/**************************************************************************** ** ** Copyright (C) 2011 Nokia Corporation and/or its subsidiary(-ies). ** All rights reserved. ** Contact: Nokia Corporation (qt-info@nokia.com) ** ** This file is part of the documentation of the Qt Toolkit. ** ** $QT_BEGIN_LICENSE:FDL$ ** 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 Technology Preview License Agreement accompanying ** this package. ** ** GNU Free Documentation License ** Alternatively, this file may be used under the terms of the GNU Free ** Documentation License version 1.3 as published by the Free Software ** Foundation and appearing in the file included in the packaging of this ** file. ** ** If you have questions regarding the use of this file, please contact ** Nokia at qt-info@nokia.com. ** $QT_END_LICENSE$ ** ****************************************************************************/ /*! \page qml-extending.html \title Extending QML in C++ 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 APIs to add new types that interact with the existing Qt types, or to repurpose QML for their own independent use. \tableofcontents \section1 Adding Types \target adding-types \snippet examples/declarative/cppextensions/referenceexamples/adding/example.qml 0 The QML snippet shown above instantiates one \c Person instance and sets the \c name and \c shoeSize properties on it. 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. For visual element types, this will usually mean a subclass of QDeclarativeItem; for models used with the view elements, a subclass of QAbstractItemModel; and for abitrary objects with properties, a direct subclass of QObject. The QML engine has no intrinsic knowledge of any class types. Instead the programmer must register the C++ types with their corresponding QML names. Custom C++ types are registered using a template function: \quotation \code template int qmlRegisterType(const char *uri, int versionMajor, int versionMinor, const char *qmlName) \endcode Calling qmlRegisterType() registers the C++ type \a T with the QML system, and makes it available in QML under the name \a qmlName in library \a uri version \a versionMajor.versionMinor. The \a qmlName can be the same as the C++ type name. Type \a T must be a concrete type that inherits QObject and has a default constructor. \endquotation #include to use qmlRegisterType(). Types can be registered by libraries, application code, or by plugins (see QDeclarativeExtensionPlugin). Once registered, all \l {Qt's Property System}{properties} of the supported types are available in QML. QML has intrinsic support for properties of the types listed in the \l{Adding Properties} document, which includes the following: \list \o bool, unsigned int, int, float, double, qreal \o QString, QUrl, QColor \o QDate, QTime, QDateTime \o QPoint, QPointF, QSize, QSizeF, QRect, QRectF \o QVariant \endlist When a property of a supported type is added to a C++ class, in a QML element based on the C++ class, a \e{value-changed} signal handler will be available. See \l{Signal Support} below. QML is typesafe. Attempting to assign an invalid value to a property will generate an error. For example, assuming the \e{name} property of the \c Person element had a type of QString, this would cause an error: \code Person { // Will NOT work name: 12 } \endcode \l {Extending QML - Adding Types Example} shows the complete code used to create the \c Person type. \section1 QML Type Versioning In C++ adding a new method or property cannot break old applications. In QML, however, new methods and properties can change what a name previously resolved to to within a scope chain. For example, consider these two QML files \code // main.qml import QtQuick 1.0 Item { id: root MyComponent {} } \endcode \code // MyComponent.qml import MyModule 1.0 CppItem { value: root.x } \endcode where CppItem maps to the C++ class QCppItem. If the author of QCppItem adds a "root" property to QCppItem in a new version of the module, it will break the above program as \c root.x now resolves to a different value. The solution is to allow the author of QCppItem to state that the new \c root property is only available from a particular version of QCppItem onwards. This permits new properties and features to be added to existing elements without breaking existing programs. QML enables this by allowing the properties, methods and signals of a class to be tagged with a particular \e revision, so that they are only accessible if the relevant module version is imported. In this case, the author can tag the \c root property as being added in \e {revision 1} of the class, and register that revision in version 1.1 of the module. The REVISION tag is used to mark the \c root property as added in revision 1 of the class. Methods such as Q_INVOKABLE's, signals and slots can also be tagged for a revision using the \c Q_REVISION(x) macro: \code class CppItem : public QObject { Q_OBJECT Q_PROPERTY(int root READ root WRITE setRoot NOTIFY rootChanged REVISION 1) signals: Q_REVISION(1) void rootChanged(); }; \endcode To register the new class revision to a particular version the following function is used: \code template int qmlRegisterType(const char *uri, int versionMajor, int versionMinor, const char *qmlName) \endcode To register \c CppItem version 1 for \c {MyModule 1.1}: \code qmlRegisterType("MyModule", 1, 1, "CppItem") \endcode \c root is only available when MyModule 1.1 is imported. \section1 Object and List Property Types \snippet examples/declarative/cppextensions/referenceexamples/properties/example.qml 