/**************************************************************************** ** ** 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 qdeclarativeintroduction.html \title Introduction to the QML language \tableofcontents QML is a declarative language designed to describe the user interface of a program: both what it looks like, and how it behaves. In QML, a user interface is specified as a tree of objects with properties. This introduction is meant for those with little or no programming experience. JavaScript is used as a scripting language in QML, so you may want to learn a bit more about it (see the \l{Javascript Guide}) before diving deeper into QML. It's also helpful to have a basic understanding of other web technologies like HTML and CSS, but it's not required. \section1 Basic QML Syntax QML looks like this: \qml import QtQuick 1.0 Rectangle { width: 200 height: 200 color: "blue" Image { source: "pics/logo.png" anchors.centerIn: parent } } \endqml Here we create two objects, a \l Rectangle object and its child \l Image object. Objects are specified by their type, followed by a pair of braces in between which additional data can be defined for the object, such as its property values and any child objects. Properties are specified with a \c {property: value} syntax. In the above example, we can see the \l Image object has a property named \c source, which has been assigned the value \c "pics/logo.png". The property and its value are separated by a colon. Properties can be specified one-per-line: \qml Rectangle { width: 100 height: 100 } \endqml or you can put multiple properties on a single line: \qml Rectangle { width: 100; height: 100 } \endqml When multiple property/value pairs are specified on a single line, they must be separated by a semicolon. The \c import statement imports the \c QtQuick \l{QML Modules}{module}, which contains all of the standard \l {QML Elements}. Without this import statement, the \l Rectangle and \l Image elements would not be available. \section1 Comments Commenting in QML is similar to JavaScript. \list \o Single line comments start with // and finish at the end of the line. \o Multiline comments start with /* and finish with *\/ \endlist \snippet doc/src/snippets/declarative/comments.qml 0 Comments are ignored by the engine. They are useful for explaining what you are doing; for referring back to at a later date, or for others reading your QML files. Comments can also be used to prevent the execution of code, which is sometimes useful for tracking down problems. \qml Text { text: "Hello world!" //opacity: 0.5 } \endqml In the above example, the \l Text object will have normal opacity, since the line opacity: 0.5 has been turned into a comment. \section1 Object identifiers Each object can be given a special \e id value that allows the object to be identified and referred to by other objects. For example, below we have two \l Text objects. The first \l Text object has an \c id value of "text1". The second \l Text object can now set its own \c text property value to be the same as that of the first object, by referring to \c text1.text: \qml import QtQuick 1.0 Row { Text { id: text1 text: "Hello World" } Text { text: text1.text } } \endqml An object can be referred to by its \c id from anywhere within the \l {QML Documents}{component} in which it is declared. Therefore, an \c id value must always be unique within a single component. The \c id value is a special value for a QML object and should not be thought of as an ordinary object property; for example, it is not possible to access \c text1.id in the above example. Once an object is created, its \c id cannot be changed. Note that an \c id must begin with a lower-case letter or an underscore, and cannot contain characters other than letters, numbers and underscores. \section1 Expressions JavaScript expressions can be used to assign property values. For example: \code Item { width: 100 * 3 height: 50 + 22 } \endcode These expressions can include references to other objects and properties, in which case a \l{Property Binding}{binding} is established: when the value of the expression changes, the property to which the expression is assigned is automatically updated to the new value. For example: \code Item { width: 300 height: 300 Rectangle { width: parent.width - 50 height: 100 color: "yellow" } } \endcode Here, the \l Rectangle object's \c width property is set relative to the width of its parent. Whenever the parent's width changes, the width of the \l Rectangle is automatically updated. \section1 Properties \target intro-properties \section2 Basic property types QML supports properties of many types (see \l{QML Basic Types}). The basic types include \c int, \c real, \c bool, \c string and \c color. \qml Item { x: 10.5 // a 'real' property state: "details" // a 'string' property focus: true // a 'bool' property // ... } \endqml QML properties are what is known as \e type-safe. That is, they only allow you to assign a value that matches the property type. For example, the \c x property of item is a real, and if you try to assign a string to it you will get an error. \badcode Item { x: "hello" // illegal! } \endcode Note that with the exception of \l {Attached Properties}, properties always begin with a lowercase letter. \section2 Property change notifications When a property changes value, it can send a signal to notify others of this change. To receive these signals, simply create a \e {signal handler} named with an \c onChanged syntax. For example, the \l Rectangle element has \l {Item::}{width} and \l {Rectangle::}{color} properties. Below, we have a \l Rectangle object that has defined two signal handlers, \c onWidthChanged and \c onColorChanged, which will automaticallly be called whenever these properties are modified: \qml Rectangle { width: 100; height: 100 onWidthChanged: console.log("Width has changed to:", width) onColorChanged: console.log("Color has changed to:", color) } \endqml Signal handlers are explained further \l {Signal Handlers}{below}. \section2 List properties List properties look like this: \qml Item { children: [ Image {}, Text {} ] } \endqml The list is enclosed in square brackets, with a comma separating the list elements. In cases where you are only assigning a single item to a list, you can omit the square brackets: \qml Image { children: Rectangle {} } \endqml Items in the list can be accessed by index. See the \l{list}{list type} documentation for more details about list properties and their available operations. \section2 Default properties Each object type can specify one of its list or object properties as its default property. If a property has been declared as the default property, the property tag can be omitted. For example this code: \qml State { changes: [ PropertyChanges {}, PropertyChanges {} ] } \endqml can be simplified to: \qml State { PropertyChanges {} PropertyChanges {} } \endqml because \c changes is the default property of the \c State type. \section2 Grouped Properties \target dot properties In some cases properties form a logical group and use a 'dot' or grouped notation to show this. Grouped properties can be written like this: \qml Text { font.pixelSize: 12 font.bold: true } \endqml or like this: \qml Text { font { pixelSize: 12; bold: true } } \endqml In the element documentation grouped properties are shown using the 'dot' notation. \section2 Attached Properties \target attached-properties Some objects attach properties to another object. Attached Properties are of the form \e {Type.property} where \e Type is the type of the element that attaches \e property. For example, the \l ListView element attaches the \e ListView.isCurrentItem property to each delegate it creates: \code Component { id: myDelegate Text { text: "Hello" color: ListView.isCurrentItem ? "red" : "blue" } } ListView { delegate: myDelegate } \endcode Another example of attached properties is the \l Keys element which attaches properties for handling key presses to any visual Item, for example: \qml Item { focus: true Keys.onSelectPressed: console.log("Selected") } \endqml \section1 Signal Handlers Signal handlers allow JavaScript code to be executed in response to an event. For example, the \l MouseArea element has an \l {MouseArea::}{onClicked} handler that can be used to respond to a mouse click. Below, we use this handler to print a message whenever the mouse is clicked: \qml Item { width: 100; height: 100 MouseArea { anchors.fill: parent onClicked: { console.log("mouse button clicked") } } } \endqml All signal handlers begin with \e "on". Some signal handlers include an optional parameter. For example the MouseArea \l{MouseArea::}{onPressed} signal handler has a \c mouse parameter that contains information about the mouse press. This parameter can be referred to in the JavaScript code, as below: \qml MouseArea { acceptedButtons: Qt.LeftButton | Qt.RightButton onPressed: { if (mouse.button == Qt.RightButton) console.log("Right mouse button pressed") } } \endqml */