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/****************************************************************************
**
** Copyright (C) 2011 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.
**
** $QT_BEGIN_LICENSE:FDL$
** 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.
**
** Other Usage
** Alternatively, this file may be used in accordance with the terms
** and conditions contained in a signed written agreement between you
** and Nokia.
**
**
**
**
** $QT_END_LICENSE$
**
****************************************************************************/
/*!
\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 (see the \l{Javascript 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:
\qml
import QtQuick 1.0
Rectangle {
width: 200
height: 200
color: "blue"
Image {
source: "pics/logo.png"
anchors.centerIn: parent
}
}
\endqml
Here we create two objects, a \l Rectangle object and its child
\l Image object. Objects are specified by their type, followed by a pair of
braces in between which additional data can be defined for the object, such as
its property values and any child objects.
Properties are specified with a \c {property: value} syntax. In the above example, we
can see the \l Image object 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:
\qml
Rectangle {
width: 100
height: 100
}
\endqml
or you can put multiple properties on a single line:
\qml
Rectangle { width: 100; height: 100 }
\endqml
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 QtQuick \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 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.
\qml
Text {
text: "Hello world!"
//opacity: 0.5
}
\endqml
In the above example, the \l Text object will have normal opacity, since the
line opacity: 0.5 has been turned into a comment.
\section1 Object Identifiers
Each object can be given a special \e id value that allows the object to be identified
and referred to by other objects.
For example, below we have two \l Text objects. The first \l Text object
has an \c id value of "text1". The second \l Text object can now set its own
\c text property value to be the same as that of the first object, by referring to
\c text1.text:
\qml
import QtQuick 1.0
Row {
Text {
id: text1
text: "Hello World"
}
Text { text: text1.text }
}
\endqml
An object can be referred to by its \c id from anywhere within the \l {QML Documents}{component}
in which it is declared. Therefore, an \c id value must always be unique within a single component.
The \c id value is a special value for a QML object and should not be thought of as an
ordinary object property; for example, it is not possible to access \c text1.id in the
above example. Once an object is created, its \c id cannot be changed.
Note that an \c id must begin with a lower-case letter or an underscore, and cannot contain
characters other than letters, numbers and underscores.
\section1 Expressions
JavaScript expressions can be used to assign property values. For example:
\qml
Item {
width: 100 * 3
height: 50 + 22
}
\endqml
These expressions can include references to other objects and properties, in which case
a \l{Property Binding}{binding} is established: when the value of the expression changes,
the property to which the expression is assigned is automatically updated to the
new value. For example:
\qml
Item {
width: 300
height: 300
Rectangle {
width: parent.width - 50
height: 100
color: "yellow"
}
}
\endqml
Here, the \l Rectangle object's \c width property is set relative to the width
of its parent. Whenever the parent's width changes, the width of the \l Rectangle is
automatically updated.
\section1 Properties
\target intro-properties
\section2 Basic Property Types
QML supports properties of many types (see \l{QML Basic Types}). The basic types include \c int,
\c real, \c bool, \c string and \c color.
\qml
Item {
x: 10.5 // a 'real' property
state: "details" // a 'string' property
focus: true // a 'bool' property
// ...
}
\endqml
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
Note that with the exception of \l {Attached Properties}, properties always begin with a lowercase
letter.
\section2 Property Change Notifications
When a property changes value, it can send a signal to notify others of this change.
To receive these signals, simply create a \e {signal handler} named with an \c on<Property>Changed
syntax. For example, the \l Rectangle element has \l {Item::}{width} and \l {Rectangle::}{color}
properties. Below, we have a \l Rectangle object that has defined two signal handlers,
\c onWidthChanged and \c onColorChanged, which will automaticallly be called whenever these
properties are modified:
\qml
Rectangle {
width: 100; height: 100
onWidthChanged: console.log("Width has changed to:", width)
onColorChanged: console.log("Color has changed to:", color)
}
\endqml
Signal handlers are explained further \l {Signal Handlers}{below}.
\section2 List properties
List properties look like this:
\qml
Item {
children: [
Image {},
Text {}
]
}
\endqml
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:
\qml
Image {
children: Rectangle {}
}
\endqml
Items in the list can be accessed by index. See the \l{list}{list type} documentation
for more details about list properties and their available operations.
\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:
\qml
State {
changes: [
PropertyChanges {},
PropertyChanges {}
]
}
\endqml
can be simplified to:
\qml
State {
PropertyChanges {}
PropertyChanges {}
}
\endqml
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, the \l ListView element attaches the \e ListView.isCurrentItem property
to each delegate it creates:
\qml
Component {
id: myDelegate
Text {
text: "Hello"
color: ListView.isCurrentItem ? "red" : "blue"
}
}
\endqml
\qml
ListView {
delegate: myDelegate
}
\endqml
Another example of attached properties is the \l Keys element which
attaches properties for handling key presses to
any visual Item, for example:
\qml
Item {
focus: true
Keys.onSelectPressed: console.log("Selected")
}
\endqml
\section1 Signal Handlers
Signal handlers allow JavaScript code to be executed in response to an event. For
example, the \l MouseArea element has an \l {MouseArea::}{onClicked} handler that can
be used to respond to a mouse click. Below, we use this handler to print a
message whenever the mouse is clicked:
\qml
Item {
width: 100; height: 100
MouseArea {
anchors.fill: parent
onClicked: {
console.log("mouse button clicked")
}
}
}
\endqml
All signal handlers begin with \e "on".
Some signal handlers include an optional parameter. For example
the MouseArea \l{MouseArea::}{onPressed} signal handler has a \c mouse parameter
that contains information about the mouse press. This parameter can be referred to in
the JavaScript code, as below:
\qml
MouseArea {
acceptedButtons: Qt.LeftButton | Qt.RightButton
onPressed: {
if (mouse.button == Qt.RightButton)
console.log("Right mouse button pressed")
}
}
\endqml
*/
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