0 The QML snippet shown above assigns a \c Person object to the \c BirthdayParty's \c host 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, 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 \c host property declaration looks like this: \snippet examples/declarative/cppextensions/referenceexamples/properties/birthdayparty.h 1 As long as the property type, in this case \c Person, is registered with QML the 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 from registering a new QML type. The following function is used instead: \quotation \code template int qmlRegisterInterface(const char *typeName) \endcode This registers the C++ interface \a T with the QML system as \a typeName. Following registration, QML can coerce objects that implement this interface for assignment to appropriately typed properties. \endquotation The \c 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 {QDeclarativeListProperty}. As with object properties, the type \a T must be registered with QML. The \c guest property declaration looks like this: \snippet examples/declarative/cppextensions/referenceexamples/properties/birthdayparty.h 2 \l {Extending QML - Object and List Property Types Example} shows the complete code used to create the \c BirthdayParty type. \section1 Inheritance and Coercion \snippet examples/declarative/cppextensions/referenceexamples/coercion/example.qml 0 The QML snippet shown above assigns a \c Boy object to the \c BirthdayParty's \c host property, and assigns three other objects to the \c guests property. QML supports C++ inheritance hierarchies 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 \c host and the \c guests properties retain the \c Person type used in the previous section, but the assignment is valid as both the \c Boy and \c Girl objects inherit from \c Person. To assign to a property, the property's type must have been registered with QML. Both the qmlRegisterType() and qmlRegisterInterface() template functions 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 registered, the following function can be used: \quotation \code template int qmlRegisterType() \endcode This registers the C++ type \a T with the QML system. The parameterless call to the template function qmlRegisterType() 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. Type \a T must inherit QObject, but there are no restrictions on whether it is 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 error occur. \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/cppextensions/referenceexamples/default/example.qml 0 The QML snippet shown above assigns a collection of objects to the \c BirthdayParty's default property. The \e {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 assigned to whenever no explicit property is specified. As a convenience, it is behaviorally identical to assigning to the default property explicitly by name. From C++, type designers mark the default property using a Q_CLASSINFO() annotation: \quotation \code Q_CLASSINFO("DefaultProperty", "property") \endcode This marks \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 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. \endquotation \l {Extending QML - Default Property Example} shows the complete code used to specify a default property. \section1 Grouped Properties \snippet examples/declarative/cppextensions/referenceexamples/grouped/example.qml 1 The QML snippet shown above assigns a number of properties to the \c Boy object, including four properties using the grouped property syntax. 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 different types through implementation reuse. A grouped property block is implemented as a read-only object property. The \c shoe property shown is declared like this: \snippet examples/declarative/cppextensions/referenceexamples/grouped/person.h 1 The \c ShoeDescription type declares the properties available to the grouped property block - in this case the \c size, \c color, \c brand and \c price properties. Grouped property blocks may declared and accessed be recusively. \l {Extending QML - Grouped Properties Example} shows the complete code used to implement the \c shoe property grouping. \section1 Attached Properties \snippet examples/declarative/cppextensions/referenceexamples/attached/example.qml 1 The QML snippet shown above assigns a date to the \c 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 prefix to the property name. In the example shown, \c BirthdayParty is called the attaching type, and the \c Boy 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 property block. Any QML type can become an attaching type by declaring the \c qmlAttachedProperties() public function and declaring that the class has QML_HAS_ATTACHED_PROPERTIES: \quotation \code class MyType : public QObject { Q_OBJECT public: ... static AttachedPropertiesType *qmlAttachedProperties(QObject *object); }; QML_DECLARE_TYPEINFO(MyType, QML_HAS_ATTACHED_PROPERTIES) \endcode This returns 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 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 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 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 available to its children in order to gather instance specific data. Here we add a \c rsvp field to all the guests coming to a birthday party: \code BirthdayParty { Boy { BirthdayParty.rsvp: "2009-06-01" } } \endcode 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 GraduationParty { Boy { BirthdayParty.rsvp: "2009-06-01" } } \endcode From C++, including the attaching type