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In this Getting Started guide, we will create a simple text editor application using QML. After reading this guide, you should be ready to develop your own applications using QML and Qt C++. \section1 Installation First, we would need to install the latest version of Qt that includes \l{Qt Quick}, which is Qt 4.7. The \l{Installation} {installation} guide contains installation instructions and requirements for different platforms. Qt Quick includes a declarative language called \l{Introduction to the QML language}{QML}, the \l{Qt Declarative Module}, and \l{QML Viewer}. \section1 QML to Build User Interfaces The application we are building is a simple text editor that will load, save, and perform some text manipulation. This guide will consist of two parts. The first part will involve designing the application layout and behaviors using declarative language in QML. For the second part, file loading and saving will be implemented using Qt C++. Using \l {The Meta-Object System}{Qt's Meta-Object System}, we can expose C++ functions as properties that QML elements can use. Utilizing QML and Qt C++, we can efficiently decouple the interface logic from the application logic. \image qml-texteditor5_editmenu.png The final source code is in the \c{examples/tutorials/gettingStarted/gsQml} directory. You may need to compile the C++ plugin in the \c{examples/tutorials/gettingStarted/gsQml/} first. This will put the C++ plugin in a directory where the QML files may find it. To launch the text editor, merely provide the included \l{QML Viewer}{qmlviewer} tool with the QML file as the argument. The C++ portion of this tutorial assumes that the reader possesses basic knowledge of Qt's compilation procedures. Tutorial chapters: \list 1 \o \l {Defining a Button and a Menu}{Defining a Button and a Menu} \o \l {Implementing a Menu Bar}{Implementing a Menu Bar} \o \l {Building a Text Editor}{Building a Text Editor} \o \l {Decorating the Text Editor}{Decorating the Text Editor} \o \l {Extending QML using Qt C++}{Extending QML using Qt C++} \endlist \section1 Defining a Button and a Menu \section2 Basic Component - a Button We start our text editor by building a button. Functionally, a button has a mouse sensitive area and a label. Buttons perform actions when a user presses the button. In QML, the basic visual item is the \l {Rectangle}{Rectangle} element. The \c Rectangle element has properties to control the element's appearance and location. \snippet examples/tutorials/gettingStarted/gsQml/parts/part0/Button.qml document First, the \c { import QtQuick 1.0 } allows the qmlviewer tool to import the QML elements we will later use. This line must exist for every QML file. Notice that the version of Qt modules is included in the import statement. This simple rectangle has a unique identifier, \c simplebutton, which is bound to the id property. The \c Rectangle element's properties are bound to values by listing the property, followed by a colon, then the value. In the code sample, the color \c grey is bound to the the Rectangle's \c color property. Similarly, we bind the \c width and \c height of the Rectangle. The \l {Text}{Text} element is a non-editable text field. We name this \c Text element \c buttonLabel. To set the string content of the Text field, we bind a value to the \c text property. The label is contained within the Rectangle and in order to center it in the middle, we assign the \c anchors of the Text element to its parent, which is called \c simplebutton. Anchors may bind to other items' anchors, allowing layout assignments simpler. We shall save this code as \c SimpleButton.qml. Running qmlviewer with the file as the argument will display the grey rectangle with a text label. \image qml-texteditor1_simplebutton.png To implement the button click functionality, we can use QML's event handling. QML's event handling is very similar to \l {Signals & Slots}{Qt's signal and slot} mechanism. Signals are emitted and the connected slot is called. \code Rectangle{ id:simplebutton ... MouseArea{ id: buttonMouseArea anchors.fill: parent //anchor all sides of the mouse area to the rectangle's anchors //onClicked handles valid mouse button clicks onClicked: console.log(buttonLabel.text + " clicked" ) } } \endcode We include a \l{MouseArea} element in our simplebutton. \c MouseArea elements describe the interactive area where mouse movements are detected. For our button, we anchor the whole MouseArea to its parent, which is \c simplebutton. The \c anchors.fill syntax is one way of accessing a specific property called \c fill inside a group of properties called \c anchors. QML uses \l {Anchor-based Layout in QML}{anchor based layouts} where items can anchor to another item, creating robust layouts. The \c MouseArea has many signal handlers that are called during mouse movements within the specified \c MouseArea boundaries. One of them is \c onClicked and it is called whenever the acceptable mouse button is clicked, the left click being the default. We can bind actions to the onClicked handler. In our example, \c console.log() outputs text whenever the mouse area is clicked. The function \c console.log() is a useful tool for debugging purposes and for outputting text. The code in \c SimpleButton.qml is sufficient to display a button on the screen and output text whenever it is clicked with a mouse. \code Rectangle { id:Button ... property color buttonColor: "lightblue" property color onHoverColor: "gold" property color borderColor: "white" signal buttonClick() onButtonClick: { console.log(buttonLabel.text + " clicked" ) } MouseArea{ onClicked: buttonClick() hoverEnabled: true onEntered: parent.border.color = onHoverColor onExited: parent.border.color = borderColor } //determines the color of the button by using the conditional operator color: buttonMouseArea.pressed ? Qt.darker(buttonColor, 1.5) : buttonColor } \endcode A fully functioning button is in \c Button.qml. The code snippets in this article have some code omitted, denoted by ellipses because they were either introduced earlier in the previous sections or irrelevant to the current code discussion. Custom properties are declared using the \c {property type name} syntax. In the code, the property \c buttonColor, of type \c color, is declared and bound to the value \c{"lightblue"}. The \c buttonColor is later used in a conditional operation to determine the buttons's fill color. Note that property value assignment is possible using the \c= equals sign, in addition to value binding using the \c : colon character. Custom properties allow internal items to be accessible outside of the Rectangle's scope. There are basic \l{QML Basic Types}{QML types} such as \c int, \c string, \c real, as well as a type called \c variant. By binding the \c onEntered and \c onExited signal handlers to colors, the button's border will turn yellow when the mouse hovers above the button and reverts the color when the mouse exits the mouse area. A \c buttonClick() signal is declared in \c Button.qml by placing the \c signal keyword in front of the signal name. All signals have their handlers automatically created, their names starting with \c on. As a result, the \c onButtonClick is \c buttonClick's handler. The \c onButtonClick is then assigned an action to perform. In our button example, the \c onClicked mouse handler will simply call \c onButtonClick, which displays a text. The \c onButtonClick enables outside objects to access the \c {Button}'s mouse area easily. For example, items may have more than one \c MouseArea declarations and a \c buttonClick signal can make the distinction between the several \c MouseArea signal handlers better. We now have the basic knowledge to implement items in QML that can handle basic mouse movements. We created a \c Text label inside a \c Rectangle, customized its properties, and implemented behaviors that respond to mouse movements. This idea of creating elements within elements is repeated throughout the text editor application. This button is not useful unless used as a component to perform an action. In the next section, we will soon create a menu containing several of these buttons. \image qml-texteditor1_button.png \section2 Creating a Menu Page Up to this stage, we covered how to create elements and assign behaviors inside a single QML file. In this section, we will cover how to import QML elements and how to reuse some of the created components to build other components. Menus display the contents of a list, each item having the ability to perform an action. In QML, we can create a menu in several ways. First, we will create a menu containing buttons which will eventually perform different actions. The menu code is in \c FileMenu.qml. \code import QtQuick 1.0 \\import the main Qt QML module import "folderName" \\import the contents of the folder import "script.js" as Script \\import a Javascript file and name it as Script \endcode The syntax shown above shows how to use the \c import keyword. This is required to use JavaScript files, or QML files that are not within the same directory. Since \c Button.qml is in the same directory as \c FileMenu.qml, we do not need to import the \c