to add signals, properties or slots to a
- target class to make it more QML friendly but the original type cannot be
- modified. For these cases, the QML engine supports extended type
+ types, it is sometimes necessary to add signals, properties or slots to a
+ target class to make it more QML friendly but the original type cannot be
+ modified. For these cases, the QML engine supports extended type
definitions.
An extended type definition allows the programmer to supply an additional
type - known as the extension type - when registering the target class
- whose properties, signals and slots are transparently merged with the
+ whose properties, signals and slots are transparently merged with the
original target class when used from within QML.
An extension class is a regular QObject, with a constructor that takes a
- QObject pointer. When needed (extension classes are delay created
+ QObject pointer. When needed (extension classes are delay created
until the first extension attribute is accessed) the extension
class is created and the target object is passed in as the parent. When
an extension attribute on the original is accessed, the appropriate signal,
property or slots on the extension object is used instead.
- When an extended type is installed, the
+ When an extended type is installed, the
\code
#define QML_DEFINE_EXTENDED_TYPE(T,QmlName,ExtendedTypeName)
\endcode
macro should be used instead of the regular \c QML_DEFINE_TYPE.
- This example shows the addition of a read-only \c textLength property to
+ This example shows the addition of a read-only \c textLength property to
QLabel being implemented as an extension.
\table
@@ -640,20 +681,20 @@
Q_PROPERTY(int textLength READ textLength)
public:
QWidgetExtension(QObject *parent) : QObject(parent) {}
- int textLength() const {
- return static_cast<QLabel *>(parent())->text().count();
+ int textLength() const {
+ return static_cast<QLabel *>(parent())->text().count();
}
};
QML_DEFINE_EXTENDED_TYPE(QLabel,QLabel,QLabelExtension);
\endcode
- \o
+ \o
\code
- QLabel {
- id: Label1
+ QLabel {
+ id: label1
text: "Hello World!"
}
- QLabel {
- text: "Label1 text length: " + Label1.textLength
+ QLabel {
+ text: "label1 text length: " + label1.textLength
}
\endcode
\endtable
diff --git a/doc/src/declarative/qmlformat.qdoc b/doc/src/declarative/qmlformat.qdoc
index f16adca..be1afa4 100644
--- a/doc/src/declarative/qmlformat.qdoc
+++ b/doc/src/declarative/qmlformat.qdoc
@@ -1,3 +1,44 @@
+/****************************************************************************
+**
+** 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 qmlformat.html
\title QML Format Reference
@@ -7,20 +48,20 @@
\section1 Overview
QML is an extension to \l {http://www.ecma-international.org/publications/standards/Ecma-262.htm}
-{ECMAScript}. QML adds a mechanism for declaratively building a tree of objects, improved
-integration between ECMAScript and Qt's existing QObject based type system, and support for
-transparently maintained property value bindings between ECMAScript expressions and QObject
+{ECMAScript}. QML adds a mechanism for declaratively building a tree of objects, improved
+integration between ECMAScript and Qt's existing QObject based type system, and support for
+transparently maintained property value bindings between ECMAScript expressions and QObject
properties.
Much of a QML file consists of valid ECMAScript \e {Statement}s. Except where constraints imposed
by ECMAScript, C++ or QObject prevented it, the syntactic extensions introduced by QML are designed
-to look similar and fit well with existing ECMAScript syntax and concepts.
+to look similar and fit well with existing ECMAScript syntax and concepts.
\section1 QML engine
-The \l {QmlEngine}{QML engine} executes a \l {QmlComponent}{QML document} in a
-\l {QmlContext}{QML context} to produce a \l {QObject}{QML object}. A single QML
-document may be executed in one or many contexts to produce many QML objects. A single
+The \l {QmlEngine}{QML engine} executes a \l {QmlComponent}{QML document} in a
+\l {QmlContext}{QML context} to produce a \l {QObject}{QML object}. A single QML
+document may be executed in one or many contexts to produce many QML objects. A single
QML document may be executed many times in the same context to produce many QML objects.
The QML engine provides the environment in which QML documents, contexts and objects
@@ -34,10 +75,10 @@ and existing context properties cannot be modified.