implementation, the attachment object for an instance can be accessed using the following method: \quotation \code template QObject *qmlAttachedPropertiesObject(QObject *attachee, bool create = true); \endcode This 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, 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 \l {Extending QML - Attached Properties Example} shows the complete code used to implement the rsvp attached property. \section1 Memory Management and QVariant types It is an element's responsibility to ensure that it does not access or return pointers to invalid objects. QML makes the following guarentees: \list \o An object assigned to a QObject (or QObject-derived) pointer property will be valid at the time of assignment. Following assignment, it is the responsibility of the class to subsequently guard this pointer, either through a class specific method or the generic QPointer class. \o An object assigned to a QVariant will be valid at the time of assignment. When assigning an object to a QVariant property, QML will always use a QMetaType::QObjectStar typed QVariant. It is the responsibility of the class to guard the pointer. A general rule when writing a class that uses QVariant properties is to check the type of the QVariant when it is set and if the type is not handled by your class, reset it to an invalid variant. \o An object assigned to a QObject (or QObject-derived) list property will be valid at the time of assignment. Following assignment, it is the responsibility of the class to subsequently guard this pointer, either through a class specific method or the generic QPointer class. \endlist Elements should assume that any QML assigned object can be deleted at any time, and respond accordingly. If documented as such an element need not continue to work in this situation, but it must not crash. \section1 Signal Support \snippet examples/declarative/cppextensions/referenceexamples/signal/example.qml 0 \snippet examples/declarative/cppextensions/referenceexamples/signal/example.qml 1 The QML snippet shown above associates the evaluation of a JavaScript 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 JavaScript 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 C++ signature: \snippet examples/declarative/cppextensions/referenceexamples/signal/birthdayparty.h 0 In classes with multiple signals with the same name, only the final signal is accessible as a signal property. Note that signals with the same name but different parameters cannot be distinguished. 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 signal parameter types. Using other types is not an error, but the parameter value will not be accessible from script. \l {Extending QML - Signal Support Example} shows the complete code used to implement the onPartyStarted signal property. If you want to use signals from items not created in QML, you can access their signals with the \l {Connections} element. Additionally, if a property is added to a C++ class, all QML elements based on that C++ class will have a \e{value-changed} signal handler for that property. The name of the signal handler is \e{onChanged}, with the first letter of the property name being upper case. \note The QML signal handler will always be named onChanged, regardless of the name used for the NOTIFY signal in C++. We recommend using Changed() for the NOTIFY signal in C++. See also \l {Writing QML Components: Properties, Methods and Signals} \section1 Methods Slots and methods marked Q_INVOKABLE may be called as functions in QML. \snippet examples/declarative/cppextensions/referenceexamples/methods/example.qml 0 In this example an invitation is added via an \c {invite()} invokable method of the BirthdayParty element. This function is available in QML by marking the \c {invite()} method with Q_INVOKABLE in the BirthdayParty class: \snippet examples/declarative/cppextensions/referenceexamples/methods/birthdayparty.h 0 \l {Extending QML - Methods Example} shows the complete code used to implement the invite() method. The \c {invite()} method is similarly available if it is declared as a slot. \section1 Property Value Sources \snippet examples/declarative/cppextensions/referenceexamples/valuesource/example.qml 0 \snippet examples/declarative/cppextensions/referenceexamples/valuesource/example.qml 1 The QML snippet shown above applies a property value source to the \c announcment 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 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 \c announcement property of the \c BirthdayParty object is a string that is printed every time it is assigned and the \c HappyBirthdaySong value source generates the lyrics of the song "Happy Birthday". \snippet examples/declarative/cppextensions/referenceexamples/valuesource/birthdayparty.h 0 Normally, assigning an object to a string property would not be allowed. In 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 QDeclarativePropertyValueSource base class. This base class contains a single method, QDeclarativePropertyValueSource::setTarget(), that the QML engine invokes when associating the property value source with a property. The relevant part of the \c HappyBirthdaySong type declaration looks like this: \snippet examples/declarative/cppextensions/referenceexamples/valuesource/happybirthdaysong.h 0 \snippet examples/declarative/cppextensions/referenceexamples/valuesource/happybirthdaysong.h 1 \snippet examples/declarative/cppextensions/referenceexamples/valuesource/happybirthdaysong.h 2 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. 