Button.qml file to use it. We can directly create a \c Button element by declaring \c Button{}, similar to a \c Rectangle{} declaration. \code In FileMenu.qml: Row{ anchors.centerIn: parent spacing: parent.width/6 Button{ id: loadButton buttonColor: "lightgrey" label: "Load" } Button{ buttonColor: "grey" id: saveButton label: "Save" } Button{ id: exitButton label: "Exit" buttonColor: "darkgrey" onButtonClick: Qt.quit() } } \endcode In \c FileMenu.qml, we declare three \c Button elements. They are declared inside a \l {Row}{Row} element, a positioner that will position its children along a vertical row. The \c Button declaration resides in Button.qml, which is the same as the \c Button.qml we used in the previous section. New property bindings can be declared within the newly created buttons, effectively overwriting the properties set in \c Button.qml. The button called \c exitButton will quit and close the window when it is clicked. Note that the signal handler \c onButtonClick in \c Button.qml will be called in addition to the \c onButtonClick handler in \c exitButton. \image qml-texteditor1_filemenu.png The \c Row declaration is declared in a \c Rectangle, creating a rectangle container for the row of buttons. This additional rectangle creates an indirect way of organizing the row of buttons inside a menu. The declaration of the edit menu is very similar at this stage. The menu has buttons that have the labels: \c Copy, \c Paste, and \c {Select All}. \image qml-texteditor1_editmenu.png Armed with our knowledge of importing and customizing previously made components, we may now combine these menu pages to create a menu bar, consisting of buttons to select the menu, and look at how we may structure data using QML. \section1 Implementing a Menu Bar Our text editor application will need a way to display menus using a menu bar. The menu bar will switch the different menus and the user can choose which menu to display. Menu switching implies that the menus need more structure than merely displaying them in a row. QML uses models and views to structure data and display the structured data. \section2 Using Data Models and Views QML has different \l{QML Data Models}{data views} that display \l{QML Data Models}{data models}. Our menu bar will display the menus in a list, with a header that displays a row of menu names. The list of menus are declared inside a \c VisualItemModel. The \l{VisualItemModel}{\c VisualItemModel} element contains items that already have views such as \c Rectangle elements and imported UI elements. Other model types such as the \l{ListModel}{\c ListModel} element need a delegate to display their data. We declare two visual items in the \c menuListModel, the \c FileMenu and the \c EditMenu. We customize the two menus and display them using a \l {ListView}{ListView}. The \c MenuBar.qml file contains the QML declarations and a simple edit menu is defined in \c EditMenu.qml. \code VisualItemModel{ id: menuListModel FileMenu{ width: menuListView.width height: menuBar.height color: fileColor } EditMenu{ color: editColor width: menuListView.width height: menuBar.height } } \endcode The \l {ListView}{ListView} element will display a model according to a delegate. The delegate may declare the model items to display in a \c Row element or display the items in a grid. Our \c menuListModel already has visible items, therefore, we do not need to declare a delegate. \code ListView{ id: menuListView //Anchors are set to react to window anchors anchors.fill:parent anchors.bottom: parent.bottom width:parent.width height: parent.height //the model contains the data model: menuListModel //control the movement of the menu switching snapMode: ListView.SnapOneItem orientation: ListView.Horizontal boundsBehavior: Flickable.StopAtBounds flickDeceleration: 5000 highlightFollowsCurrentItem: true highlightMoveDuration:240 highlightRangeMode: ListView.StrictlyEnforceRange } \endcode Additionally, \c ListView inherits from \l{Flickable}{\c Flickable}, making the list respond to mouse drags and other gestures. The last portion of the code above sets \c Flickable properties to create the desired flicking movement to our view. In particular,the property \c highlightMoveDuration changes the duration of the flick transition. A higher \c highlightMoveDuration value results in slower menu switching. The \c ListView maintains the model items through an \c index and each visual item in the model is accessible through the \c index, in the order of the declaration. Changing the \c currentIndex effectively changes the highlighted item in the \c ListView. The header of