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27
28/*!
29 \page gettingstartedqml.html
30 \title Getting Started Programming with QML
31 \ingroup gettingStarted
32
33 Welcome to the world of QML, the declarative UI language. In this Getting
34 Started guide, we will create a simple text editor application using QML.
35 After reading this guide, you should be ready to develop your own applications
36 using QML and Qt C++.
37
38 \section1 Installation
39
40 First, we would need to install the latest version of Qt that includes \l{Qt
41 Quick}, which is Qt 4.7. The \l{Installation} {installation} guide contains
42 installation instructions and requirements for different platforms.
43
44 Qt Quick includes a declarative language called
45 \l{Introduction to the QML language}{QML}, the \l{Qt Declarative Module}, and
46 \l{QML Viewer}.
47
48 \section1 QML to Build User Interfaces
49
50 The application we are building is a simple text editor that will load, save,
51 and perform some text manipulation. This guide will consist of two parts. The
52 first part will involve designing the application layout and behaviors using
53 declarative language in QML. For the second part, file loading and saving will
54 be implemented using Qt C++. Using
55 \l {The Meta-Object System}{Qt's Meta-Object System}, we can expose C++ functions
56 as properties that QML elements can use. Utilizing QML and Qt C++, we can
57 efficiently decouple the interface logic from the application logic.
58
59 \image qml-texteditor5_editmenu.png
60
61 The final source code is in the \c{examples/tutorials/gettingStarted/gsQml}
62 directory. You may need to compile the C++ plugin in the
63 \c{examples/tutorials/gettingStarted/gsQml/} first. This will put the
64 C++ plugin in a directory where the QML files may find it.
65
66 To launch the text editor, merely provide the included \l{QML Viewer}{qmlviewer}
67 tool with the QML file as the argument. The C++ portion of this tutorial assumes
68 that the reader possesses basic knowledge of Qt's compilation procedures.
69
70 Tutorial chapters:
71 \list 1
72 \o \l {Defining a Button and a Menu}{Defining a Button and a Menu}
73 \o \l {Implementing a Menu Bar}{Implementing a Menu Bar}
74 \o \l {Building a Text Editor}{Building a Text Editor}
75 \o \l {Decorating the Text Editor}{Decorating the Text Editor}
76 \o \l {Extending QML using Qt C++}{Extending QML using Qt C++}
77 \endlist
78
79 \section1 Defining a Button and a Menu
80
81 \section2 Basic Component - a Button
82
83 We start our text editor by building a button. Functionally, a button has a mouse
84 sensitive area and a label. Buttons perform actions when a user presses the button.
85
86 In QML, the basic visual item is the \l {Rectangle}{Rectangle} element. The
87 \c Rectangle element has properties to control the element's appearance and location.
88
89 \snippet examples/tutorials/gettingStarted/gsQml/parts/part0/Button.qml document
90
91 First, the \c { import QtQuick 1.0 } allows the qmlviewer tool to import the QML elements
92 we will later use. This line must exist for every QML file. Notice that the version
93 of Qt modules is included in the import statement.
94
95 This simple rectangle has a unique identifier, \c simplebutton, which is bound to the
96 id property. The \c Rectangle element's properties are bound to values by listing the
97 property, followed by a colon, then the value. In the code sample, the color \c grey
98 is bound to the the Rectangle's \c color property. Similarly, we bind the \c width
99 and \c height of the Rectangle.
100
101 The \l {Text}{Text} element is a non-editable text field. We name this \c Text element
102 \c buttonLabel. To set the string content of the Text field, we bind a value to the
103 \c text property. The label is contained within the Rectangle and in order to center
104 it in the middle, we assign the \c anchors of the Text element to its parent, which
105 is called \c simplebutton. Anchors may bind to other items' anchors, allowing layout
106 assignments simpler.
107
108 We shall save this code as \c SimpleButton.qml. Running qmlviewer with the file as the
109 argument will display the grey rectangle with a text label.
110
111 \image qml-texteditor1_simplebutton.png
112
113 To implement the button click functionality, we can use QML's event handling. QML's event
114 handling is very similar to \l {Signals & Slots}{Qt's signal and slot} mechanism. Signals
115 are emitted and the connected slot is called.
116
117 \code
118 Rectangle{
119 id:simplebutton
120 ...
121
122 MouseArea{
123 id: buttonMouseArea
124
125 anchors.fill: parent //anchor all sides of the mouse area to the rectangle's anchors
126 //onClicked handles valid mouse button clicks
127 onClicked: console.log(buttonLabel.text + " clicked" )
128 }
129 }
130 \endcode
131
132 We include a \l{MouseArea} element in our simplebutton. \c MouseArea elements describe
133 the interactive area where mouse movements are detected. For our button, we anchor the
134 whole MouseArea to its parent, which is \c simplebutton. The \c anchors.fill syntax is
135 one way of accessing a specific property called \c fill inside a group of properties
136 called \c anchors. QML uses \l {Anchor-based Layout in QML}{anchor based layouts} where
137 items can anchor to another item, creating robust layouts.
