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JavaScript is used as a scripting language in QML, so you may want to learn a bit more about it (\l{JavaScript: The Definitive Guide}) before diving too deep into QML. It's also helpful to have a basic understanding of other web technologies like HTML and CSS, but not required. \section1 Basic QML Syntax QML looks like this: \code Rectangle { width: 200 height: 200 color: "white" Image { source: "pics/logo.png" anchors.centerIn: parent } } \endcode Objects are specified by their type, followed by a pair of braces. Object types always begin with a capital letter. In the above example, there are two objects, a \l Rectangle, and an \l Image. Between the braces, we can specify information about the object, such as its properties. Properties are specified as \c {property: value} (much like CSS). In the above example, we can see the Image 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: \code Rectangle { width: 100 height: 100 } \endcode or you can put multiple properties on a single line: \code Rectangle { width: 100; height: 100 } \endcode When multiple property/value pairs are specified on a single line, they must be separated by a semicolon. \section1 Expressions In addition to assigning values to properties, you can also assign expressions written in JavaScript. \code Rotation { angle: 360 * 3 } \endcode These expressions can include references to other objects and properties, in which case a \e binding is established: when the value of the expression changes, the property the expression has been assigned to is automatically updated to that value. \code Item { Text { id: text1 text: "Hello World" } Text { id: text2 text: Text1.text } } \endcode In the example above, the Text2 object will display the same text as Text1. If Text1 is updated, Text2 will be updated as well. Note that to refer to other objects, we use their \e id (more information on the id property can be found in a following section). \section1 QML Comments Commenting in QML is similar to JavaScript. \list \o Single line comments begin with // and end at the end of the line. \o Multiline comments begin with /* and end with *\/ \endlist \quotefile doc/src/snippets/declarative/comments.qml Comments are ignored by the engine. The 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. \code Text { text: "Hello world!" //opacity: 0.5 } \endcode 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 Properties begin with a lowercase letter (with the exception of \l{Attached Properties}). \section2 Property types QML supports properties of many types (\l{Common QML Types}). The basic types include int, real, bool, string, color, and lists. \code Item { x: 10.5 // a 'real' property ... state: "details" // a 'string' property focus: true // a 'bool' property } \endcode QML properties are what is known as \e typesafe. That is, they only allow you to assign a value that matches the property type. For example, the scale property of item is a real, and if you try to assign a string to it you will get an error. \badcode Item { scale: "hello" //illegal! } \endcode \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. \code Item { Text { id: myName text: "..." } Text { text: myName.text } } \endcode \c Ids must begin with a lowercase letter. \section2 List properties List properties look like this: \code Item { children: [ Image {}, Text {} ] } \endcode 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: \code Image { children: Rectangle {} } \endcode \section2 Default properties Each object type can specify one of its list properties as its default property. If a list property has been declared as the default property, the property tag can be omitted. For example this code: \code State { changes: [ PropertyChanges {}, PropertyChanges {} ] } \endcode can be simplified to: \code State { PropertyChanges {} PropertyChanges {} } \endcode because \c changes is the default property of the \c State type. \section2 Dot Properties \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: \code Component { id: myDelegate Text { text: "Hello" color: ListView.isCurrentItem ? "red" : "blue" } } ListView { delegate: myDelegate } \endcode The \l ListView element attaches the \e ListView.isCurrentItem property to each delegate it creates. Another example of attached properties is the \l Keys element which attaches properties for handling key presses to any visual Item, for example: \code Item { focus: true Keys.onSelectPressed: print("Selected") } \endcode \section2 Signal Handlers Signal handlers allow actions to be taken in reponse to an event. For instance, the \l MouseRegion element has signal handlers to handle mouse press, release and click: \code MouseRegion { onPressed: print("mouse button pressed") } \endcode All signal handlers begin with \e "on". Some signal handlers include an optional parameter, for example the MouseRegion onPressed signal handler has a \e mouse parameter: \code MouseRegion { acceptedButtons: Qt.LeftButton | Qt.RightButton onPressed: if (mouse.button == Qt.RightButton) print("Right mouse button pressed") } \endcode */