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 assignment fails does the engine call the \l {QDeclarativePropertyValueSource::}{setTarget()} method. This allows the type to also be used in contexts other than just as a value source. \l {Extending QML - Property Value Source Example} shows the complete code used implement the \c HappyBirthdaySong property value source. \section1 Property Binding \snippet examples/declarative/cppextensions/referenceexamples/binding/example.qml 0 \snippet examples/declarative/cppextensions/referenceexamples/binding/example.qml 1 The QML snippet shown above uses a property binding to ensure the \c HappyBirthdaySong's \c name property remains up to date with the \c host. Property binding is a core feature of QML. In addition to assigning literal values, property bindings allow the developer to assign an arbitrarily complex JavaScript expression that may include dependencies on other property values. 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 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 \l {Qt's Property System}{NOTIFY signal} for this determination. Here is the \c host property declaration: \snippet examples/declarative/cppextensions/referenceexamples/binding/birthdayparty.h 0 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 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 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 scenario. 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. \code TestElement { // This is OK a: b } TestElement { // Will NOT work b: a } \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 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 may be added to the property declaration instead of a NOTIFY signal. \snippet examples/declarative/cppextensions/referenceexamples/binding/person.h 0 Extreme care must be taken here or applications using your type may misbehave. The CONSTANT attribute should only be used for properties whose value is set, and finalized, only in the class constructor. All other properties that want to be used in bindings should have a NOTIFY signal instead. \l {Extending QML - Binding Example} shows the BirthdayParty example updated to include NOTIFY signals for use in binding. \section1 Extension Objects \snippet examples/declarative/cppextensions/referenceexamples/extended/example.qml 0 The QML snippet shown above adds a new property to an existing C++ type without 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 direct modifications. Extension objects are used to add additional properties to an existing type. Extension objects can only add properties, not signals or methods. An extended type definition allows the programmer to supply an additional type - known as the extension type - when registering the target class whose properties 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 class creation is delayed until the first extended property is accessed) the extension class is created and the target object is passed in as the parent. When an extended property on the original is accessed, the appropriate property on the extension object is used instead. When an extended type is installed, one of the \code template int qmlRegisterExtendedType(const char *uri, int versionMajor, int versionMinor, const char *qmlName) template int qmlRegisterExtendedType() \endcode functions should be used instead of the regular \c qmlRegisterType() variations. The arguments are identical to the corresponding non-extension registration functions, except for the ExtendedT parameter which is the type of the extension object. \section1 Optimization Often to develop high performance elements it is helpful to know more about the status of the QML engine. For example, it might be beneficial to delay initializing some costly data structures until after all the properties have been set. The QML engine defines an interface class called QDeclarativeParserStatus, which contains a number of virtual methods that are invoked at various stages during component instantiation. To receive these notifications, an element implementation inherits QDeclarativeParserStatus and notifies the Qt meta system using the Q_INTERFACES() macro. For example, \code class Example : public QObject, public QDeclarativeParserStatus { Q_OBJECT Q_INTERFACES(QDeclarativeParserStatus) public: virtual void componentComplete() { qDebug() << "Woohoo! Now to do my costly initialization"; } }; \endcode */ /*! \page qml-extending-types.html \title Writing QML Components: Properties, Methods and Signals One of the key concepts in QML is the ability to define your own QML components that suit the purposes of your application. The standard \l {QML Elements} provide the essential components for creating a QML application; beyond these, you can write your own custom components that can be created and reused, without the use of C++. Components are the building blocks of a QML project. When writing a QML application, whether large or small, it is best to separate QML code into smaller components that perform specific sets of operations, instead of creating mammoth QML files with large, combined functionality that is more difficult to manage and may contain duplicated code. \section1 Defining New Components A component is a reusable type with a well-defined interface, built entirely in QML. Any snippet of QML code can become a component, by placing the code in a file ".qml" where is the new component name, beginning 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, one of the simplest and most common components you can build in QML is a button-type