138
139 The \c MouseArea has many signal handlers that are called during mouse movements within
140 the specified \c MouseArea boundaries. One of them is \c onClicked and it is called
141 whenever the acceptable mouse button is clicked, the left click being the default. We
142 can bind actions to the onClicked handler. In our example, \c console.log() outputs text
143 whenever the mouse area is clicked. The function \c console.log() is a useful tool for
144 debugging purposes and for outputting text.
145
146 The code in \c SimpleButton.qml is sufficient to display a button on the screen and
147 output text whenever it is clicked with a mouse.
148
149 \code
150 Rectangle {
151 id: button
152 ...
153
154 property color buttonColor: "lightblue"
155 property color onHoverColor: "gold"
156 property color borderColor: "white"
157
158 signal buttonClick()
159 onButtonClick: {
160 console.log(buttonLabel.text + " clicked" )
161 }
162
163 MouseArea{
164 onClicked: buttonClick()
165 hoverEnabled: true
166 onEntered: parent.border.color = onHoverColor
167 onExited: parent.border.color = borderColor
168 }
169
170 //determines the color of the button by using the conditional operator
171 color: buttonMouseArea.pressed ? Qt.darker(buttonColor, 1.5) : buttonColor
172 }
173 \endcode
174
175 A fully functioning button is in \c Button.qml. The code snippets in this article
176 have some code omitted, denoted by ellipses because they were either introduced
177 earlier in the previous sections or irrelevant to the current code discussion.
178
179 Custom properties are declared using the \c {property type name} syntax. In the
180 code, the property \c buttonColor, of type \c color, is declared and bound to
181 the value \c{"lightblue"}. The \c buttonColor is later used in a conditional
182 operation to determine the buttons's fill color. Note that property value
183 assignment is possible using the \c= equals sign, in addition to value binding
184 using the \c : colon character. Custom properties allow internal items to be
185 accessible outside of the Rectangle's scope. There are basic
186 \l{QML Basic Types}{QML types} such as \c int, \c string, \c real, as well as
187 a type called \c variant.
188
189 By binding the \c onEntered and \c onExited signal handlers to colors, the
190 button's border will turn yellow when the mouse hovers above the button and
191 reverts the color when the mouse exits the mouse area.
192
193 A \c buttonClick() signal is declared in \c Button.qml by placing the \c signal
194 keyword in front of the signal name. All signals have their handlers automatically
195 created, their names starting with \c on. As a result, the \c onButtonClick is
196 \c buttonClick's handler. The \c onButtonClick is then assigned an action to
197 perform. In our button example, the \c onClicked mouse handler will simply call
198 \c onButtonClick, which displays a text. The \c onButtonClick enables outside
199 objects to access the \c {Button}'s mouse area easily. For example, items may
200 have more than one \c MouseArea declarations and a \c buttonClick signal can
201 make the distinction between the several \c MouseArea signal handlers better.
202
203 We now have the basic knowledge to implement items in QML that can handle
204 basic mouse movements. We created a \c Text label inside a \c Rectangle,
205 customized its properties, and implemented behaviors that respond to mouse
206 movements. This idea of creating elements within elements is repeated
207 throughout the text editor application.
208
209 This button is not useful unless used as a component to perform an action.
210 In the next section, we will soon create a menu containing several of these
211 buttons.
212
213 \image qml-texteditor1_button.png
214
215 \section2 Creating a Menu Page
216
217 Up to this stage, we covered how to create elements and assign behaviors inside
218 a single QML file. In this section, we will cover how to import QML elements and how
219 to reuse some of the created components to build other components.
220
221 Menus display the contents of a list, each item having the ability to perform an action.
222 In QML, we can create a menu in several ways. First, we will create a menu containing
223 buttons which will eventually perform different actions. The menu code is in
224 \c FileMenu.qml.
225
226 \code
227 import QtQuick 1.0 \\import the main Qt QML module
228 import "folderName" \\import the contents of the folder
229 import "script.js" as Script \\import a Javascript file and name it as Script
230 \endcode
231
232 The syntax shown above shows how to use the \c import keyword. This is required to
233 use JavaScript files, or QML files that are not within the same directory. Since
234 \c Button.qml is in the same directory as \c FileMenu.qml, we do not need to import
235 the \c Button.qml file to use it. We can directly create a \c Button element by declaring
236 \c Button{}, similar to a \c Rectangle{} declaration.
237
238 \code
239 In FileMenu.qml:
240
241 Row{
242 anchors.centerIn: parent
243 spacing: parent.width/6
244
245 Button{
246 id: loadButton
247 buttonColor: "lightgrey"
248 label: "Load"
249 }
250 Button{
251 buttonColor: "grey"
252 id: saveButton
253 label: "Save"
254 }
255 Button{
256 id: exitButton
257 label: "Exit"
258 buttonColor: "darkgrey"
259
260 onButtonClick: Qt.quit()
261 }
262 }
263 \endcode
264
265 In \c FileMenu.qml, we declare three \c Button elements. They are declared
266 inside a \l {Row}{Row} element, a positioner that will position its children
267 along a vertical row. The \c Button declaration resides in Button.qml,
268 which is the same as the \c Button.qml we used in the previous section.
