1 | /****************************************************************************
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2 | **
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3 | ** Copyright (C) 2011 Nokia Corporation and/or its subsidiary(-ies).
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4 | ** All rights reserved.
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5 | ** Contact: Nokia Corporation ([email protected])
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6 | **
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7 | ** This file is part of the documentation of the Qt Toolkit.
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8 | **
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9 | ** $QT_BEGIN_LICENSE:FDL$
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10 | ** Commercial Usage
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11 | ** Licensees holding valid Qt Commercial licenses may use this file in
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12 | ** accordance with the Qt Commercial License Agreement provided with the
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13 | ** Software or, alternatively, in accordance with the terms contained in a
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14 | ** written agreement between you and Nokia.
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15 | **
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16 | ** GNU Free Documentation License
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17 | ** Alternatively, this file may be used under the terms of the GNU Free
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18 | ** Documentation License version 1.3 as published by the Free Software
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19 | ** Foundation and appearing in the file included in the packaging of this
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20 | ** file.
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21 | **
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22 | ** If you have questions regarding the use of this file, please contact
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23 | ** Nokia at [email protected].
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24 | ** $QT_END_LICENSE$
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25 | **
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26 | ****************************************************************************/
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27 |
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28 | /*!
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29 | \page gettingstartedqml.html
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30 | \title Getting Started Programming with QML
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31 | \ingroup gettingStarted
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32 |
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33 | Welcome to the world of QML, the declarative UI language. In this Getting
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34 | Started guide, we will create a simple text editor application using QML.
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35 | After reading this guide, you should be ready to develop your own applications
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36 | using QML and Qt C++.
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37 |
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38 | \section1 Installation
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39 |
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40 | First, we would need to install the latest version of Qt that includes \l{Qt
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41 | Quick}, which is Qt 4.7. The \l{Installation} {installation} guide contains
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42 | installation instructions and requirements for different platforms.
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43 |
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44 | Qt Quick includes a declarative language called
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45 | \l{Introduction to the QML language}{QML}, the \l{Qt Declarative Module}, and
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46 | \l{QML Viewer}.
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47 |
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48 | \section1 QML to Build User Interfaces
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49 |
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50 | The application we are building is a simple text editor that will load, save,
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51 | and perform some text manipulation. This guide will consist of two parts. The
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52 | first part will involve designing the application layout and behaviors using
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53 | declarative language in QML. For the second part, file loading and saving will
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54 | be implemented using Qt C++. Using
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55 | \l {The Meta-Object System}{Qt's Meta-Object System}, we can expose C++ functions
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56 | as properties that QML elements can use. Utilizing QML and Qt C++, we can
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57 | efficiently decouple the interface logic from the application logic.
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58 |
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59 | \image qml-texteditor5_editmenu.png
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60 |
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61 | The final source code is in the \c{examples/tutorials/gettingStarted/gsQml}
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62 | directory. You may need to compile the C++ plugin in the
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63 | \c{examples/tutorials/gettingStarted/gsQml/} first. This will put the
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64 | C++ plugin in a directory where the QML files may find it.
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65 |
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66 | To launch the text editor, merely provide the included \l{QML Viewer}{qmlviewer}
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67 | tool with the QML file as the argument. The C++ portion of this tutorial assumes
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68 | that the reader possesses basic knowledge of Qt's compilation procedures.
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69 |
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70 | Tutorial chapters:
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71 | \list 1
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72 | \o \l {Defining a Button and a Menu}{Defining a Button and a Menu}
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73 | \o \l {Implementing a Menu Bar}{Implementing a Menu Bar}
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74 | \o \l {Building a Text Editor}{Building a Text Editor}
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75 | \o \l {Decorating the Text Editor}{Decorating the Text Editor}
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76 | \o \l {Extending QML using Qt C++}{Extending QML using Qt C++}
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77 | \endlist
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78 |
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79 | \section1 Defining a Button and a Menu
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80 |
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81 | \section2 Basic Component - a Button
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82 |
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83 | We start our text editor by building a button. Functionally, a button has a mouse
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84 | sensitive area and a label. Buttons perform actions when a user presses the button.
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85 |
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86 | In QML, the basic visual item is the \l {Rectangle}{Rectangle} element. The
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87 | \c Rectangle element has properties to control the element's appearance and location.
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88 |
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89 | \snippet examples/tutorials/gettingStarted/gsQml/parts/part0/Button.qml document
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90 |
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91 | First, the \c { import QtQuick 1.0 } allows the qmlviewer tool to import the QML elements
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92 | we will later use. This line must exist for every QML file. Notice that the version
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93 | of Qt modules is included in the import statement.
