/**************************************************************************** ** ** Copyright (C) 2010 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. ** ** $QT_BEGIN_LICENSE:LGPL$ ** 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 Technology Preview License Agreement accompanying ** this package. ** ** 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 1.1, included in the file LGPL_EXCEPTION.txt in this package. ** ** If you have questions regarding the use of this file, please contact ** Nokia at qt-info@nokia.com. ** ** ** ** ** ** ** ** ** $QT_END_LICENSE$ ** ****************************************************************************/ /*! \page qml-integration.html \title Integrating QML with existing Qt UI code If you have existing Qt UI code which does not use QML you can still add QML to your UI, without having to rewrite it. \section1 Adding QML to a \l{QWidget} based UI If you have an existing QWidget based UI you can simply write new custom widgets in QML. To integrate them into your application you can create a QDeclarativeView widget, and load the QML file into that. You'll then have a new widget containing your declarative UI, and you can interact with it through the QDeclarativeView interface. The one drawback of this approach is that QDeclarativeView is a lot heavier than a QWidget in terms of memory consumption and initialization speed, and so having large numbers of them may lead to performance degredation. For a smooth transition from a QWidget based UI to a QML based UI, simply rewrite your widgets in QML one at a time, using the above method. When all of your widgets are written in QML you can rewrite your main widget in QML, so as to load the other widgets in QML instead of using QDeclarativeViews. Then you just load the main QML file on startup. Keep in mind that QWidgets were designed for different sorts of UIs than QML was, and so it is not always a good idea to switch. QWidgets are a better choice if your UI is comprised of a small number of complex and static elements, and QML is a better choice if your UI is comprised of a large number of simple and dynamic elements. \section1 Adding QML to a QGraphicsView based UI If you have an existing Graphics View based UI you can create new items in QML, and use \l{QDeclarativeComponent} to create \l{QGraphicsObject}s from the QML files. These \l{QGraphicsObject}s can then be placed into your \l{QGraphicsScene} using \l{QGraphicsScene::addItem()} or by reparenting them to an item already in the \l{QGraphicsScene}. Example, for local QML files: \code QGraphicsScene* scene = new QGraphicsScene; QDeclarativeEngine *engine = new QDeclarativeEngine; QDeclarativeComponent component(engine, QUrl::fromLocalFile(filename)); QGraphicsObject *object = qobject_cast(component.create()); scene->addItem(object); \endcode The following QGraphicsView options are recommended for optimal performance of QML UIs: \list \o QGraphicsView::setOptimizationFlags(QGraphicsView::DontSavePainterState); \o QGraphicsView::setViewportUpdateMode(QGraphicsView::BoundingRectViewportUpdate); \o QGraphicsScene::setItemIndexMethod(QGraphicsScene::NoIndex); \endlist \section1 Using existing QGraphicsWidgets in QML Another way of integrating with a QGraphicsView based UI is to expose your existing QGraphicsWidgets to QML, and constructing your scene in QML. Note that this approach will not work with QGraphicsItems which are not QGraphicsWidgets, and that this approach allows you to integrate new items written in QML without using the above method. You can make custom C++ types available in QML using the pair of macros listed in \l{Extending QML}. While this is normally only useful for types that were designed for QML use, in conjunction with the \l{GraphicsObjectContainer} element QGraphicsWidget subclasses can also be used effectively (if they were designed, like QGraphicsWidget, to be controllable through Qt's property system). This way you can write your UI using QML, without having to rewrite your existing items. For details on implementing this approach see \l{Extending QML} page for details on exposing your C++ types, and the \l{GraphicsObjectContainer} documentation for details about using it to wrap QGraphicsWidgets. */