269 New property bindings can be declared within the newly created buttons,
270 effectively overwriting the properties set in \c Button.qml. The button
271 called \c exitButton will quit and close the window when it is clicked.
272 Note that the signal handler \c onButtonClick in \c Button.qml will be
273 called in addition to the \c onButtonClick handler in \c exitButton.
274
275 \image qml-texteditor1_filemenu.png
276
277 The \c Row declaration is declared in a \c Rectangle, creating a rectangle
278 container for the row of buttons. This additional rectangle creates an indirect
279 way of organizing the row of buttons inside a menu.
280
281 The declaration of the edit menu is very similar at this stage. The menu has
282 buttons that have the labels: \c Copy, \c Paste, and \c {Select All}.
283
284 \image qml-texteditor1_editmenu.png
285
286 Armed with our knowledge of importing and customizing previously made
287 components, we may now combine these menu pages to create a menu bar,
288 consisting of buttons to select the menu, and look at how we may structure
289 data using QML.
290
291 \section1 Implementing a Menu Bar
292
293 Our text editor application will need a way to display menus using a menu bar.
294 The menu bar will switch the different menus and the user can choose which menu
295 to display. Menu switching implies that the menus need more structure than
296 merely displaying them in a row. QML uses models and views to structure data
297 and display the structured data.
298
299 \section2 Using Data Models and Views
300
301 QML has different \l{QML Data Models}{data views} that display
302 \l{QML Data Models}{data models}. Our menu bar will display the menus in a list,
303 with a header that displays a row of menu names. The list of menus are declared
304 inside a \c VisualItemModel. The \l{VisualItemModel}{\c VisualItemModel}
305 element contains items that already have views such as \c Rectangle elements
306 and imported UI elements. Other model types such as the \l{ListModel}{\c ListModel}
307 element need a delegate to display their data.
308
309 We declare two visual items in the \c menuListModel, the \c FileMenu and the
310 \c EditMenu. We customize the two menus and display them using a
311 \l {ListView}{ListView}. The \c MenuBar.qml file contains the QML declarations
312 and a simple edit menu is defined in \c EditMenu.qml.
313
314 \code
315 VisualItemModel{
316 id: menuListModel
317 FileMenu{
318 width: menuListView.width
319 height: menuBar.height
320 color: fileColor
321 }
322 EditMenu{
323 color: editColor
324 width: menuListView.width
325 height: menuBar.height
326 }
327 }
328 \endcode
329
330 The \l {ListView}{ListView} element will display a model according to a delegate.
331 The delegate may declare the model items to display in a \c Row element or display
332 the items in a grid. Our \c menuListModel already has visible items, therefore,
333 we do not need to declare a delegate.
334
335 \code
336 ListView{
337 id: menuListView
338
339 //Anchors are set to react to window anchors
340 anchors.fill:parent
341 anchors.bottom: parent.bottom
342 width:parent.width
343 height: parent.height
344
345 //the model contains the data
346 model: menuListModel
347
348 //control the movement of the menu switching
349 snapMode: ListView.SnapOneItem
350 orientation: ListView.Horizontal
351 boundsBehavior: Flickable.StopAtBounds
352 flickDeceleration: 5000
353 highlightFollowsCurrentItem: true
354 highlightMoveDuration:240
355 highlightRangeMode: ListView.StrictlyEnforceRange
356 }
357 \endcode
358
359 Additionally, \c ListView inherits from \l{Flickable}{\c Flickable}, making
360 the list respond to mouse drags and other gestures. The last portion of the
361 code above sets \c Flickable properties to create the desired flicking movement
362 to our view. In particular,the property \c highlightMoveDuration changes the
363 duration of the flick transition. A higher \c highlightMoveDuration value
364 results in slower menu switching.
365
366 The \c ListView maintains the model items through an \c index and each visual
367 item in the model is accessible through the \c index, in the order of the
368 declaration. Changing the \c currentIndex effectively changes the highlighted
369 item in the \c ListView. The header of our menu bar exemplify this effect.
370 There are two buttons in a row, both changing the current menu when clicked.
371 The \c fileButton changes the current menu to the file menu when clicked,
372 the \c index being \c 0 because \c FileMenu is declared first in the
373 \c menuListModel. Similarly, the \c editButton will change the current
374 menu to the \c EditMenu when clicked.
375
376 The \c labelList rectangle has \c z value of \c 1, denoting that it is displayed
377 at the front of the menu bar. Items with higher \c z values are displayed in front
378 of items with lower \c z values. The default \c z value is \c 0.
379
380 \code
381 Rectangle{
382 id: labelList
383 ...