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94 |
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95 | This simple rectangle has a unique identifier, \c simplebutton, which is bound to the
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96 | id property. The \c Rectangle element's properties are bound to values by listing the
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97 | property, followed by a colon, then the value. In the code sample, the color \c grey
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98 | is bound to the the Rectangle's \c color property. Similarly, we bind the \c width
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99 | and \c height of the Rectangle.
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100 |
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101 | The \l {Text}{Text} element is a non-editable text field. We name this \c Text element
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102 | \c buttonLabel. To set the string content of the Text field, we bind a value to the
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103 | \c text property. The label is contained within the Rectangle and in order to center
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104 | it in the middle, we assign the \c anchors of the Text element to its parent, which
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105 | is called \c simplebutton. Anchors may bind to other items' anchors, allowing layout
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106 | assignments simpler.
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107 |
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108 | We shall save this code as \c SimpleButton.qml. Running qmlviewer with the file as the
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109 | argument will display the grey rectangle with a text label.
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110 |
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111 | \image qml-texteditor1_simplebutton.png
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112 |
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113 | To implement the button click functionality, we can use QML's event handling. QML's event
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114 | handling is very similar to \l {Signals & Slots}{Qt's signal and slot} mechanism. Signals
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115 | are emitted and the connected slot is called.
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116 |
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117 | \code
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118 | Rectangle{
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119 | id:simplebutton
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120 | ...
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121 |
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122 | MouseArea{
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123 | id: buttonMouseArea
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124 |
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125 | anchors.fill: parent //anchor all sides of the mouse area to the rectangle's anchors
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126 | //onClicked handles valid mouse button clicks
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127 | onClicked: console.log(buttonLabel.text + " clicked" )
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128 | }
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129 | }
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130 | \endcode
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131 |
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132 | We include a \l{MouseArea} element in our simplebutton. \c MouseArea elements describe
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133 | the interactive area where mouse movements are detected. For our button, we anchor the
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134 | whole MouseArea to its parent, which is \c simplebutton. The \c anchors.fill syntax is
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135 | one way of accessing a specific property called \c fill inside a group of properties
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136 | called \c anchors. QML uses \l {Anchor-based Layout in QML}{anchor based layouts} where
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137 | items can anchor to another item, creating robust layouts.
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138 |
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139 | The \c MouseArea has many signal handlers that are called during mouse movements within
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140 | the specified \c MouseArea boundaries. One of them is \c onClicked and it is called
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141 | whenever the acceptable mouse button is clicked, the left click being the default. We
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142 | can bind actions to the onClicked handler. In our example, \c console.log() outputs text
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143 | whenever the mouse area is clicked. The function \c console.log() is a useful tool for
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144 | debugging purposes and for outputting text.
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145 |
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146 | The code in \c SimpleButton.qml is sufficient to display a button on the screen and
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147 | output text whenever it is clicked with a mouse.
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148 |
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149 | \code
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150 | Rectangle {
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151 | id: button
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152 | ...
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153 |
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154 | property color buttonColor: "lightblue"
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155 | property color onHoverColor: "gold"
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156 | property color borderColor: "white"
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157 |
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158 | signal buttonClick()
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159 | onButtonClick: {
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160 | console.log(buttonLabel.text + " clicked" )
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161 | }
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162 |
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163 | MouseArea{
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164 | onClicked: buttonClick()
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165 | hoverEnabled: true
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166 | onEntered: parent.border.color = onHoverColor
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167 | onExited: parent.border.color = borderColor
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168 | }
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169 |
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170 | //determines the color of the button by using the conditional operator
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171 | color: buttonMouseArea.pressed ? Qt.darker(buttonColor, 1.5) : buttonColor
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172 | }
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173 | \endcode
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174 |
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175 | A fully functioning button is in \c Button.qml. The code snippets in this article
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176 | have some code omitted, denoted by ellipses because they were either introduced
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177 | earlier in the previous sections or irrelevant to the current code discussion.
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178 |
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179 | Custom properties are declared using the \c {property type name} syntax. In the
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180 | code, the property \c buttonColor, of type \c color, is declared and bound to
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181 | the value \c{"lightblue"}. The \c buttonColor is later used in a conditional
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182 | operation to determine the buttons's fill color. Note that property value
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183 | assignment is possible using the \c= equals sign, in addition to value binding
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184 | using the \c : colon character. Custom properties allow internal items to be
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185 | accessible outside of the Rectangle's scope. There are basic
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186 | \l{QML Basic Types}{QML types} such as \c int, \c string, \c real, as well as
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187 | a type called \c variant.