our menu bar exemplify this effect. There are two buttons in a row, both changing the current menu when clicked. The \c fileButton changes the current menu to the file menu when clicked, the \c index being \c 0 because \c FileMenu is declared first in the \c menuListModel. Similarly, the \c editButton will change the current menu to the \c EditMenu when clicked. The \c labelList rectangle has \c z value of \c 1, denoting that it is displayed at the front of the menu bar. Items with higher \c z values are displayed in front of items with lower \c z values. The default \c z value is \c 0. \code Rectangle{ id: labelList ... z: 1 Row{ anchors.centerIn: parent spacing:40 Button{ label: "File" id: fileButton ... onButtonClick: menuListView.currentIndex = 0 } Button{ id: editButton label: "Edit" ... onButtonClick: menuListView.currentIndex = 1 } } } \endcode The menu bar we just created can be flicked to access the menus or by clicking on the menu names at the top. Switching menu screens feel intuitive and responsive. \image qml-texteditor2_menubar.png \section1 Building a Text Editor \section2 Declaring a TextArea Our text editor is not a text editor if it didn't contain an editable text area. QML's \l {TextEdit}{TextEdit} element allows the declaration of a multi-line editable text area. \l {TextEdit}{TextEdit} is different from a \l {Text}{Text} element, which doesn't allow the user to directly edit the text. \code TextEdit{ id: textEditor anchors.fill:parent width:parent.width; height:parent.height color:"midnightblue" focus: true wrapMode: TextEdit.Wrap onCursorRectangleChanged: flickArea.ensureVisible(cursorRectangle) } \endcode The editor has its font color property set and set to wrap the text. The \c TextEdit area is inside a flickable area that will scroll the text if the text cursor is outside the visible area. The function \c ensureVisible() will check if the cursor rectangle is outside the visible boundaries and move the text area accordingly. QML uses Javascript syntax for its scripts, and as previously mentioned, Javascript files can be imported and used within a QML file. \code function ensureVisible(r){ if (contentX >= r.x) contentX = r.x; else if (contentX+width <= r.x+r.width) contentX = r.x+r.width-width; if (contentY >= r.y) contentY = r.y; else if (contentY+height <= r.y+r.height) contentY = r.y+r.height-height; } \endcode \section2 Combining Components for the Text Editor We are now ready to create the layout of our text editor using QML. The text editor has two components, the menu bar we created and the text area. QML allows us to reuse components, therefore making our code simpler, by importing components and customizing when necessary. Our text editor splits the window into two; one-third of the screen is dedicated to the menu bar and two-thirds of the screen displays the text area. The menu bar is displayed in front of any other elements. \code Rectangle{ id: screen width: 1000; height: 1000 //the screen is partitioned into the MenuBar and TextArea. 1/3 of the screen is assigned to the MenuBar property int partition: height/3 MenuBar{ id:menuBar height: partition width:parent.width z: 1 } TextArea{ id:textArea anchors.bottom:parent.bottom y: partition color: "white" height: partition*2 width:parent.width } } \endcode By importing reusable components, our \c TextEditor code looks much simpler. We can then customize the main application, without worrying about properties that already have defined behaviors. Using this approach, application layouts and UI components can be created easily. \image qml-texteditor3_texteditor.png \section1 Decorating the Text Editor \section2 Implementing a Drawer Interface Our text editor looks simple and we need to decorate it. Using QML, we can declare transitions and animate our text editor. Our menu bar is occupying one-third of the screen and it would be nice to have it only appear when we want it. We can add a drawer interface, that will contract or expand the menu bar when clicked. In our implementation, we have a thin rectangle that responds to mouse clicks. The \c drawer, as well as the application, has two sates: the "drawer is open" state and the "drawer is closed" state. The \c drawer item is a strip of rectangle with a small height. There is a nested \l {Image}{Image} element declaring that an arrow icon will be centered inside the drawer. The drawer assigns a state to the whole application, with the identifier \c screen, whenever a user clicks the mouse area. \code Rectangle{ id:drawer height:15 Image{ id: arrowIcon source: "images/arrow.png" anchors.horizontalCenter: parent.horizontalCenter } MouseArea{ id: drawerMouseArea anchors.fill:parent onClicked:{ if (screen.state == "DRAWER_CLOSED"){ screen.state = "DRAWER_OPEN" } else if (screen.state == "DRAWER_OPEN"){ screen.state = "DRAWER_CLOSED" } } ... } } \endcode A state is simply a collection of configurations and it is declared in a \l{State}{State} element. A list of states can be listed and bound to the \c states property. In our application, the two states are called \c DRAWER_CLOSED and \c DRAWER_OPEN. Item configurations are declared in \l {PropertyChanges}{PropertyChanges} elements. In the \c DRAWER_OPEN state, there are four items that will receive property changes. The first target, \c menuBar, will change its \c y property to \c 0. Similarly, the \c textArea will lower to a new position when the state is \c DRAWER_OPEN. The \c textArea, the \c drawer, and the drawer's icon will undergo property changes to meet the current state. \snippet examples/tutorials/gettingStarted/gsQml/texteditor.qml states State changes are abrupt and needs smoother transitions. Transitions between states are defined using the \l {Transition}{Transition} element, which can then bind to the item's \c transitions property. Our text editor has a state transition whenever the state changes to either \c DRAWER_OPEN or \c DRAWER_CLOSED. Importantly, the transition needs a \c from and a \c to state but for our transitions, we can use the wild card \c * symbol to denote that the transition applies to all state changes. During transitions, we can assign animations to the property changes. Our \c menuBar switches position from \c {y:0} to \c {y:-partition} and we can animate this transition using the \l {NumberAnimation}{NumberAnimation} element. We declare that the targets' properties will animate for a certain duration of time and using a certain easing curve. An easing curve controls the animation rates and interpolation behavior during state transitions. The easing curve we chose is \l{PropertyAnimation::easing.type}{Easing.OutQuint}, which slows the movement near the end of the animation. Please read \l {qdeclarativeanimation.html}{QML's Animation} article. \snippet examples/tutorials/gettingStarted/gsQml/texteditor.qml transitions Another way of animating property changes is by declaring a \l {Behavior}{Behavior} element. A transition only works during state changes and \c Behavior can set an animation for a general property change. In the text editor, the arrow has a \c NumberAnimation animating its \c rotation property whenever the property changes. \code In TextEditor.qml: Behavior{ NumberAnimation{property: "rotation";easing.type: Easing.OutExpo } } \endcode Going back to our components with knowledge of states and animations, we can improve the appearances of the components. In \c Button.qml, we can add \c color and \c scale property changes when the button is clicked. Color types are animated using \l {ColorAnimation}{ColorAnimation} and numbers are animated using \l {NumberAnimation}{NumberAnimation}. The \c {on propertyName} syntax displayed below is helpful when targeting a single property. \code In Button.qml: ... color: buttonMouseArea.pressed ? Qt.darker(buttonColor, 1.5) : buttonColor Behavior on color { ColorAnimation{ duration: 55} } scale: buttonMouseArea.pressed ? 1.1 : 1.00 Behavior on scale { NumberAnimation{ duration: 55} } \endcode Additionally, we can enhance the appearances of our QML components by adding color effects such as gradients and opacity effects. Declaring a \l {Gradient}{Gradient} element will override the \c color property of the element. You may declare a color in the gradient using the \l {GradientStop}{GradientStop} element. The gradient is positioned using a scale, between \c 0.0 and \c 1.0. \code In MenuBar.qml gradient: Gradient { GradientStop { position: 0.0; color: "#8C8F8C" } GradientStop { position: 0.17; color: "#6A6D6A" } GradientStop { position: 0.98;color: "#3F3F3F" } GradientStop { position: 1.0; color: "#0e1B20" } } \endcode This gradient is used by the menu bar to display a gradient simulating depth. The first color starts at \c 0.0 and the last color is at \c 1.0. \section3 Where to Go from Here We are finished building the user interface of a very simple text editor. Going forward, the user interface is complete, and we can implement the application logic using regular Qt and C++. QML works nicely as a prototyping tool, separating the application logic away from the UI design. \image qml-texteditor4_texteditor.png \section2 Extending QML using Qt C++ Now that we have our text editor layout, we may now implement the text editor