\i \e {QML object} will no longer evaluate bindings or scripts.
\endlist
-A QML document is a block of QML source code. QML documents generally correspond to files stored
+A QML document is a block of QML source code. QML documents generally correspond to files stored
on a disk or network resource, but can be constructed directly from text data. Syntactically a QML
-document is self contained; QML does \bold {not} have a preprocessor that modifies the document
-before presentation to the compiler. Type references within a QML document are resolved based
+document is self contained; QML does \bold {not} have a preprocessor that modifies the document
+before presentation to the compiler. Type references within a QML document are resolved based
exclusively on the import statements present in the document.
A simple QML document looks like this:
@@ -49,7 +90,7 @@ A simple QML document looks like this:
import Qt 4.6
Rectangle {
- id: MyRect
+ id: myRect
width: 100; height: 100
color: background
}
@@ -57,40 +98,40 @@ Rectangle {
\endtable
To instantiate a QML object, a QML document is executed in a QML context. QML contexts are used by
-programmers to pass data to a QML document. QML documents may include property bindings or
-ECMAScript blocks that can contain variable references that need to be resolved. Each property
+programmers to pass data to a QML document. QML documents may include property bindings or
+ECMAScript blocks that can contain variable references that need to be resolved. Each property
binding and ECMAScript block has an associated QML context that is used to resolve these references
that is determined by the QML context in which the document is executed. The example document above
-contains one variable reference, \c background.
+contains one variable reference, \c background.
Each QML context defines a scope for variable resolution and each may define local, named context
-properties. A QML context may also have a \l {QmlContext::addDefaultObject()}{default object},
-which is an object whose properties are searched \e after the context properties when resolving a
-variable name. QML contexts form a tree, starting from a root context that is provided by the QML
+properties. A QML context may also have a \l {QmlContext::addDefaultObject()}{default object},
+which is an object whose properties are searched \e after the context properties when resolving a
+variable name. QML contexts form a tree, starting from a root context that is provided by the QML
engine. When resolving variable references, the QML contexts are searched starting from the
QML objects containing context upwards towards the root context.
-Consider the following QML context tree. If the example QML document is executed in \c Context1,
-the \c background variable will resolve to \c Context1's context property. If the document is
-executed in \c Context2, the \c background variable will resolve to the root context's context
+Consider the following QML context tree. If the example QML document is executed in \c Context1,
+the \c background variable will resolve to \c Context1's context property. If the document is
+executed in \c Context2, the \c background variable will resolve to the root context's context
property.
\image qml-context-tree.png
While QML contexts can be created explicitly by the programmer to pass data into QML objects,
the QML engine also creates a new implicit QML context for every object it instantiates.
-Property bindings and ECMAScript blocks in the document are associated with this QML engine
-created context. Object ids that are defined in the document are added as context properties, and
+Property bindings and ECMAScript blocks in the document are associated with this QML engine
+created context. Object ids that are defined in the document are added as context properties, and
their value is set to reference the appropriate object, and the instantiated QML object is set as
-the context's default object. The following diagram shows the result of executing a simple QML
+the context's default object. The following diagram shows the result of executing a simple QML
document.
\image qml-context-object.png
-The blue rectangle in the diagram represents a property binding. Associated with each property
+The blue rectangle in the diagram represents a property binding. Associated with each property
binding is the QML context to which it belongs, the object property to which it is bound and a
-\e {scope object}. The scope object is usually, but not always, the object to which the bound
-property belongs. The context properties, context default objects and the scope object are all
+\e {scope object}. The scope object is usually, but not always, the object to which the bound
+property belongs. The context properties, context default objects and the scope object are all
involved when resolving a variable name in a binding. The following pseudo code describes the
algorithm used:
@@ -112,14 +153,14 @@ foreach (context in contextChain) {
\endtable
QML supports two categories of types: \e builtin types and \e composite types. Builtin types are
-those written in C++ and registered with the QML engine. Builtin types form the most basic
-building blocks of QML. Composite types are constructed by composing other builtin or composite
-types, property bindings and ECMAScript blocks together into a brand new type using the QML
+those written in C++ and registered with the QML engine. Builtin types form the most basic
+building blocks of QML. Composite types are constructed by composing other builtin or composite
+types, property bindings and ECMAScript blocks together into a brand new type using the QML
language. Using a composite type is identical to using a builtin type.