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188 |
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189 | By binding the \c onEntered and \c onExited signal handlers to colors, the
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190 | button's border will turn yellow when the mouse hovers above the button and
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191 | reverts the color when the mouse exits the mouse area.
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192 |
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193 | A \c buttonClick() signal is declared in \c Button.qml by placing the \c signal
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194 | keyword in front of the signal name. All signals have their handlers automatically
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195 | created, their names starting with \c on. As a result, the \c onButtonClick is
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196 | \c buttonClick's handler. The \c onButtonClick is then assigned an action to
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197 | perform. In our button example, the \c onClicked mouse handler will simply call
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198 | \c onButtonClick, which displays a text. The \c onButtonClick enables outside
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199 | objects to access the \c {Button}'s mouse area easily. For example, items may
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200 | have more than one \c MouseArea declarations and a \c buttonClick signal can
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201 | make the distinction between the several \c MouseArea signal handlers better.
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202 |
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203 | We now have the basic knowledge to implement items in QML that can handle
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204 | basic mouse movements. We created a \c Text label inside a \c Rectangle,
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205 | customized its properties, and implemented behaviors that respond to mouse
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206 | movements. This idea of creating elements within elements is repeated
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207 | throughout the text editor application.
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208 |
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209 | This button is not useful unless used as a component to perform an action.
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210 | In the next section, we will soon create a menu containing several of these
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211 | buttons.
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212 |
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213 | \image qml-texteditor1_button.png
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214 |
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215 | \section2 Creating a Menu Page
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216 |
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217 | Up to this stage, we covered how to create elements and assign behaviors inside
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218 | a single QML file. In this section, we will cover how to import QML elements and how
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219 | to reuse some of the created components to build other components.
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220 |
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221 | Menus display the contents of a list, each item having the ability to perform an action.
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222 | In QML, we can create a menu in several ways. First, we will create a menu containing
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223 | buttons which will eventually perform different actions. The menu code is in
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224 | \c FileMenu.qml.
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225 |
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226 | \code
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227 | import QtQuick 1.0 \\import the main Qt QML module
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228 | import "folderName" \\import the contents of the folder
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229 | import "script.js" as Script \\import a Javascript file and name it as Script
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230 | \endcode
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231 |
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232 | The syntax shown above shows how to use the \c import keyword. This is required to
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233 | use JavaScript files, or QML files that are not within the same directory. Since
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234 | \c Button.qml is in the same directory as \c FileMenu.qml, we do not need to import
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235 | the \c Button.qml file to use it. We can directly create a \c Button element by declaring
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236 | \c Button{}, similar to a \c Rectangle{} declaration.
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237 |
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238 | \code
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239 | In FileMenu.qml:
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240 |
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241 | Row{
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242 | anchors.centerIn: parent
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243 | spacing: parent.width/6
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244 |
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245 | Button{
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246 | id: loadButton
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247 | buttonColor: "lightgrey"
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248 | label: "Load"
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249 | }
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250 | Button{
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251 | buttonColor: "grey"
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252 | id: saveButton
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253 | label: "Save"
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254 | }
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255 | Button{
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256 | id: exitButton
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257 | label: "Exit"
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258 | buttonColor: "darkgrey"
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259 |
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260 | onButtonClick: Qt.quit()
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261 | }
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262 | }
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263 | \endcode
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264 |
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265 | In \c FileMenu.qml, we declare three \c Button elements. They are declared
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266 | inside a \l {Row}{Row} element, a positioner that will position its children
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267 | along a vertical row. The \c Button declaration resides in Button.qml,
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268 | which is the same as the \c Button.qml we used in the previous section.
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269 | New property bindings can be declared within the newly created buttons,
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270 | effectively overwriting the properties set in \c Button.qml. The button
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271 | called \c exitButton will quit and close the window when it is clicked.
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272 | Note that the signal handler \c onButtonClick in \c Button.qml will be
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273 | called in addition to the \c onButtonClick handler in \c exitButton.
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274 |
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275 | \image qml-texteditor1_filemenu.png
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276 |
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277 | The \c Row declaration is declared in a \c Rectangle, creating a rectangle
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278 | container for the row of buttons. This additional rectangle creates an indirect
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279 | way of organizing the row of buttons inside a menu.
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280 |
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281 | The declaration of the edit menu is very similar at this stage. The menu has
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282 | buttons that have the labels: \c Copy, \c Paste, and \c {Select All}.