functionalities in C++. Using QML with C++ enables us to create our application logic using Qt. We can create a QML context in a C++ application using the \l {Using QML in C++ Applications}{Qt's Declarative} classes and display the QML elements using a Graphics Scene. Alternatively, we can export our C++ code into a plugin that the \l {QML Viewer}{qmlviewer} tool can read. For our application, we shall implement the load and save functions in C++ and export it as a plugin. This way, we only need to load the QML file directly instead of running an executable. \section3 Exposing C++ Classes to QML We will be implementing file loading and saving using Qt and C++. C++ classes and functions can be used in QML by registering them. The class also needs to be compiled as a Qt plugin and the QML file will need to know where the plugin is located. For our application, we need to create the following items: \list 1 \o \c Directory class that will handle directory related operations \o \c File class which is a QObject, simulating the list of files in a directory \o plugin class that will register the class to the QML context \o Qt project file that will compile the plugin \o A \c qmldir file telling the qmlviewer tool where to find the plugin \endlist \section3 Building a Qt Plugin To build a plugin, we need to set the following in a Qt project file. First, the necessary sources, headers, and Qt modules need to be added into our project file. All the C++ code and project files are in the \c filedialog directory. \code In filedialog.pro: TEMPLATE = lib CONFIG += qt plugin QT += declarative DESTDIR += ../plugins OBJECTS_DIR = tmp MOC_DIR = tmp TARGET = FileDialog HEADERS += directory.h \ file.h \ dialogPlugin.h SOURCES += directory.cpp \ file.cpp \ dialogPlugin.cpp \endcode In particular, we compile Qt with the \c declarative module and configure it as a \c plugin, needing a \c lib template. We shall put the compiled plugin into the parent's \c plugins directory. \section3 Registering a Class into QML \code In dialogPlugin.h: #include class DialogPlugin : public QDeclarativeExtensionPlugin { Q_OBJECT public: void registerTypes(const char *uri); }; \endcode Our plugin class, \c DialogPlugin is a subclass of \l{QDeclarativeExtensionPlugin}. We need to implement the inherited function, \l {QDeclarativeExtensionPlugin::}{registerTypes()}. The \c dialogPlugin.cpp file looks like this: \code DialogPlugin.cpp: #include "dialogPlugin.h" #include "directory.h" #include "file.h" #include void DialogPlugin::registerTypes(const char *uri){ qmlRegisterType(uri, 1, 0, "Directory"); qmlRegisterType(uri, 1, 0,"File"); } Q_EXPORT_PLUGIN2(FileDialog, DialogPlugin); \endcode The \l{QDeclarativeExtensionPlugin::}{registerTypes()} function registers our File and Directory classes into QML. This function needs the class name for its template, a major version number, a minor version number, and a name for our classes. We need to export the plugin using the \l {Q_EXPORT_PLUGIN2}{Q_EXPORT_PLUGIN2} macro. Note that in our \c dialogPlugin.h file, we have the \l {Q_OBJECT}{Q_OBJECT} macro at the top of our class. As well, we need to run \c qmake on the project file to generate the necessary meta-object code. \section3 Creating QML Properties in a C++ class We can create QML elements and properties using C++ and \l {The Meta-Object System}{Qt's Meta-Object System}. We can implement properties using slots and signals, making Qt aware of these properties. These properties can then be used in QML. For the text editor, we need to be able to load and save files. Typically, these features are contained in a file dialog. Fortunately, we can use \l {QDir}{QDir}, \l {QFile}{QFile}, and \l {QTextStream}{QTextStream} to implement directory reading and input/output streams. \code class Directory : public QObject{ Q_OBJECT Q_PROPERTY(int filesCount READ filesCount CONSTANT) Q_PROPERTY(QString filename READ filename WRITE setFilename NOTIFY filenameChanged) Q_PROPERTY(QString fileContent READ fileContent WRITE setFileContent NOTIFY fileContentChanged) Q_PROPERTY(QDeclarativeListProperty files READ files CONSTANT ) ... \endcode The \c Directory class uses Qt's Meta-Object System to register properties it needs to accomplish file handling. The \c Directory class is exported as a plugin and is useable in QML as the \c Directory element. Each of the listed properties using the \l {Q_PROPERTY()}{Q_PROPERTY} macro is a QML property. The \l {Q_PROPERTY()} {Q_PROPERTY} declares a property as well as its read and write functions into Qt's Meta-Object System. For example, the \c filename property, of type \l {QString}{QString}, is readable using the \c filename() function and writable using the function \c setFilename(). Additionally, there is a signal associated to the filename property called \c filenameChanged(), which is emitted whenever the property changes. The read and write functions are declared as \c public in the header file. Similarly, we have the other properties declared according to their uses. The \c filesCount property indicates the number of files in a directory. The filename property is set to the currently selected file's name and the loaded/saved file content is stored in \c fileContent property. \code Q_PROPERTY(QDeclarativeListProperty files READ files CONSTANT ) \endcode The \c files list property is a list of all the filtered files in a directory. The \c Directory class is implemented to filter out invalid text files; only files with a \c .txt extension are valid. Further, \l{QList}s can be used in QML files by declaring them as a QDeclarativeListProperty in C++. The templated object needs to inherit from a QObject, therefore, the \c File class must also inherit from QObject. In the \c Directory class, the list of \c File objects is stored in a QList called \c m_fileList. \code class File : public QObject{ Q_OBJECT Q_PROPERTY(QString name READ name WRITE setName NOTIFY nameChanged) ... }; \endcode The properties can then be used in QML as part of the \c Directory element's properties. Note that we do not have to create an identifier \c id property in our C++ code. \code Directory{ id: directory filesCount filename fileContent files files[0].name } \endcode Because QML uses Javascript's syntax and structure, we can iterate through the list of files and retrieve its properties. To retrieve the first file's name property, we can call \c { files[0].name }. Regular C++ functions are also accessible from QML. The file loading and saving functions are implemented in C++ and declared using the \l {Q_INVOKABLE}{Q_INVOKABLE} macro. Alternatively, we can declare the functions as a \c slot and the functions will be accessible from QML. \code In Directory.h: Q_INVOKABLE void saveFile(); Q_INVOKABLE void loadFile(); \endcode The \c Directory class also has to notify other objects whenever the directory contents change. This feature is performed using a \c signal. As previously mentioned, QML signals have a corresponding handler with their names prepended with \c on. The signal is called \c directoryChanged and it is emitted whenever there is a directory refresh. The refresh simply reloads the directory contents and updates the list of valid files in the directory. QML items can then be notified by attaching an action to the \c onDirectoryChanged signal handler. The \c list properties need to be explored further. This is because list properties use callbacks to access and modify the list contents. The list property is of type \c QDeclarativeListProperty. Whenever the list is accessed, the accessor function needs to return a \c QDeclarativeListProperty. The template type, \c File, needs to be a \c QObject derivative. Further, to create the \l {QDeclarativeListProperty}{QDeclarativeListProperty}, the list's accessor and modifiers need to be passed to the constructor as function pointers. The list, a \c QList in our case, also needs to be a list of \c File pointers. The constructor of \l {QDeclarativeListProperty}{QDeclarativeListProperty} constructor and the \c Directory implementation: \code QDeclarativeListProperty ( QObject * object, void * data, AppendFunction append, CountFunction count = 0, AtFunction at = 0, ClearFunction clear = 0 ) QDeclarativeListProperty( this, &m_fileList, &appendFiles, &filesSize, &fileAt, &clearFilesPtr ); \endcode The constructor passes pointers to functions that will append the list, count the list, retrieve the item using an index, and empty the list. Only the append function is mandatory. Note that the function pointers must match the definition of \l {QDeclarativeListProperty::AppendFunction}{AppendFunction}, \l {QDeclarativeListProperty::CountFunction}{CountFunction}, \l {QDeclarativeListProperty::AtFunction}{AtFunction}, or \l {QDeclarativeListProperty::ClearFunction}{ClearFunction}. \code void appendFiles(QDeclarativeListProperty * property, File * file) File* fileAt(QDeclarativeListProperty * property, int index) int filesSize(QDeclarativeListProperty * property) void clearFilesPtr(QDeclarativeListProperty *property) \endcode To simplify our file dialog, the \c Directory class filters out invalid text files, which are files that do not have a \c .txt extension. If a file name doesn't have the \c .txt