-For example, Qt 4.6 includes a builtin type called \c Image that shows a bitmap image. The
+For example, Qt 4.6 includes a builtin type called \c Image that shows a bitmap image. The
\c Image type has \c width and \c height properties that control the size of the displayed image.
-A simple composite type, that will be called \c SquareImage can be built that adds a \c size
+A simple composite type, that will be called \c SquareImage can be built that adds a \c size
property that sets both the width and the height.
\table
@@ -129,22 +170,22 @@ property that sets both the width and the height.
import Qt 4.6
Image {
property int size
- width: size
- height: size
+ width: size
+ height: size
}
\endcode
\endtable
To the QML engine, a composite type is just another QML document. When a composite type is
used the engine instantiates it just as it would any other document - by creating a new implicit
-QML context and the object tree described by the document. The diagram below shows the
+QML context and the object tree described by the document. The diagram below shows the
\c SquareImage composite type used from within another QML document. When instantiated, the
\c SquareImage object is created in its own QML context. Any property bindings specified in the
\c SquareImage composite type document are associated with this context. Property bindings created
in the outer document, however, are associated with its context, even those that are applied to the
created \c SquareImage object. That is, the \c size, \c source, \c width and \c height property
bindings all share a common \e {scope object}, but are owned by two different QML contexts. The
-difference in containing context results in the \c Root variable resolving differently in the
+difference in containing context results in the \c Root variable resolving differently in the
different property bindings.
\image qml-context.png
@@ -173,7 +214,7 @@ The commenting rules in QML are the same as for ECMAScript. Both \e {MultiLineC
\e {QMLImportStatement} \bold {:}
\quotation
-\bold {import} \e {StringLiteral}
+\bold {import} \e {StringLiteral}
\bold {import} \e {StringLiteral} \e {QMLVersionNumber}
@@ -198,8 +239,8 @@ The commenting rules in QML are the same as for ECMAScript. Both \e {MultiLineC
\section3 Semantics
-The \e {QMLImportList} is used to statically resolve type references used within the enclosing
-QML document.
+The \e {QMLImportList} is used to statically resolve type references used within the enclosing
+QML document.
An import statement is used to bring a set of types into scope for a QML document.
diff --git a/doc/src/declarative/qmlintro.qdoc b/doc/src/declarative/qmlintro.qdoc
index e87b7a8..767cdd0 100644
--- a/doc/src/declarative/qmlintro.qdoc
+++ b/doc/src/declarative/qmlintro.qdoc
@@ -1,3 +1,44 @@
+/****************************************************************************
+**
+** 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 qmlintroduction.html
\title Introduction to the QML language
@@ -80,11 +121,11 @@ expression has been assigned to is automatically updated to that value.
\code
Item {
Text {
- id: Text1
+ id: text1
text: "Hello World"
}
Text {
- id: Text2
+ id: text2
text: Text1.text
}
}
@@ -124,6 +165,7 @@ In the above example, the Text object will have normal opacity, since the
line opacity: 0.5 has been turned into a comment.
\section1 Properties
+\target intro-properties
\section2 Property naming
@@ -138,7 +180,7 @@ real, bool, string, color, and lists.
Item {
x: 10.5 // a 'real' property
...
- state: "Details" // a 'string' property
+ state: "details" // a 'string' property
focus: true // a 'bool' property
}
\endcode
@@ -153,7 +195,7 @@ Item {
}
\endcode
-\section3 The 'id' property
+\section3 The \c id property
The \c id property is a special property of type \e id. Assigning an id to an object allows you
to refer to it elsewhere.
@@ -161,16 +203,16 @@ to refer to it elsewhere.
\code
Item {
Text {
- id: MyName
+ id: myName
text: "..."
}
Text {
- text: MyName.text
+ text: myName.text
}
}
\endcode
-\c ids must begin with a letter. We recommend that you start your ids with a capital letter.
+\c Ids must begin with a lowercase letter.