384 z: 1
385 Row{
386 anchors.centerIn: parent
387 spacing:40
388 Button{
389 label: "File"
390 id: fileButton
391 ...
392 onButtonClick: menuListView.currentIndex = 0
393 }
394 Button{
395 id: editButton
396 label: "Edit"
397 ...
398 onButtonClick: menuListView.currentIndex = 1
399 }
400 }
401 }
402 \endcode
403
404 The menu bar we just created can be flicked to access the menus or by clicking
405 on the menu names at the top. Switching menu screens feel intuitive and responsive.
406
407 \image qml-texteditor2_menubar.png
408
409 \section1 Building a Text Editor
410
411 \section2 Declaring a TextArea
412
413 Our text editor is not a text editor if it didn't contain an editable text area.
414 QML's \l {TextEdit}{TextEdit} element allows the declaration of a multi-line
415 editable text area. \l {TextEdit}{TextEdit} is different from a \l {Text}{Text}
416 element, which doesn't allow the user to directly edit the text.
417
418 \code
419 TextEdit{
420 id: textEditor
421 anchors.fill:parent
422 width:parent.width; height:parent.height
423 color:"midnightblue"
424 focus: true
425
426 wrapMode: TextEdit.Wrap
427
428 onCursorRectangleChanged: flickArea.ensureVisible(cursorRectangle)
429 }
430 \endcode
431
432 The editor has its font color property set and set to wrap the text. The
433 \c TextEdit area is inside a flickable area that will scroll the text if the
434 text cursor is outside the visible area. The function \c ensureVisible() will
435 check if the cursor rectangle is outside the visible boundaries and move the
436 text area accordingly. QML uses Javascript syntax for its scripts, and as previously
437 mentioned, Javascript files can be imported and used within a QML file.
438
439 \code
440 function ensureVisible(r){
441 if (contentX >= r.x)
442 contentX = r.x;
443 else if (contentX+width <= r.x+r.width)
444 contentX = r.x+r.width-width;
445 if (contentY >= r.y)
446 contentY = r.y;
447 else if (contentY+height <= r.y+r.height)
448 contentY = r.y+r.height-height;
449 }
450 \endcode
451
452 \section2 Combining Components for the Text Editor
453
454 We are now ready to create the layout of our text editor using QML. The text
455 editor has two components, the menu bar we created and the text area. QML allows
456 us to reuse components, therefore making our code simpler, by importing components
457 and customizing when necessary. Our text editor splits the window into two;
458 one-third of the screen is dedicated to the menu bar and two-thirds of the screen
459 displays the text area. The menu bar is displayed in front of any other elements.
460
461 \code
462 Rectangle{
463
464 id: screen
465 width: 1000; height: 1000
466
467 //the screen is partitioned into the MenuBar and TextArea. 1/3 of the screen is assigned to the MenuBar
468 property int partition: height/3
469
470 MenuBar{
471 id:menuBar
472 height: partition
473 width:parent.width
474 z: 1
475 }
476
477 TextArea{
478 id:textArea
479 anchors.bottom:parent.bottom
480 y: partition
481 color: "white"
482 height: partition*2
483 width:parent.width
484 }
485 }
486 \endcode
487
488 By importing reusable components, our \c TextEditor code looks much simpler.
489 We can then customize the main application, without worrying about properties
490 that already have defined behaviors. Using this approach, application layouts
491 and UI components can be created easily.
492
493 \image qml-texteditor3_texteditor.png
494
495 \section1 Decorating the Text Editor
496 \section2 Implementing a Drawer Interface
497
498 Our text editor looks simple and we need to decorate it. Using QML, we can declare
499 transitions and animate our text editor. Our menu bar is occupying one-third of the
500 screen and it would be nice to have it only appear when we want it.
501
502 We can add a drawer interface, that will contract or expand the menu bar when clicked.
503 In our implementation, we have a thin rectangle that responds to mouse clicks. The
504 \c drawer, as well as the application, has two sates: the "drawer is open" state and
505 the "drawer is closed" state. The \c drawer item is a strip of rectangle with a small
506 height. There is a nested \l {Image}{Image} element declaring that an arrow icon will
507 be centered inside the drawer. The drawer assigns a state to the whole application,
508 with the identifier \c screen, whenever a user clicks the mouse area.
509
510 \code
511 Rectangle{
512 id:drawer
513 height:15
514
515 Image{
516 id: arrowIcon
517 source: "images/arrow.png"
518 anchors.horizontalCenter: parent.horizontalCenter
519 }
520
521 MouseArea{
522 id: drawerMouseArea
523 anchors.fill:parent
524 onClicked:{
525 if (screen.state == "DRAWER_CLOSED"){
526 screen.state = "DRAWER_OPEN"
527 }
528 else if (screen.state == "DRAWER_OPEN"){
529 screen.state = "DRAWER_CLOSED"
530 }
531 }
532 ...