component. Below, we implement this component as a \l Rectangle with a clickable \l MouseArea, in a file named \c Button.qml: \snippet doc/src/snippets/declarative/qml-extending-types/components/Button.qml 0 Now this component can be reused by another file within the same directory. Since the file is named \c Button.qml, the component is referred to as \c Button: \table \row \o \snippet doc/src/snippets/declarative/qml-extending-types/components/application.qml 0 \o \image qml-extending-types.png \endtable The root object in \c Button.qml defines the attributes that are available to users of the \c Button component. In this case, the root object is a \l Rectangle, so any properties, methods and signals of \l Rectangle are made available, allowing \c application.qml to customize the \c width, \c height, \c radius and \c color properties of \c Button objects. If \c Button.qml was not in the same directory, \c application.qml would need to load it as a \l {Modules}{module} from a specific filesystem path or \l{QDeclarativeExtensionPlugin}{plugin}. Also, note the letter case of the component file name is significant on some (notably UNIX) filesystems. It is recommended the file name case matches the case of the QML component name exactly - for example, \c Box.qml and not \c BoX.qml - regardless of the platform to which the QML component will be deployed. To write a useful component, it is generally necessary to provide it with custom attributes that store and communicate specific data. This is achieved by adding the following attributes to your components: \list \o \bold Properties that can be accessed externally to modify an object (for example, \l Item has \l {Item::}{width} and \l {Item::}{height} properties) and used in \l {Property Binding} \o \bold Methods of JavaScript code can be invoked internally or externally (for example, \l Animation has a \l {Animation::}{start()} method) \o \bold Signals to notify other objects when an event has occurred (for example, MouseArea has a \c clicked signal) \endlist The following sections show how these attributes can be added to QML components. \section1 Adding Properties A property is a value of a QML component that can be read and modified by other objects. For example, a \l Rectangle component has \l {Item::}{width}, \l {Item::}{height} and \l {Rectangle::}{color} properties. Significantly, properties be used with \l {Property Binding}, where a property value is automatically updated using the value of another property. The syntax for defining a new property is: \code [default] property [: defaultValue] \endcode A \c property declaration can appear anywhere within a QML component definition, but it is customary to place it at the top. A component cannot declare more than one property with the same name. (It is possible to have a property name that is the same as an existing property in a type, but this is not recommended as the existing property becomes hidden and inaccessible.) Below is an example. The \c ImageViewer component has defined a \c string type property named \c currentImage, and its initial value is "default-image.png". This property is used to set the image displayed in the child \l Image object. Another file, \c application.qml, can create an \c ImageViewer object and read or modify the \c currentImage value: \table \row \o \snippet doc/src/snippets/declarative/qml-extending-types/properties/ImageViewer.qml 0 \o \snippet doc/src/snippets/declarative/qml-extending-types/properties/application.qml 0 \endtable It is optional for a property to have a default value. The default value is a convenient shortcut, and is behaviorally identical to doing it in two steps, like this: \qml Item { // Use default value property int myProperty: 10 // Longer, but behaviorally identical property int myProperty myProperty: 10 } \endqml \section2 Supported property types All QML properties are typed. The examples above show properties with \c int and \c string types; notice that the type of the property must be declared. The type is used to determine the property behavior, and how the property is defined in C++. A number of property types are supported by default. These are listed in the table below, with their default values and the corresponding C++ type: \table \header \o QML Type Name \o Default value \o C++ Type Name \row \o \l int \o 0 \o int \row \o \l bool \o \c false \o bool \row \o \l double \o 0.0 \o double \row \o \l real \o 0.0 \o double \row \o \l string \o "" (empty string) \o QString \row \o \l url \o "" (empty url) \o QUrl \row \o \l color \o #000000 (black) \o QColor \row \o \l date \o \c undefined \o QDateTime \row \o \l variant \o \c undefined \o QVariant \endtable QML object types can also be used as property types. This includes \l {Defining new QML elements}{custom QML types} implemented in C++. Such properties are defined like this: \qml Item { property Item itemProperty property QtObject objectProperty property MyCustomType customProperty } \endqml Such object-type properties default to an \c undefined value. It is also possible to store a copy of a JavaScript object using the \c variant property type. This creates some restrictions on how the property should be used; see the \l {variant}{variant type documentation} for details. \l{list}{List properties} are created with the \c list syntax, and default to an empty list: \qml Item { property list listOfItems } \endqml Note that list properties cannot be modified like ordinary JavaScript arrays. See the \l {list}{list type documentation} for details. \section2 Property change signals