\section2 List properties
diff --git a/doc/src/declarative/qmlmodels.qdoc b/doc/src/declarative/qmlmodels.qdoc
index 4712de1..eca81cd 100644
--- a/doc/src/declarative/qmlmodels.qdoc
+++ b/doc/src/declarative/qmlmodels.qdoc
@@ -1,4 +1,45 @@
-/*!
+/****************************************************************************
+**
+** 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 qmlmodels.html
\target qmlmodels
\title Data Models
diff --git a/doc/src/declarative/qmlreference.qdoc b/doc/src/declarative/qmlreference.qdoc
index bb0d61a..1498189 100644
--- a/doc/src/declarative/qmlreference.qdoc
+++ b/doc/src/declarative/qmlreference.qdoc
@@ -1,3 +1,44 @@
+/****************************************************************************
+**
+** 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 qmlreference.html
\title QML Reference
@@ -17,24 +58,27 @@
Getting Started:
\list
- \o \l {Introduction to the QML language} (in progress)
+ \o \l {Introduction to the QML language}
\o \l {tutorial}{Tutorial: 'Hello World'}
\o \l {tutorials-declarative-contacts.html}{Tutorial: 'Introduction to QML'}
+ \o \l {advtutorial.html}{Advanced Tutorial: 'Same Game'}
\o \l {qmlexamples}{Examples}
\endlist
- Core Features:
+ Core QML Features:
\list
\o \l {binding}{Data Binding}
- \o \l {anchor-layout}{Layout Anchors}
+ \o \l {qmlmodels}{Data Models}
+ \o \l {anchor-layout}{Anchor-based Layout}
\o \l {qmlanimation}{Animation}
- \o \l {components}{Components}
\o \l {qmlmodules}{Modules}
\o \l {qmlfocus}{Keyboard Focus}
+ \o \l {Extending types from QML}
\endlist
QML Reference:
\list
+ \o \l {QML Format Reference}
\o \l {elements}{QML Elements}
\endlist
*/
diff --git a/doc/src/declarative/qmlviewer.qdoc b/doc/src/declarative/qmlviewer.qdoc
index 8228737..f153df2 100644
--- a/doc/src/declarative/qmlviewer.qdoc
+++ b/doc/src/declarative/qmlviewer.qdoc
@@ -49,6 +49,9 @@
toolkit. The \c qmlviewer reads a declarative user interface definition
(\c .qml) file and displays the user interface it describes.
+ qmlviewer is a development tool. It is not intended to be
+ installed in a production environment.
+
\section1 Options
When run with the \c -help option, qmlviewer shows available options.
diff --git a/doc/src/declarative/qtdeclarative.qdoc b/doc/src/declarative/qtdeclarative.qdoc
index f94b9f8..1a13049 100644
--- a/doc/src/declarative/qtdeclarative.qdoc
+++ b/doc/src/declarative/qtdeclarative.qdoc
@@ -50,8 +50,8 @@
Qt Declarative is targetted at the sorts of user
interface (and the sorts of hardware) in embedded devices such as phones, media
players, and set-top boxes. It is also appropriate for highly custom desktop
- user-interfaces, or special elements in more traditional desktop
- user-interfaces.
+ user interfaces, or special elements in more traditional desktop
+ user interfaces.
Building fluid applications is done declaratively, rather than procedurally.
That is, you specify \e what the UI should look like and how it should behave
@@ -62,10 +62,11 @@
Getting Started:
\list
- \o \l {qmlexamples}{Examples}
+ \o \l {Introduction to the QML language}
\o \l {tutorial}{Tutorial: 'Hello World'}
- \o \l {advtutorial.html}{Advanced Tutorial: 'Same Game'}
\o \l {tutorials-declarative-contacts.html}{Tutorial: 'Introduction to QML'}
+ \o \l {advtutorial.html}{Advanced Tutorial: 'Same Game'}
+ \o \l {qmlexamples}{Examples}
\o \l {qmlforcpp}{QML For C++ Programmers}
\endlist
@@ -73,7 +74,7 @@
\list
\o \l {binding}{Data Binding}
\o \l {qmlmodels}{Data Models}
- \o \l {anchor-layout}{Layout Anchors}
+ \o \l {anchor-layout}{Anchor-based Layout}
\o \l {qmlanimation}{Animation}
\o \l {qmlmodules}{Modules}
\o \l {qmlfocus}{Keyboard Focus}
diff --git a/doc/src/declarative/qtprogrammers.qdoc b/doc/src/declarative/qtprogrammers.qdoc
index 3b20539..00c2d48 100644
--- a/doc/src/declarative/qtprogrammers.qdoc
+++ b/doc/src/declarative/qtprogrammers.qdoc
@@ -1,3 +1,44 @@
+/****************************************************************************
+**
+** 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.