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283 |
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284 | \image qml-texteditor1_editmenu.png
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285 |
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286 | Armed with our knowledge of importing and customizing previously made
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287 | components, we may now combine these menu pages to create a menu bar,
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288 | consisting of buttons to select the menu, and look at how we may structure
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289 | data using QML.
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290 |
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291 | \section1 Implementing a Menu Bar
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292 |
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293 | Our text editor application will need a way to display menus using a menu bar.
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294 | The menu bar will switch the different menus and the user can choose which menu
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295 | to display. Menu switching implies that the menus need more structure than
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296 | merely displaying them in a row. QML uses models and views to structure data
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297 | and display the structured data.
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298 |
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299 | \section2 Using Data Models and Views
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300 |
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301 | QML has different \l{QML Data Models}{data views} that display
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302 | \l{QML Data Models}{data models}. Our menu bar will display the menus in a list,
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303 | with a header that displays a row of menu names. The list of menus are declared
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304 | inside a \c VisualItemModel. The \l{VisualItemModel}{\c VisualItemModel}
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305 | element contains items that already have views such as \c Rectangle elements
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306 | and imported UI elements. Other model types such as the \l{ListModel}{\c ListModel}
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307 | element need a delegate to display their data.
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308 |
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309 | We declare two visual items in the \c menuListModel, the \c FileMenu and the
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310 | \c EditMenu. We customize the two menus and display them using a
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311 | \l {ListView}{ListView}. The \c MenuBar.qml file contains the QML declarations
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312 | and a simple edit menu is defined in \c EditMenu.qml.
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313 |
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314 | \code
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315 | VisualItemModel{
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316 | id: menuListModel
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317 | FileMenu{
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318 | width: menuListView.width
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319 | height: menuBar.height
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320 | color: fileColor
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321 | }
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322 | EditMenu{
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323 | color: editColor
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324 | width: menuListView.width
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325 | height: menuBar.height
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326 | }
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327 | }
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328 | \endcode
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329 |
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330 | The \l {ListView}{ListView} element will display a model according to a delegate.
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331 | The delegate may declare the model items to display in a \c Row element or display
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332 | the items in a grid. Our \c menuListModel already has visible items, therefore,
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333 | we do not need to declare a delegate.
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334 |
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335 | \code
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336 | ListView{
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337 | id: menuListView
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338 |
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339 | //Anchors are set to react to window anchors
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340 | anchors.fill:parent
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341 | anchors.bottom: parent.bottom
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342 | width:parent.width
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343 | height: parent.height
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344 |
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345 | //the model contains the data
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346 | model: menuListModel
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347 |
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348 | //control the movement of the menu switching
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349 | snapMode: ListView.SnapOneItem
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350 | orientation: ListView.Horizontal
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351 | boundsBehavior: Flickable.StopAtBounds
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352 | flickDeceleration: 5000
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353 | highlightFollowsCurrentItem: true
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354 | highlightMoveDuration:240
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355 | highlightRangeMode: ListView.StrictlyEnforceRange
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356 | }
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357 | \endcode
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358 |
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359 | Additionally, \c ListView inherits from \l{Flickable}{\c Flickable}, making
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360 | the list respond to mouse drags and other gestures. The last portion of the
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361 | code above sets \c Flickable properties to create the desired flicking movement
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362 | to our view. In particular,the property \c highlightMoveDuration changes the
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363 | duration of the flick transition. A higher \c highlightMoveDuration value
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364 | results in slower menu switching.
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365 |
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366 | The \c ListView maintains the model items through an \c index and each visual
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367 | item in the model is accessible through the \c index, in the order of the
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368 | declaration. Changing the \c currentIndex effectively changes the highlighted
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369 | item in the \c ListView. The header of our menu bar exemplify this effect.
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370 | There are two buttons in a row, both changing the current menu when clicked.
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371 | The \c fileButton changes the current menu to the file menu when clicked,
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372 | the \c index being \c 0 because \c FileMenu is declared first in the
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373 | \c menuListModel. Similarly, the \c editButton will change the current
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374 | menu to the \c EditMenu when clicked.
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375 |
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376 | The \c labelList rectangle has \c z value of \c 1, denoting that it is displayed
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377 | at the front of the menu bar. Items with higher \c z values are displayed in front
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378 | of items with lower \c z values. The default \c z value is \c 0.
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379 |
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380 | \code
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381 | Rectangle{
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382 | id: labelList
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383 | ...
