/*! \page qmlforcpp.html \target qmlforcpp \title QML for C++ Programmers 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. 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. \section1 Loading and using QML Files 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. The following code uses the C++ interface to create 100 red rectangles based on a simple declarative component description. \code QmlComponent redRectangle("Rect { color: \"red\"; width: 100; height: 100 }"); for (int ii = 0; ii < 100; ++ii) { QObject *rectangle = redRectangle.create(); // ... 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. \code Image { id: myRect x: 10 y: 10 width: 100 height: 100 source: "background.png" Text { height: 50 width: 100 color: "white" font.fontSize: 16 text: "Hello world!" } } \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 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. In the above example, each property is placed on its own line. You can also place multiple properties on one line by separating them with a semi-colon. The code below is equivalent to the example above. \code Image { id: myRect x: 10; y: 10; width: 100; height: 100 source: "background.png" Text { height: 50; width: 100; color: "white"; font.fontSize: 16; text: "Hello world!" } } \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 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 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 class Image : public QObject { ... Q_PROPERTY(ImageFilter *filter READ filter WRITE setFilter) }; class ImageFilter : public QObject { ... }; \endcode \o \code // OK Image { filter: ImageFilter {} } // NOT OK: Image cannot be cast into ImageFilter Image { filter: Image {} } \endcode \endtable Classes can also define an optional default property. The default property 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 added to the parent's \c children property. \code Rect { Image {} Text {} } \endcode 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. QML makes it easy to interact with these grouped properties, as the following shows - everything you would expect to work, just does. \table \row \o \code class Text : public ... { ... Q_PROPERTY(Font *font READ font); }; class Font : public QObject { ... Q_PROPERTY(QString family READ family WRITE setFamily); Q_PROPERTY(bool bold READ bold WRITE setBold); Q_PROPERTY(bool italic READ italic WRITE setItalic); Q_PROPERTY(int size READ size WRITE setSize); }; \endcode \o \code Text { font.family: "helvetica" font.size: 12 font { bold: true italic: true } } \endcode \endtable \section1 Defining QML Types The QML engine has no intrinsic knowledge of any class types. Instead the programmer must define the C++ types, and their corresponding QML name. \code #define QML_DECLARE_TYPE(T) #define QML_DEFINE_TYPE(T,QmlName) \endcode 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 requirements are that \a T inherits QObject and that it has a default constructor. \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 value of other properties and data. Whenever these dependencies change, 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 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 binding. 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 rectangles height would be updated automatically. \code Rect { color: "red" width: 100 Rect { color: "blue" width: 50 height: parent.height Rect { color: "green" width: 25 height: parent.height } } } \endcode Binding expressions execute in a context. A context behaves as a scope and 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 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 QmlBindContext 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 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 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 instantiated object, the consequences of which are shown below. \code // OK // NOT OK Text { Text { font { font { bold: font.italic bold: italic } } } } \endcode 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 will illustrate best - the resultant text will read "background.png". \code Image { source: "background.png" Text { text: source } } \endcode If the name is not found in either of these contexts, the context heirarchy is searched parent-by-parent until the name is either found, or the heirarchy is exhausted. The first property binding example shown involved fixing the height of three rectangles. It did this by fixing the height of each rectangle to its parent, rather than fixing them all to a single common point. Here's the example rewritten to do just that. \code Rect { color: "red" width: 100 Rect { color: "blue" width: 50 height: parent.height Rect { color: "green" width: 25 height: parent.parent.height } } } \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 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 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 an id allows an object to be referenced directly, it must be unique within a component. By convention, id's should start with an uppercase letter. \code Rect { id: Root color: "red" width: GreenRect.width + 75 height: Root.height Rect { color: "blue" width: GreenRect.width + 25 Rect { id: GreenRect color: "green" width: 25 height: Root.height } } } \endcode To relate id's back to QmlBindContext, 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 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 an example of a QML friendly property declaration. \code class Example : public QObject { Q_OBJECT Q_PROPERTY(int sample READ sample WRITE setSample NOTIFY sampleChanged) public: int sample() const; void setSample(int); signals: void sampleChanged(int); }; \endcode 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 pointer (ie. QmlBindableValue *), each time the binding value changes, 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 easily associate ECMAScript with signals. Consider the following example, in which Button is a made-up type with a clicked() signal. \code Button { text: "Hello world!" onClicked: print(text) } \endcode Clicking on the button causes "Hello world!" to be printed to the console (or lost forever if you're running Windows). 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" 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). 