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
/*!
INCOMPLETE
diff --git a/doc/src/declarative/tutorial.qdoc b/doc/src/declarative/tutorial.qdoc
index a2a34b9..b59384c 100644
--- a/doc/src/declarative/tutorial.qdoc
+++ b/doc/src/declarative/tutorial.qdoc
@@ -2,7 +2,11 @@
\page tutorial.html
\title Tutorial
-This tutorial gives an introduction to QML. It doesn't cover everything; the emphasis is on teaching the key principles, and features are introduced as needed.
+This tutorial gives an introduction to QML. It doesn't cover everything; the emphasis is on teaching the key principles,
+and features are introduced as needed.
+
+Through the different steps of this tutorial we will learn about QML basic types, we will create our own QML component
+with properties and signals, and we will create a simple animation with the help of states and transitions.
Chapter one starts with a minimal "Hello world" program and the following chapters introduce new concepts.
@@ -11,9 +15,9 @@ The tutorial's source code is located in the $QTDIR/examples/declarative/tutoria
Tutorial chapters:
\list
-\o \l {tutorial1}{Tutorial 1}
-\o \l {tutorial2}{Tutorial 2}
-\o \l {tutorial3}{Tutorial 3}
+\o \l {tutorial1}{Tutorial 1 - Basic Types}
+\o \l {tutorial2}{Tutorial 2 - QML Component}
+\o \l {tutorial3}{Tutorial 3 - States and Transitions}
\endlist
*/
diff --git a/doc/src/declarative/tutorial1.qdoc b/doc/src/declarative/tutorial1.qdoc
index d4f1095..ad454f2 100644
--- a/doc/src/declarative/tutorial1.qdoc
+++ b/doc/src/declarative/tutorial1.qdoc
@@ -1,78 +1,57 @@
/*!
\page tutorial1.html
-\title Tutorial 1 - Hello World!
\target tutorial1
+\title Tutorial 1 - Basic Types
-This first program is a simple "Hello world" example. The picture below is a screenshot of this program.
+This first program is a very simple "Hello world" example that introduces some basic QML concepts.
+The picture below is a screenshot of this program.
\image declarative-tutorial1.png
Here is the QML code for the application:
-\code
-Rectangle {
- id: Page
- width: 480
- height: 200
- color: "LightGrey"
- Text {
- id: HelloText
- text: "Hello world!"
- font.pointSize: 24
- font.bold: true
- y: 30
- anchors.horizontalCenter: Page.horizontalCenter
- }
-}
-\endcode
+\snippet examples/declarative/tutorials/helloworld/tutorial1.qml 0
\section1 Walkthrough
+\section2 Import
+
+First, we need to import the types that we need for this example. Most QML files will import the built-in QML
+types (like \l{Rectangle}, \l{Image}, ...) that come with Qt with:
+
+\snippet examples/declarative/tutorials/helloworld/tutorial1.qml 3
+
\section2 Rectangle element
-\code
-Rectangle {
- id: Page
- width: 480
- height: 200
- color: "LightGrey"
-}
-\endcode
+\snippet examples/declarative/tutorials/helloworld/tutorial1.qml 1
-First, we declare a root element of type \l Rectangle. It is one of the basic building blocks you can use to create an application in QML.
-We give it an id to be able to refer to it later. In this case, we call it \e Page. We also set the \c width, \c height and \c color properties.
-The \l Rectangle element contains many other properties (such as \c x and \c y), but these are left at their default values.
+We declare a root element of type \l{Rectangle}. It is one of the basic building blocks you can use to create an application in QML.
+We give it an \c{id} to be able to refer to it later. In this case, we call it \e page.