533 }
534 }
535 \endcode
536
537 A state is simply a collection of configurations and it is declared in a
538 \l{State}{State} element. A list of states can be listed and bound to the
539 \c states property. In our application, the two states are called
540 \c DRAWER_CLOSED and \c DRAWER_OPEN. Item configurations are declared in
541 \l {PropertyChanges}{PropertyChanges} elements. In the \c DRAWER_OPEN state,
542 there are four items that will receive property changes. The first target,
543 \c menuBar, will change its \c y property to \c 0. Similarly, the \c textArea
544 will lower to a new position when the state is \c DRAWER_OPEN. The \c textArea,
545 the \c drawer, and the drawer's icon will undergo property changes to meet the
546 current state.
547
548 \snippet examples/tutorials/gettingStarted/gsQml/texteditor.qml states
549
550 State changes are abrupt and needs smoother transitions. Transitions between states
551 are defined using the \l {Transition}{Transition} element, which can then bind to
552 the item's \c transitions property. Our text editor has a state transition whenever
553 the state changes to either \c DRAWER_OPEN or \c DRAWER_CLOSED. Importantly, the
554 transition needs a \c from and a \c to state but for our transitions, we can use
555 the wild card \c * symbol to denote that the transition applies to all state changes.
556
557 During transitions, we can assign animations to the property changes. Our
558 \c menuBar switches position from \c {y:0} to \c {y:-partition} and we can animate
559 this transition using the \l {NumberAnimation}{NumberAnimation} element. We declare
560 that the targets' properties will animate for a certain duration of time and using
561 a certain easing curve. An easing curve controls the animation rates and
562 interpolation behavior during state transitions. The easing curve we chose is
563 \l{PropertyAnimation::easing.type}{Easing.OutQuint}, which slows the movement near
564 the end of the animation. Please read \l {qdeclarativeanimation.html}{QML's Animation}
565 article.
566
567 \snippet examples/tutorials/gettingStarted/gsQml/texteditor.qml transitions
568
569 Another way of animating property changes is by declaring a \l {Behavior}{Behavior}
570 element. A transition only works during state changes and \c Behavior can set an
571 animation for a general property change. In the text editor, the arrow has a
572 \c NumberAnimation animating its \c rotation property whenever the property changes.
573
574 \code
575 In TextEditor.qml:
576
577 Behavior{
578 NumberAnimation{property: "rotation";easing.type: Easing.OutExpo }
579 }
580 \endcode
581
582 Going back to our components with knowledge of states and animations, we can improve
583 the appearances of the components. In \c Button.qml, we can add \c color and \c scale
584 property changes when the button is clicked. Color types are animated using
585 \l {ColorAnimation}{ColorAnimation} and numbers are animated using
586 \l {NumberAnimation}{NumberAnimation}. The \c {on propertyName} syntax displayed below
587 is helpful when targeting a single property.
588
589 \code
590 In Button.qml:
591 ...
592
593 color: buttonMouseArea.pressed ? Qt.darker(buttonColor, 1.5) : buttonColor
594 Behavior on color { ColorAnimation{ duration: 55} }
595
596 scale: buttonMouseArea.pressed ? 1.1 : 1.00
597 Behavior on scale { NumberAnimation{ duration: 55} }
598 \endcode
599
600 Additionally, we can enhance the appearances of our QML components by adding color
601 effects such as gradients and opacity effects. Declaring a \l {Gradient}{Gradient}
602 element will override the \c color property of the element. You may declare a color
603 in the gradient using the \l {GradientStop}{GradientStop} element. The gradient is
604 positioned using a scale, between \c 0.0 and \c 1.0.
605
606 \code
607 In MenuBar.qml
608 gradient: Gradient {
609 GradientStop { position: 0.0; color: "#8C8F8C" }
610 GradientStop { position: 0.17; color: "#6A6D6A" }
611 GradientStop { position: 0.98;color: "#3F3F3F" }
612 GradientStop { position: 1.0; color: "#0e1B20" }
613 }
614 \endcode
615
616 This gradient is used by the menu bar to display a gradient simulating depth.
617 The first color starts at \c 0.0 and the last color is at \c 1.0.
618
619
620 \section3 Where to Go from Here
621
622 We are finished building the user interface of a very simple text editor.
623 Going forward, the user interface is complete, and we can implement the
624 application logic using regular Qt and C++. QML works nicely as a prototyping
625 tool, separating the application logic away from the UI design.
626
627 \image qml-texteditor4_texteditor.png
628
629 \section2 Extending QML using Qt C++
630
631 Now that we have our text editor layout, we may now implement the text editor
632 functionalities in C++. Using QML with C++ enables us to create our application
633 logic using Qt. We can create a QML context in a C++ application using the
634 \l {Using QML in C++ Applications}{Qt's Declarative} classes and display the QML
635 elements using a Graphics Scene. Alternatively, we can export our C++ code into
636 a plugin that the \l {QML Viewer}{qmlviewer} tool can read. For our application,
637 we shall implement the load and save functions in C++ and export it as a plugin.