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 property will not work! 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()). \table \row \o \code Example { onDoSomething: for(var ii = 0; ii < count; ++ii) print(message) } \endcode \o \code class Example : public QObject { Q_OBJECT signals: void doSomething(int count, const QString &message); }; \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 bound in. In addition to scripts, it is possible to assign objects to signal properties. This automatically connects the signal to the object's default method. A default method is defined just like a default property, though the special "DefaultMethod" class info. \code Q_CLASSINFO("DefaultMethod", "myMethod(int)"); \endcode This is useful in achieving several use cases, like that below which moves the button when it is clicked. \code Button { id: MyButton onClicked: NumericAnimation { target: MyButton property: "x" to: 100 } } \endcode If the class itself actually defines a property called "on", this will 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 declarative QML language. Qt's QGridLayout is one such example. \code QGridLayout { QLabel { QGridLayout.row: 0 QGridLayout.column: 0 text: "Name:" } QLineEdit { QGridLayout.row: 0 QGridLayout.column: 1 } QLabel { QGridLayout.row: 1 QGridLayout.column: 0 text: "Occupation:" } QLineEdit { QGridLayout.row: 1 QGridLayout.column: 1 } } \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 always be specified to include a period but can otherwise be used just like regular properties. C++ types provide attached properties by declaring the public function \c qmlAttachedProperties like this example. \table \row \o \code static QObject *Type::qmlAttachedProperties(QObject *); \endcode \o \code class Example : public QObject { Q_OBJECT public: static QObject *qmlAttachedProperties(QObject *); }; \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 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 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 that \bold any object can attach \bold any attached property. The following is perfectly valid, although the attached property has no actual effect: \code FancyGridLayout { Item { Button { QGridLayout.row: 1 } } } \endcode 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 objects that aren't their direct children. Attached properties are an advanced feature that should be used with caution. \note We may implement a convenience wrapper that makes using attached properties easier for the common "attach to children" case. \section1 Property Value Sources Intrinsically, the QML engine can assign a property either a static value, such as a number or an object tree, or a property binding. It is possible for advanced users to extend the engine to assign other "types" of values to properties. These "types" are known as property value sources. Consider the following example. \code Rect { x: NumericAnimation { running: true; repeat; true; from: 0; to: 100; } } \endcode Here the \c x property of the rectangle will be animated from 0 to 100. To support this, the NumericAnimation 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 source. \section1 Extending types in QML QML is designed to allow you to build fully working types without writing a line of C++ code. This is, for example, used extensively when designing applications using the Fluid UI primitives. To create new types, it is necessary to be able to define new signals, slots and properties in QML. In this example, a Button is extended to have an additional "text2" property (which always returns "Hello world!") and an additional signal "clicked2" that is also emitted when the button is clicked. Not a very useful extension, but an extension nonetheless. \table \row \o \code QmlComponent component(xmlData); QObject *object = component.create(); // Will print "Hello world!" qDebug() << object->property("text2"); // Will be emitted whenever the button is clicked QObject::connect(object, SIGNAL(clicked2()), this, SLOT(...)); \endcode \o \code Button { property string text2 signal clicked2 text: "Hello!" text2: "Hello world!" onClicked: clicked2.emit() } \endcode \endtable The general syntax for defining new properties and signals is: \list \o \code [default] property [: ] \endcode Where type can be one of \e int, \e bool, \e double, \e real, \e string, \e color, \e date, \e var or \e variant. \o \code signal \endcode Currently only parameterless signals are supported. \endlist \section1 Parser Status Generally using QML is a breeze - you implement your classes in C++, add 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 properties have been set. 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 notify the Qt meta system using the Q_INTERFACES() macro. For example, \code class Example : public QObject, public QmlParserStatus { Q_OBJECT Q_INTERFACES(QmlParserStatus) public: virtual void componentComplete() { qDebug() << "Woohoo! Now to do my costly initialization"; } }; \endcode \section1 Extended Type Definitions 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 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 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 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 \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 QLabel being implemented as an extension. \table \row \o \code class QLabelExtension : public QObject { Q_OBJECT Q_PROPERTY(int textLength READ textLength) public: QWidgetExtension(QObject *parent) : QObject(parent) {} int textLength() const { return static_cast(parent())->text().count(); } }; QML_DEFINE_EXTENDED_TYPE(QLabel,QLabel,QLabelExtension); \endcode \o \code QLabel { id: Label1 text: "Hello World!" } QLabel { text: "Label1 text length: " + Label1.textLength } \endcode \endtable Attributes defined through extensions are inherited, just like attributes defined on a normal class. Any types that inherit from \c QLabel, will also have the \c textLength property. Derived types can include additional extensions which are merged together, but only a single extension can be specified for each single C++ class. Extended type definitions can even be used to add an attached properties function to a type - just declare the \c qmlAttachedProperties function on the extension object. */