+We also set the \c width, \c height and \c color properties.
+The \l{Rectangle} element contains many other properties (such as \c x and \c y), but these are left at their default values.
\section2 Text element
-\code
-Text {
- id: HelloText
- text: "Hello world!"
- font.pointSize: 24
- font.bold: true
- y: 30
- anchors.horizontalCenter: Page.horizontalCenter
-}
-\endcode
+\snippet examples/declarative/tutorials/helloworld/tutorial1.qml 2
-We add a text element as a child of our root element to display the text 'Hello world!'.
+We add a \l Text element as a child of our root element that will display the text 'Hello world!'.
The \c y property is used to position the text vertically at 30 pixels from the top of its parent.
-The \c font.pointSize and \c font.bold properties are related to fonts and use the \e 'dot' notation.
+The \c font.pointSize and \c font.bold properties are related to fonts and use the \l{Dot Properties}{dot notation}.
-The \c anchors.horizontalCenter property refers to the horizontal center of an element. In this case, we specify that our text element should be horizontally centered in the \e Page element.
+The \c anchors.horizontalCenter property refers to the horizontal center of an element.
+In this case, we specify that our text element should be horizontally centered in the \e page element (see \l{anchor-layout}{Anchor-based Layout}).
\section2 Viewing the example
-To view what you have created, run the qmlviewer (located in the \c bin directory) with your filename as the first argument. For example, to run the provided completed Tutorial 1 example from the install location, you would type:
+To view what you have created, run the qmlviewer (located in the \c bin directory) with your filename as the first argument.
+For example, to run the provided completed Tutorial 1 example from the install location, you would type:
\code
-bin/qmlviewer $QTDIR/examples/declarative/tutorials/helloworld/t1/tutorial1.qml
+bin/qmlviewer $QTDIR/examples/declarative/tutorials/helloworld/tutorial1.qml
\endcode
[\l tutorial] [Next: \l tutorial2]
*/
-
diff --git a/doc/src/declarative/tutorial2.qdoc b/doc/src/declarative/tutorial2.qdoc
index c6fd06b..796d0f9 100644
--- a/doc/src/declarative/tutorial2.qdoc
+++ b/doc/src/declarative/tutorial2.qdoc
@@ -1,130 +1,69 @@
/*!
\page tutorial2.html
-\title Tutorial 2 - Some colors
\target tutorial2
+\title Tutorial 2 - QML Component
This chapter adds a color picker to change the color of the text.
\image declarative-tutorial2.png
-Our color picker is made of many cells with different colors. To avoid writing the same code many times, we first create a new \c Cell component with a color property (see \l components).
+Our color picker is made of six cells with different colors.
+To avoid writing the same code multiple times, we first create a new \c Cell component.
+A component provides a way of defining a new type that we can re-use in other QML files.
+A QML component is like a black-box and interacts with the outside world through properties, signals and slots and is generally
+defined in its own QML file (for more details, see \l components).
Here is the QML code for \c Cell.qml:
-\code
-Item {
- property var color
-
- id: CellContainer
- width: 40
- height: 25
-
- Rectangle {
- anchors.fill: parent
- color: CellContainer.color
- }
- MouseRegion {
- anchors.fill: parent
- onClicked: { HelloText.color = CellContainer.color }
- }
-}
-\endcode
-
-Then, we use our \c Cell component to create the color picker in the QML code for the application:
-
-\code
-Rectangle {
- id: Page
- width: 480
- height: 200
- color: "LightGrey"
- Text {
- id: HelloText
- text: "Hello world!"
- font.pointSize: 24
- font.bold: true
- y: 30
- anchors.horizontalCenter: Page.horizontalCenter
- }
- Grid {
- id: ColorPicker
- x: 0
- anchors.bottom: Page.bottom
- width: 120; height: 50
- rows: 2; columns: 3
- Cell { color: "#ff0000" }
- Cell { color: "#00ff00" }
- Cell { color: "#0000ff" }
- Cell { color: "#ffff00" }
- Cell { color: "#00ffff" }
- Cell { color: "#ff00ff" }
- }
-}
-\endcode
+\snippet examples/declarative/tutorials/helloworld/Cell.qml 0
\section1 Walkthrough
\section2 The Cell Component
-\code
-Item {
- id: CellContainer
- width: 40
- height: 25
-}
-\endcode
+\snippet examples/declarative/tutorials/helloworld/Cell.qml 1
-The root element of our component is an \c Item. It is the most basic element in QML and is often used as a container for other elements.