extension, then it won't be seen in our file dialog. Also, the implementation makes sure that saved files have a \c .txt extension in the file name. \c Directory uses \l {QTextStream}{QTextStream} to read the file and to output the file contents to a file. With our \c Directory element, we can retrieve the files as a list, know how many text files is in the application directory, get the file's name and content as a string, and be notified whenever there are changes in the directory contents. To build the plugin, run \c qmake on the \c filedialog.pro project file, then run \c make to build and transfer the plugin to the \c plugins directory. \section3 Importing a Plugin in QML The qmlviewer tool imports files that are in the same directory as the application. We can also create a \c qmldir file containing the locations of QML files we wish to import. The \c qmldir file can also store locations of plugins and other resources. \code In qmldir: Button ./Button.qml FileDialog ./FileDialog.qml TextArea ./TextArea.qml TextEditor ./TextEditor.qml EditMenu ./EditMenu.qml plugin FileDialog plugins \endcode The plugin we just created is called \c FileDialog, as indicated by the \c TARGET field in the project file. The compiled plugin is in the \c plugins directory. \section3 Integrating a File Dialog into the File Menu Our \c FileMenu needs to display the \c FileDialog element, containing a list of the text files in a directory thus allowing the user to select the file by clicking on the list. We also need to assign the save, load, and new buttons to their respective actions. The FileMenu contains an editable text input to allow the user to type a file name using the keyboard. The \c Directory element is used in the \c FileMenu.qml file and it notifies the \c FileDialog element that the directory refreshed its contents. This notification is performed in the signal handler, \c onDirectoryChanged. \code In FileMenu.qml: Directory{ id:directory filename: textInput.text onDirectoryChanged: fileDialog.notifyRefresh() } \endcode Keeping with the simplicity of our application, the file dialog will always be visible and will not display invalid text files, which do not have a \c .txt extension to their filenames. \code In FileDialog.qml: signal notifyRefresh() onNotifyRefresh: dirView.model = directory.files \endcode The \c FileDialog element will display the contents of a directory by reading its list property called \c files. The files are used as the model of a \l {GridView}{GridView} element, which displays data items in a grid according to a delegate. The delegate handles the appearance of the model and our file dialog will simply create a grid with text centered in the middle. Clicking on the file name will result in the appearance of a rectangle to highlight the file name. The \c FileDialog is notified whenever the \c notifyRefresh signal is emitted, reloading the files in the directory. \code In FileMenu.qml: Button{ id: newButton label: "New" onButtonClick:{ textArea.textContent = "" } } Button{ id: loadButton label: "Load" onButtonClick:{ directory.filename = textInput.text directory.loadFile() textArea.textContent = directory.fileContent } } Button{ id: saveButton label: "Save" onButtonClick:{ directory.fileContent = textArea.textContent directory.filename = textInput.text directory.saveFile() } } Button{ id: exitButton label: "Exit" onButtonClick:{ Qt.quit() } } \endcode Our \c FileMenu can now connect to their respective actions. The \c saveButton will transfer the text from the \c TextEdit onto the directory's \c fileContent property, then copy its file name from the editable text input. Finally, the button calls the \c saveFile() function, saving the file. The \c loadButton has a similar execution. Also, the \c New action will empty the contents of the \c TextEdit. Further, the \c EditMenu buttons are connected to the \c TextEdit functions to copy, paste, and select all the text in the text editor. \image qml-texteditor5_filemenu.png \section2 Text Editor Completion \image qml-texteditor5_newfile.png The application can function as a simple text editor, able to accept text and save the text into a file. The text editor can also load from a file and perform text manipulation. \section1 Running the Text Editor We need to compile the file dialog C++ plugin before the text editor can run. To compile, enter the \c gsQml directory, then run \c qmake and compile using \c make or \c nmake, depending on your platform. To run, launch qmlviewer and open the \c texteditor.qml file. The source code is in the \c{examples/tutorials/gettingStarted/gsQml} directory. */