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384 | z: 1
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385 | Row{
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386 | anchors.centerIn: parent
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387 | spacing:40
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388 | Button{
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389 | label: "File"
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390 | id: fileButton
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391 | ...
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392 | onButtonClick: menuListView.currentIndex = 0
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393 | }
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394 | Button{
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395 | id: editButton
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396 | label: "Edit"
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397 | ...
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398 | onButtonClick: menuListView.currentIndex = 1
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399 | }
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400 | }
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401 | }
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402 | \endcode
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403 |
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404 | The menu bar we just created can be flicked to access the menus or by clicking
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405 | on the menu names at the top. Switching menu screens feel intuitive and responsive.
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406 |
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407 | \image qml-texteditor2_menubar.png
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408 |
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409 | \section1 Building a Text Editor
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410 |
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411 | \section2 Declaring a TextArea
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412 |
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413 | Our text editor is not a text editor if it didn't contain an editable text area.
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414 | QML's \l {TextEdit}{TextEdit} element allows the declaration of a multi-line
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415 | editable text area. \l {TextEdit}{TextEdit} is different from a \l {Text}{Text}
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416 | element, which doesn't allow the user to directly edit the text.
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417 |
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418 | \code
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419 | TextEdit{
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420 | id: textEditor
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421 | anchors.fill:parent
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422 | width:parent.width; height:parent.height
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423 | color:"midnightblue"
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424 | focus: true
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425 |
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426 | wrapMode: TextEdit.Wrap
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427 |
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428 | onCursorRectangleChanged: flickArea.ensureVisible(cursorRectangle)
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429 | }
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430 | \endcode
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431 |
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432 | The editor has its font color property set and set to wrap the text. The
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433 | \c TextEdit area is inside a flickable area that will scroll the text if the
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434 | text cursor is outside the visible area. The function \c ensureVisible() will
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435 | check if the cursor rectangle is outside the visible boundaries and move the
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436 | text area accordingly. QML uses Javascript syntax for its scripts, and as previously
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437 | mentioned, Javascript files can be imported and used within a QML file.
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438 |
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439 | \code
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440 | function ensureVisible(r){
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441 | if (contentX >= r.x)
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442 | contentX = r.x;
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443 | else if (contentX+width <= r.x+r.width)
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444 | contentX = r.x+r.width-width;
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445 | if (contentY >= r.y)
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446 | contentY = r.y;
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447 | else if (contentY+height <= r.y+r.height)
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448 | contentY = r.y+r.height-height;
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449 | }
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450 | \endcode
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451 |
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452 | \section2 Combining Components for the Text Editor
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453 |
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454 | We are now ready to create the layout of our text editor using QML. The text
|
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455 | editor has two components, the menu bar we created and the text area. QML allows
|
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456 | us to reuse components, therefore making our code simpler, by importing components
|
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457 | and customizing when necessary. Our text editor splits the window into two;
|
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458 | one-third of the screen is dedicated to the menu bar and two-thirds of the screen
|
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459 | displays the text area. The menu bar is displayed in front of any other elements.
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460 |
|
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461 | \code
|
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462 | Rectangle{
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463 |
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464 | id: screen
|
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465 | width: 1000; height: 1000
|
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466 |
|
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467 | //the screen is partitioned into the MenuBar and TextArea. 1/3 of the screen is assigned to the MenuBar
|
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468 | property int partition: height/3
|
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469 |
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470 | MenuBar{
|
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471 | id:menuBar
|
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472 | height: partition
|
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473 | width:parent.width
|
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474 | z: 1
|
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475 | }
|
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476 |
|
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477 | TextArea{
|
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478 | id:textArea
|
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479 | anchors.bottom:parent.bottom
|
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480 | y: partition
|
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481 | color: "white"
|
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482 | height: partition*2
|
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483 | width:parent.width
|
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484 | }
|
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485 | }
|
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486 | \endcode
|
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487 |
|
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488 | By importing reusable components, our \c TextEditor code looks much simpler.
|
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489 | We can then customize the main application, without worrying about properties
|
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490 | that already have defined behaviors. Using this approach, application layouts
|
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491 | and UI components can be created easily.
|
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492 |
|
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493 | \image qml-texteditor3_texteditor.png
|
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494 |
|
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495 | \section1 Decorating the Text Editor
|
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496 | \section2 Implementing a Drawer Interface
|
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497 |
|
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498 | Our text editor looks simple and we need to decorate it. Using QML, we can declare
|
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499 | transitions and animate our text editor. Our menu bar is occupying one-third of the
|
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500 | screen and it would be nice to have it only appear when we want it.
|
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|
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