638 This way, we only need to load the QML file directly instead of running an executable.
639
640 \section3 Exposing C++ Classes to QML
641
642 We will be implementing file loading and saving using Qt and C++. C++ classes
643 and functions can be used in QML by registering them. The class also needs to be
644 compiled as a Qt plugin and the QML file will need to know where the plugin is located.
645
646 For our application, we need to create the following items:
647 \list 1
648 \o \c Directory class that will handle directory related operations
649 \o \c File class which is a QObject, simulating the list of files in a directory
650 \o plugin class that will register the class to the QML context
651 \o Qt project file that will compile the plugin
652 \o A \c qmldir file telling the qmlviewer tool where to find the plugin
653 \endlist
654
655 \section3 Building a Qt Plugin
656
657 To build a plugin, we need to set the following in a Qt project file. First,
658 the necessary sources, headers, and Qt modules need to be added into our
659 project file. All the C++ code and project files are in the \c filedialog
660 directory.
661
662 \code
663 In filedialog.pro:
664
665 TEMPLATE = lib
666 CONFIG += qt plugin
667 QT += declarative
668
669 DESTDIR += ../plugins
670 OBJECTS_DIR = tmp
671 MOC_DIR = tmp
672
673 TARGET = FileDialog
674
675 HEADERS += directory.h \
676 file.h \
677 dialogPlugin.h
678
679 SOURCES += directory.cpp \
680 file.cpp \
681 dialogPlugin.cpp
682 \endcode
683
684 In particular, we compile Qt with the \c declarative module and configure it as a
685 \c plugin, needing a \c lib template. We shall put the compiled plugin into the
686 parent's \c plugins directory.
687
688
689 \section3 Registering a Class into QML
690
691 \code
692 In dialogPlugin.h:
693
694 #include <QtDeclarative/QDeclarativeExtensionPlugin>
695
696 class DialogPlugin : public QDeclarativeExtensionPlugin
697 {
698 Q_OBJECT
699
700 public:
701 void registerTypes(const char *uri);
702
703 };
704
705 \endcode
706
707 Our plugin class, \c DialogPlugin is a subclass of \l{QDeclarativeExtensionPlugin}.
708 We need to implement the inherited function, \l {QDeclarativeExtensionPlugin::}{registerTypes()}.
709 The \c dialogPlugin.cpp file looks like this:
710
711 \code
712 DialogPlugin.cpp:
713
714 #include "dialogPlugin.h"
715 #include "directory.h"
716 #include "file.h"
717 #include <QtDeclarative/qdeclarative.h>
718
719 void DialogPlugin::registerTypes(const char *uri){
720
721 qmlRegisterType<Directory>(uri, 1, 0, "Directory");
722 qmlRegisterType<File>(uri, 1, 0,"File");
723 }
724
725 Q_EXPORT_PLUGIN2(FileDialog, DialogPlugin);
726 \endcode
727
728 The \l{QDeclarativeExtensionPlugin::}{registerTypes()} function registers
729 our File and Directory classes into QML. This function needs the class name
730 for its template, a major version number, a minor version number, and a name
731 for our classes.
732
733 We need to export the plugin using the \l {Q_EXPORT_PLUGIN2}{Q_EXPORT_PLUGIN2}
734 macro. Note that in our \c dialogPlugin.h file, we have the \l {Q_OBJECT}{Q_OBJECT}
735 macro at the top of our class. As well, we need to run \c qmake on the project
736 file to generate the necessary meta-object code.
737
738
739 \section3 Creating QML Properties in a C++ class
740
741 We can create QML elements and properties using C++ and
742 \l {The Meta-Object System}{Qt's Meta-Object System}. We can implement
743 properties using slots and signals, making Qt aware of these properties.
744 These properties can then be used in QML.
745
746 For the text editor, we need to be able to load and save files. Typically,
747 these features are contained in a file dialog. Fortunately, we can use
748 \l {QDir}{QDir}, \l {QFile}{QFile}, and \l {QTextStream}{QTextStream} to
749 implement directory reading and input/output streams.
750
751 \code
752 class Directory : public QObject{
753
754 Q_OBJECT
755
756 Q_PROPERTY(int filesCount READ filesCount CONSTANT)
757 Q_PROPERTY(QString filename READ filename WRITE setFilename NOTIFY filenameChanged)
758 Q_PROPERTY(QString fileContent READ fileContent WRITE setFileContent NOTIFY fileContentChanged)
759 Q_PROPERTY(QDeclarativeListProperty<File> files READ files CONSTANT )
760
761 ...
762 \endcode
763
764 The \c Directory class uses Qt's Meta-Object System to register properties it
765 needs to accomplish file handling. The \c Directory class is exported as a plugin
766 and is useable in QML as the \c Directory element. Each of the listed properties
767 using the \l {Q_PROPERTY()}{Q_PROPERTY} macro is a QML property.
