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/****************************************************************************
**
** 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 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 (\l{JavaScript: The Definitive 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:
\code
import QtQuick 1.0
Rectangle {
width: 200
height: 200
color: "blue"
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}. 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.
The \c import statement imports the \c Qt \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 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 \c text2 object will display the same text as \c text1. If \c text1 is changed,
\c text2 is automatically changed to the same value.
Note that to refer to other objects, we use their \e id values. (See below for more
information on the \e id property.)
\section1 QML 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.
\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 (see \l{QML Basic 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 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
\section3 The \c id property
Each object can be given a special unique property called an \e id. No other object within the
same \l{QML Documents}{QML document} can have the same \c id value. Assigning an id enables the object
to be referred to by other objects and scripts.
The first Rectangle element below has an \e id, "myRect". The second Rectangle element defines its
own width by referring to \tt myRect.width, which means it will have the same \tt width
value as the first Rectangle element.
\code
Item {
Rectangle {
id: myRect
width: 100
height: 100
}
Rectangle {
width: myRect.width
height: 200
}
}
\endcode
Note that an \e id must begin with a lower-case letter or an underscore, and cannot contain characters other than letters, numbers and underscores.
\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 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:
\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 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:
\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: console.log("Selected")
}
\endcode
\section2 Signal Handlers
Signal handlers allow actions to be taken in response to an event. For instance,
the \l MouseArea element has signal handlers to handle mouse press, release
and click:
\code
MouseArea {
onPressed: console.log("mouse button pressed")
}
\endcode
All signal handlers begin with \e "on".
Some signal handlers include an optional parameter, for example
the MouseArea onPressed signal handler has a \e mouse parameter:
\code
MouseArea {
acceptedButtons: Qt.LeftButton | Qt.RightButton
onPressed: if (mouse.button == Qt.RightButton) console.log("Right mouse button pressed")
}
\endcode
*/
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