+The root element of our component is an \l Item with the \c id \e container.
+An \l Item is the most basic visual element in QML and is often used as a container for other elements.
-\code
-property var color
-\endcode
+\snippet examples/declarative/tutorials/helloworld/Cell.qml 4
-We declare a \c color property. This property is accessible from \e outside our component, this allows us to instantiate the cells with different colors.
+We declare a \c color property. This property is accessible from \e outside our component, this allows us
+to instantiate the cells with different colors.
+This property is just an alias to an existing property - the color of the rectangle that compose the cell (see \l{intro-properties}{Properties}).
-\code
-Rectangle {
- anchors.fill: parent
- color: CellContainer.color
-}
-\endcode
+\snippet examples/declarative/tutorials/helloworld/Cell.qml 5
-Our cell component is basically a colored rectangle.
+We want our component to also have a signal that we call \e clicked with a \e color parameter.
+We will use this signal to change the color of the text in the main QML file later.
-The \c anchors.fill property is a convenient way to set the size of an element. In this case the \c Rectangle will have the same size as its parent.
+\snippet examples/declarative/tutorials/helloworld/Cell.qml 2
-We bind the \c color property of this \c Rectangle to the color property of our component.
+Our cell component is basically a colored rectangle with the \c id \e rectangle.
-\code
-MouseRegion {
- anchors.fill: parent
- onClicked: { HelloText.color = CellContainer.color }
-}
-\endcode
+The \c anchors.fill property is a convenient way to set the size of an element.
+In this case the rectangle will have the same size as its parent (see \l{anchor-layout}{Anchor-based Layout}).
-In order to change the color of the text when clicking on a cell, we create a \c MouseRegion element with the same size as its parent.
+\snippet examples/declarative/tutorials/helloworld/Cell.qml 3
-The \c onClicked property sets the \c color property of the element named \e HelloText to our cell color.
+In order to change the color of the text when clicking on a cell, we create a \l MouseRegion element with
+the same size as its parent.
+
+A \l MouseRegion defines a signal called \e clicked.
+When this signal is triggered we want to emit our own \e clicked signal with the color as parameter.
\section2 The main QML file
-\code
-Grid {
- id: ColorPicker
- x: 0
- anchors.bottom: Page.bottom
- width: 120; height: 50
- rows: 2; columns: 3
- Cell { color: "#ff0000" }
- Cell { color: "#00ff00" }
- Cell { color: "#0000ff" }
- Cell { color: "#ffff00" }
- Cell { color: "#00ffff" }
- Cell { color: "#ff00ff" }
-}
-\endcode
-
-In the main QML file, the only thing we have to do is to create a color picker by putting 6 cells with different colors in a grid.
+In our main QML file, we use our \c Cell component to create the color picker:
+
+\snippet examples/declarative/tutorials/helloworld/tutorial2.qml 0
+
+We create the color picker by putting 6 cells with different colors in a grid.
+
+\snippet examples/declarative/tutorials/helloworld/tutorial2.qml 1
+
+When the \e clicked signal of our cell is triggered, we want to set the color of the text to the color passed as a parameter.
+We can react to any signal of our component through a property of the name \e 'onSignalName' (see \l{Signal Handlers}).
[Previous: \l tutorial1] [Next: \l tutorial3]
diff --git a/doc/src/declarative/tutorial3.qdoc b/doc/src/declarative/tutorial3.qdoc
index a0d842c..8ef32d4 100644
--- a/doc/src/declarative/tutorial3.qdoc
+++ b/doc/src/declarative/tutorial3.qdoc
@@ -1,115 +1,46 @@
-/*!
+/*!
\page tutorial3.html
-\title Tutorial 3 - States
\target tutorial3
+\title Tutorial 3 - States and Transitions
-In this chapter, we make this example a little bit more dynamic by introducing states.