768
769 The \l {Q_PROPERTY()} {Q_PROPERTY} declares a property as well as its read and
770 write functions into Qt's Meta-Object System. For example, the \c filename
771 property, of type \l {QString}{QString}, is readable using the \c filename()
772 function and writable using the function \c setFilename(). Additionally, there
773 is a signal associated to the filename property called \c filenameChanged(),
774 which is emitted whenever the property changes. The read and write functions
775 are declared as \c public in the header file.
776
777 Similarly, we have the other properties declared according to their uses. The
778 \c filesCount property indicates the number of files in a directory. The filename
779 property is set to the currently selected file's name and the loaded/saved file
780 content is stored in \c fileContent property.
781
782 \code
783 Q_PROPERTY(QDeclarativeListProperty<File> files READ files CONSTANT )
784 \endcode
785
786 The \c files list property is a list of all the filtered files in a directory.
787 The \c Directory class is implemented to filter out invalid text files; only
788 files with a \c .txt extension are valid. Further, \l{QList}s can be
789 used in QML files by declaring them as a QDeclarativeListProperty in C++.
790 The templated object needs to inherit from a QObject, therefore,
791 the \c File class must also inherit from QObject. In the \c Directory class,
792 the list of \c File objects is stored in a QList called \c m_fileList.
793
794 \code
795 class File : public QObject{
796
797 Q_OBJECT
798 Q_PROPERTY(QString name READ name WRITE setName NOTIFY nameChanged)
799
800 ...
801 };
802 \endcode
803
804 The properties can then be used in QML as part of the \c Directory element's
805 properties. Note that we do not have to create an identifier \c id property
806 in our C++ code.
807
808 \code
809 Directory{
810 id: directory
811
812 filesCount
813 filename
814 fileContent
815 files
816
817 files[0].name
818 }
819
820 \endcode
821
822 Because QML uses Javascript's syntax and structure, we can iterate through
823 the list of files and retrieve its properties. To retrieve the first file's
824 name property, we can call \c { files[0].name }.
825
826 Regular C++ functions are also accessible from QML. The file loading and saving
827 functions are implemented in C++ and declared using the
828 \l {Q_INVOKABLE}{Q_INVOKABLE} macro. Alternatively, we can declare the functions
829 as a \c slot and the functions will be accessible from QML.
830
831 \code
832 In Directory.h:
833
834 Q_INVOKABLE void saveFile();
835 Q_INVOKABLE void loadFile();
836 \endcode
837
838 The \c Directory class also has to notify other objects whenever the directory
839 contents change. This feature is performed using a \c signal. As previously
840 mentioned, QML signals have a corresponding handler with their names prepended
841 with \c on. The signal is called \c directoryChanged and it is emitted whenever
842 there is a directory refresh. The refresh simply reloads the directory contents
843 and updates the list of valid files in the directory. QML items can then be
844 notified by attaching an action to the \c onDirectoryChanged signal handler.
845
846 The \c list properties need to be explored further. This is because list
847 properties use callbacks to access and modify the list contents. The list
848 property is of type \c QDeclarativeListProperty<File>. Whenever the list
849 is accessed, the accessor function needs to return a
850 \c QDeclarativeListProperty<File>. The template type, \c File, needs to be a
851 \c QObject derivative. Further, to create the
852 \l {QDeclarativeListProperty}{QDeclarativeListProperty}, the list's accessor
853 and modifiers need to be passed to the constructor as function pointers. The list,
854 a \c QList in our case, also needs to be a list of \c File pointers.
855
856 The constructor of \l {QDeclarativeListProperty}{QDeclarativeListProperty}
857 constructor and the \c Directory implementation:
858 \code
859 QDeclarativeListProperty ( QObject * object, void * data, AppendFunction append, CountFunction count = 0, AtFunction at = 0, ClearFunction clear = 0 )
860 QDeclarativeListProperty<File>( this, &m_fileList, &appendFiles, &filesSize, &fileAt, &clearFilesPtr );
861 \endcode
862
863 The constructor passes pointers to functions that will append the list, count
864 the list, retrieve the item using an index, and empty the list. Only the append
865 function is mandatory. Note that the function pointers must match the definition
866 of \l {QDeclarativeListProperty::AppendFunction}{AppendFunction},
867 \l {QDeclarativeListProperty::CountFunction}{CountFunction},
868 \l {QDeclarativeListProperty::AtFunction}{AtFunction}, or
869 \l {QDeclarativeListProperty::ClearFunction}{ClearFunction}.
870
871 \code
872 void appendFiles(QDeclarativeListProperty<File> * property, File * file)
873 File* fileAt(QDeclarativeListProperty<File> * property, int index)
874 int filesSize(QDeclarativeListProperty<File> * property)
875 void clearFilesPtr(QDeclarativeListProperty<File> *property)
876 \endcode
877
878 To simplify our file dialog, the \c Directory class filters out invalid text
879 files, which are files that do not have a \c .txt extension. If a file name
880 doesn't have the \c .txt extension, then it won't be seen in our file dialog.