Adding a \c property to an item automatically adds a \e {value changed} signal handler to the item. To connect to this signal, use a \l {Signal Handlers}{signal handler} named with the \c onChanged syntax, using upper case for the first letter of the property name. For example, the following \c onMyNumberChanged signal handler is automatically called whenever the \c myNumber property changes: \snippet doc/src/snippets/declarative/qml-extending-types/properties/property-signals.qml 0 \section2 Default properties The optional \c default attribute for a property marks it as the \e {default property} for a type. This allows other items to specify the default property's value as child elements. For example, the \l Item element's default property is its \l{Item::children}{children} property. This allows the children of an \l Item to be set like this: \qml Item { Rectangle {} Rectangle {} } \endqml If the \l{Item::children}{children} property was not the default property for \l Item, its value would have to be set like this instead: \qml Item { children: [ Rectangle {}, Rectangle {} ] } \endqml See the \l{declarative/ui-components/tabwidget}{TabWidget} example for a demonstration of using default properties. Specifying a default property overrides any existing default property (for example, any default property inherited from a parent item). Using the \c default attribute twice in the same type block is an error. \section2 Property aliases Property aliases are a more advanced form of property declaration. Unlike a property definition, which allocates a new, unique storage space for the property, a property alias connects the newly declared property (called the aliasing property) as a direct reference 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. A property alias declaration looks a lot like an ordinary property definition: \code [default] property alias : \endcode 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 compulsory 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. An alias reference takes one of the following forms: \code . \endcode where must refer to an object id within the same component as the type declaring the alias, and, optionally, refers to a property on that object. For example, below is a \c Button.qml component with a \c buttonText aliased property which is connected to the child Text object's \c text property: \snippet doc/src/snippets/declarative/qml-extending-types/properties/alias.qml 0 The following code would create a \c Button with a defined text string for the child \l Text object: \qml Button { buttonText: "This is a button" } \endqml Here, modifying \c buttonText directly modifies the \c textItem.text value; it does not change some other value that then updates \c textItem.text. In this case, the use of aliased properties is essential. If \c buttonText was not an alias, changing its value would not actually change the displayed text at all, as \l {Property Binding}{property bindings} are not bi-directional: the \c buttonText value would change when \c textItem.text changes, but not the other way around. Aliased properties are also useful for allowing external objects to directly modify and access child objects in a component. For example, here is a modified version of the \c ImageViewer component shown \l {Adding Properties}{earlier} on this page. The \c currentImage property has been changed to an alias to the child \l Image object: \table \row \o \snippet doc/src/snippets/declarative/qml-extending-types/properties/alias/ImageViewer.qml 0 \o \snippet doc/src/snippets/declarative/qml-extending-types/properties/alias/application.qml 0 \endtable Instead of being limited to setting the \l Image source, \c application.qml can now directly access and modify the child \l Image object and its properties. Obviously, exposing child objects in this manner should be done with care, as it allows external objects to modify them freely. However, this use of aliased properties can be quite useful in particular situations, such as for the \l {declarative/ui-components/tabwidget}{TabWidget} example, where new tab items are actually parented to a child object that displays the current tab. \section3 Considerations for property aliases Aliases are only activated once the component specifying them is completed. The most obvious consequence of this is that the component itself cannot generally use the aliased property directly during creation. For example, this will not work: \code // Does NOT work property alias buttonText: textItem.text buttonText: "Some text" // buttonText is not yet defined when this value is set \endcode 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 buttonText: textItem.text property alias buttonText2: root.buttonText \endcode At the time the component is created, the \c buttonText value has not yet been assigned, so \c root.buttonText would refer to an undefined value. (From outside the component, however, aliasing properties appear as regular Qt properties and consequently can be used in alias references.) It is possible for an aliased property to have the same name as an existing property. For example, the following component has a \c color alias property, named the same as the built-in \l {Rectangle::color} property: \snippet doc/src/snippets/declarative/qml-extending-types/properties/alias-override.qml 0 Any objects that use this component and refer to its \c color property will be referring to the alias rather than the ordinary \l {Rectangle::color} property. Internally, however, the rectangle can correctly set this property to "red" and refer