+In this chapter, we make this example a little bit more dynamic by introducing states and transitions.
-We want our text to jump at the bottom of the screen and become red when clicked.
+We want our text to move to the bottom of the screen, rotate and become red when clicked.
\image declarative-tutorial3_animation.gif
Here is the QML code:
-\code
-Rectangle {
- id: Page
- width: 480
- height: 200
- color: "LightGrey"
- Text {
- id: HelloText
- text: "Hello world!"
- font.pointSize: 24
- font.bold: true
- y: 30
- anchors.horizontalCenter: Page.horizontalCenter
- states: [
- State {
- name: "down"
- when: MouseRegion.pressed == true
- PropertyChanges { target: HelloText; y: 160; color: "red" }
- }
- ]
- transitions: [
- Transition {
- from: "*"
- to: "down"
- reversible: true
- ParallelAnimation {
- NumberAnimation {
- properties: "y"
- duration: 500
- easing: "easeOutBounce"
- }
- ColorAnimation { property: "color"; duration: 500 }
- }
- }
- ]
- }
- MouseRegion { id: MouseRegion; anchors.fill: HelloText }
- Grid {
- id: ColorPicker
- x: 0
- anchors.bottom: Page.bottom
- width: 120; height: 50
- rows: 2; columns: 3
- Cell { color: "#ff0000" }
- Cell { color: "#00ff00" }
- Cell { color: "#0000ff" }
- Cell { color: "#ffff00" }
- Cell { color: "#00ffff" }
- Cell { color: "#ff00ff" }
- }
-}
-\endcode
+\snippet examples/declarative/tutorials/helloworld/tutorial3.qml 0
\section1 Walkthrough
-\code
-states: [
- State {
- name: "down"
- when: MouseRegion.pressed == true
- PropertyChanges { target: HelloText; y: 160; color: "red" }
- }
-]
-\endcode
+\snippet examples/declarative/tutorials/helloworld/tutorial3.qml 2
-First, we create a new state \e down for our text element. This state will be activated when MouseRegion is pressed, and deactivated when it is released.
+First, we create a new \e down state for our text element.
+This state will be activated when the \l MouseRegion is pressed, and deactivated when it is released.
-The \e down state includes a set of property changes from our implicit \e {default state} (the items as they were initially defined in the QML). Specifically, we set the \c y property of the text to 160 and the \c color to red.
+The \e down state includes a set of property changes from our implicit \e {default state}
+(the items as they were initially defined in the QML).
+Specifically, we set the \c y property of the text to \c 160, the rotation to \c 180 and the \c color to red.
-\code
-Transition {
- from: "*"
- to: "down"
- reversible: true
-}
-\endcode
+\snippet examples/declarative/tutorials/helloworld/tutorial3.qml 3
-Because we don't want the text to appear at the bottom instantly but rather move smoothly, we add a transition between our two states.
+Because we don't want the text to appear at the bottom instantly but rather move smoothly,
+we add a transition between our two states.
-\c from and \c to define the states between which the transition will run. In this case, we want a transition from any state to our \e down state.
+\c from and \c to define the states between which the transition will run.
+In this case, we want a transition from the default state to our \e down state.
-Because we want the same transition to be run in reverse when changing back from the \e down state to the default state, we set \c reversible to \c true. This is equivalent to writing the two transitions separately.
+Because we want the same transition to be run in reverse when changing back from the \e down state to the default state,
+we set \c reversible to \c true.
+This is equivalent to writing the two transitions separately.
-\code
-ParallelAnimation {
- NumberAnimation {
- properties: "y"
- duration: 500
- easing: "easeOutBounce"
- }
- ColorAnimation { property: "color"; duration: 500 }
-}
-\endcode
-
-The \c ParallelAnimation element makes sure that the two animations (color and position) will start at the same time. We could also run them one after the other by using \c SequentialAnimation instead.
+The \l ParallelAnimation element makes sure that the two types of animations (number and color) start at the same time.
+We could also run them one after the other by using \l SequentialAnimation instead.
For more details on states and transitions, see \l {states-transitions}{States and Transitions}.
[Previous: \l tutorial2] [\l tutorial]
*/
-
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