881 Also, the implementation makes sure that saved files have a \c .txt extension in
882 the file name. \c Directory uses \l {QTextStream}{QTextStream} to read the file
883 and to output the file contents to a file.
884
885 With our \c Directory element, we can retrieve the files as a list, know how many
886 text files is in the application directory, get the file's name and content as a
887 string, and be notified whenever there are changes in the directory contents.
888
889 To build the plugin, run \c qmake on the \c filedialog.pro project file, then run
890 \c make to build and transfer the plugin to the \c plugins directory.
891
892
893 \section3 Importing a Plugin in QML
894
895 The qmlviewer tool imports files that are in the same directory as the
896 application. We can also create a \c qmldir file containing the locations of
897 QML files we wish to import. The \c qmldir file can also store locations of
898 plugins and other resources.
899
900 \code
901 In qmldir:
902
903 Button ./Button.qml
904 FileDialog ./FileDialog.qml
905 TextArea ./TextArea.qml
906 TextEditor ./TextEditor.qml
907 EditMenu ./EditMenu.qml
908
909 plugin FileDialog plugins
910 \endcode
911
912 The plugin we just created is called \c FileDialog, as indicated by the
913 \c TARGET field in the project file. The compiled plugin is in the \c plugins directory.
914
915
916 \section3 Integrating a File Dialog into the File Menu
917
918 Our \c FileMenu needs to display the \c FileDialog element, containing a list of
919 the text files in a directory thus allowing the user to select the file by
920 clicking on the list. We also need to assign the save, load, and new buttons
921 to their respective actions. The FileMenu contains an editable text input to
922 allow the user to type a file name using the keyboard.
923
924 The \c Directory element is used in the \c FileMenu.qml file and it notifies the
925 \c FileDialog element that the directory refreshed its contents. This notification
926 is performed in the signal handler, \c onDirectoryChanged.
927
928 \code
929 In FileMenu.qml:
930
931 Directory{
932 id:directory
933 filename: textInput.text
934 onDirectoryChanged: fileDialog.notifyRefresh()
935 }
936 \endcode
937
938 Keeping with the simplicity of our application, the file dialog will always be
939 visible and will not display invalid text files, which do not have a \c .txt
940 extension to their filenames.
941
942 \code
943 In FileDialog.qml:
944
945 signal notifyRefresh()
946 onNotifyRefresh: dirView.model = directory.files
947 \endcode
948
949 The \c FileDialog element will display the contents of a directory by reading its
950 list property called \c files. The files are used as the model of a
951 \l {GridView}{GridView} element, which displays data items in a grid according
952 to a delegate. The delegate handles the appearance of the model and our file
953 dialog will simply create a grid with text centered in the middle. Clicking on
954 the file name will result in the appearance of a rectangle to highlight the file
955 name. The \c FileDialog is notified whenever the \c notifyRefresh signal is emitted,
956 reloading the files in the directory.
957
958 \code
959 In FileMenu.qml:
960
961 Button{
962 id: newButton
963 label: "New"
964 onButtonClick:{
965 textArea.textContent = ""
966 }
967 }
968 Button{
969 id: loadButton
970 label: "Load"
971 onButtonClick:{
972 directory.filename = textInput.text
973 directory.loadFile()
974 textArea.textContent = directory.fileContent
975 }
976 }
977 Button{
978 id: saveButton
979 label: "Save"
980 onButtonClick:{
981 directory.fileContent = textArea.textContent
982 directory.filename = textInput.text
983 directory.saveFile()
984 }
985 }
986 Button{
987 id: exitButton
988 label: "Exit"
989 onButtonClick:{
990 Qt.quit()
991 }
992 }
993 \endcode
994
995 Our \c FileMenu can now connect to their respective actions. The \c saveButton
996 will transfer the text from the \c TextEdit onto the directory's \c fileContent
997 property, then copy its file name from the editable text input. Finally, the button
998 calls the \c saveFile() function, saving the file. The \c loadButton has a similar
999 execution. Also, the \c New action will empty the contents of the \c TextEdit.
1000
1001 Further, the \c EditMenu buttons are connected to the \c TextEdit functions to copy,
1002 paste, and select all the text in the text editor.
1003
1004 \image qml-texteditor5_filemenu.png
1005
1006 \section2 Text Editor Completion
1007
1008 \image qml-texteditor5_newfile.png
1009
1010 The application can function as a simple text editor, able to accept text
1011 and save the text into a file. The text editor can also load from a file and
1012 perform text manipulation.
1013
1014 \section1 Running the Text Editor
1015
1016 We need to compile the file dialog C++ plugin before the text editor can run.
1017 To compile, enter the \c gsQml directory, then run \c qmake and compile
1018 using \c make or \c nmake, depending on your platform. To run, launch
1019 qmlviewer and open the \c texteditor.qml file.
1020
1021 The source code is in the \c{examples/tutorials/gettingStarted/gsQml}
1022 directory.
1023*/
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