to the actual defined property rather than the alias. \section1 Adding Methods A QML component can define methods of JavaScript code. These methods can be invoked either internally or by other objects. The syntax for defining a method is: \code function ([[, ...]]) { } \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 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, as the existing method may be hidden and become inaccessible.) Unlike \l{Adding Signals}{signals}, method parameter types do not have to be declared as they default to the \c variant type. The body of the method is written in JavaScript and may access the parameters by name. Here is an example of a component with a \c say() method that accepts a single \c text argument: \snippet doc/src/snippets/declarative/qml-extending-types/methods/app.qml 0 A method can be connected to a signal so that it is automatically invoked whenever the signal is emitted. See \l {Connecting signals to methods and other signals} below. Also see \l {Integrating JavaScript} for more information on using JavaScript with QML. \section1 Adding Signals Signals provide a way to notify other objects when an event has occurred. For example, the MouseArea \c clicked signal notifies other objects that the mouse has been clicked within the area. The syntax for defining a new signal is: \code signal [([ [, ...]])] \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, as the existing signal may be hidden and become inaccessible.) Here are three examples of signal declarations: \code Item { signal clicked signal hovered() signal performAction(string action, variant actionArgument) } \endcode If the signal has no parameters, the "()" brackets are optional. If parameters are used, the parameter types must be declared, as for the \c string and \c variant arguments for the \c performAction signal above; the allowed parameter types are the same as those listed in the \l {Adding Properties} section on this page. Adding a signal to an item automatically adds a \l {Signal Handlers}{signal handler} as well. The signal hander is named \c on, with the first letter of the signal being upper cased. The above example item would now have the following signal handlers: \list \o onClicked \o onHovered \o onPerformAction \endlist To emit a signal, simply invoke it in the same way as a method. Below left, when the \l MouseArea is clicked, it emits the parent \c buttonClicked signal by invoking \c rect.buttonClicked(). The signal is received by \c application.qml through an \c onButtonClicked signal handler: \table \row \o \snippet doc/src/snippets/declarative/qml-extending-types/signals/basic.qml 0 \o \snippet doc/src/snippets/declarative/qml-extending-types/signals/no-parameters.qml 0 \endtable If the signal has parameters, they are accessible by parameter name in the signal handler. In the example below, \c buttonClicked is emitted with \c xPos and \c yPos parameters instead: \table \row \o \snippet doc/src/snippets/declarative/qml-extending-types/signals/Button.qml 0 \o \snippet doc/src/snippets/declarative/qml-extending-types/signals/parameters.qml 0 \endtable \section2 Connecting signals to methods and other signals Signal objects have a \c connect() method that can be used to a connect a signal to a method or another signal. When a signal is connected to a method, the method is automatically invoked whenever the signal is emitted. (In Qt terminology, the method is a \e slot that is connected to the \e signal; all methods defined in QML are created as Qt slots.) This enables a signal to be received by a method instead of a \l {Signal Handlers}{signal handler}. For example, the \c application.qml above could be rewritten as: \snippet doc/src/snippets/declarative/qml-extending-types/signals/connectslots.qml 0 The \c myMethod() method will be called whenever the \c buttonClicked signal is received. In many cases it is sufficient to receive signals through signal handlers rather than using the \c connect() function; the above example does not provide any improvements over using a simple \c onButtonClicked handler. However, if you are \l{Dynamic Object Management in QML}{creating objects dynamically}, or \l {Integrating JavaScript}{integrating JavaScript code}, then you will find the \c connect() method useful. For example, the component below creates three \c Button objects dynamically, and connects the \c buttonClicked signal of each object to the \c myMethod() function: \snippet doc/src/snippets/declarative/qml-extending-types/signals/connectdynamic.qml 0 In the same way, you could connect a signal to methods defined in a dynamically created object, or \l {Receiving QML Signals in JavaScript}{connect a signal to a JavaScript method}. There is also a corresponding \c disconnect() method for removing connected signals. The following code removes the connection created in \c application.qml above: \qml // application.qml Item { // ... function removeSignal() { button.clicked.disconnect(item.myMethod) } } \endqml \section3 Forwarding signals The \c connect() method can also connect a signal to other signals. This has the effect of "forwarding" a signal: it is automatically emitted whenever the relevant signal is emitted. For example, the MouseArea \c onClicked handler in \c Button.qml above could have been replaced with a call to \c connect(): \qml MouseArea { anchors.fill: parent Component.onCompleted: clicked.connect(item.buttonClicked) } \endqml Whenever the \l MouseArea \c clicked signal is emitted, the \c rect.buttonClicked signal will automatically be emitted as well. */