1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
|
/****************************************************************************
**
** 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 test suite 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
QmlView 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
QmlView interface. The one drawback of this approach is that QmlView 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 QmlViews. 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{QmlComponent} 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;
QmlEngine *engine = new QmlEngine;
QmlComponent component(engine, QUrl::fromLocalFile(filename));
QGraphicsObject *object =
qobject_cast<QGraphicsObject *>(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.
*/
|