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-rw-r--r--doc/qtdesignstudio/src/qtbridge/qtbridge-overview.qdoc65
-rw-r--r--doc/qtdesignstudio/src/qtbridge/qtbridge-ps-overview.qdoc59
-rw-r--r--doc/qtdesignstudio/src/qtbridge/qtbridge-ps-setup.qdoc116
-rw-r--r--doc/qtdesignstudio/src/qtbridge/qtbridge-ps-using.qdoc258
-rw-r--r--doc/qtdesignstudio/src/qtbridge/qtbridge-sketch-overview.qdoc56
-rw-r--r--doc/qtdesignstudio/src/qtbridge/qtbridge-sketch-setup.qdoc44
-rw-r--r--doc/qtdesignstudio/src/qtbridge/qtbridge-sketch-using.qdoc196
-rw-r--r--doc/qtdesignstudio/src/qtdesignstudio-adding-dynamics.qdoc70
-rw-r--r--doc/qtdesignstudio/src/qtdesignstudio-advanced.qdoc90
-rw-r--r--doc/qtdesignstudio/src/qtdesignstudio-components.qdocinc79
-rw-r--r--doc/qtdesignstudio/src/qtdesignstudio-debugging.qdoc52
-rw-r--r--doc/qtdesignstudio/src/qtdesignstudio-examples.qdoc48
-rw-r--r--doc/qtdesignstudio/src/qtdesignstudio-faq.qdoc40
-rw-r--r--doc/qtdesignstudio/src/qtdesignstudio-fonts.qdoc55
-rw-r--r--doc/qtdesignstudio/src/qtdesignstudio-getting-started.qdoc79
-rw-r--r--doc/qtdesignstudio/src/qtdesignstudio-help-overview.qdoc59
-rw-r--r--doc/qtdesignstudio/src/qtdesignstudio-importing-designs.qdoc177
-rw-r--r--doc/qtdesignstudio/src/qtdesignstudio-javascript.qdoc152
-rw-r--r--doc/qtdesignstudio/src/qtdesignstudio-platforms.qdoc55
-rw-r--r--doc/qtdesignstudio/src/qtdesignstudio-projects-overview.qdoc73
-rw-r--r--doc/qtdesignstudio/src/qtdesignstudio-projects.qdoc159
-rw-r--r--doc/qtdesignstudio/src/qtdesignstudio-prototyping.qdoc91
-rw-r--r--doc/qtdesignstudio/src/qtdesignstudio-terms.qdoc90
-rw-r--r--doc/qtdesignstudio/src/qtdesignstudio-toc.qdoc160
-rw-r--r--doc/qtdesignstudio/src/qtdesignstudio-tutorials.qdoc53
-rw-r--r--doc/qtdesignstudio/src/qtdesignstudio-visual-effects.qdocinc104
-rw-r--r--doc/qtdesignstudio/src/qtdesignstudio.qdoc119
-rw-r--r--doc/qtdesignstudio/src/qtquick3d-editor/exporting-3d/exporting-from-maya.qdoc57
-rw-r--r--doc/qtdesignstudio/src/qtquick3d-editor/qtdesignstudio-3d-camera.qdoc113
-rw-r--r--doc/qtdesignstudio/src/qtquick3d-editor/qtdesignstudio-3d-components.qdoc76
-rw-r--r--doc/qtdesignstudio/src/qtquick3d-editor/qtdesignstudio-3d-design-mode.qdoc88
-rw-r--r--doc/qtdesignstudio/src/qtquick3d-editor/qtdesignstudio-3d-editor.qdoc176
-rw-r--r--doc/qtdesignstudio/src/qtquick3d-editor/qtdesignstudio-3d-lights.qdoc165
-rw-r--r--doc/qtdesignstudio/src/qtquick3d-editor/qtdesignstudio-3d-materials-shaders.qdoc229
-rw-r--r--doc/qtdesignstudio/src/qtquick3d-editor/qtdesignstudio-3d-model.qdoc77
-rw-r--r--doc/qtdesignstudio/src/qtquick3d-editor/qtdesignstudio-3d-node.qdoc82
-rw-r--r--doc/qtdesignstudio/src/qtquick3d-editor/qtdesignstudio-3d-scene-environment.qdoc156
-rw-r--r--doc/qtdesignstudio/src/qtquick3d-editor/qtdesignstudio-3d-texture.qdoc111
-rw-r--r--doc/qtdesignstudio/src/qtquick3d-editor/qtdesignstudio-3d-view.qdoc54
-rw-r--r--doc/qtdesignstudio/src/qtquick3d-editor/qtdesignstudio-3d.qdoc67
-rw-r--r--doc/qtdesignstudio/src/qtquickdesigner-components/components/qqs-components-arc.qdoc350
-rw-r--r--doc/qtdesignstudio/src/qtquickdesigner-components/components/qqs-components-border.qdoc315
-rw-r--r--doc/qtdesignstudio/src/qtquickdesigner-components/components/qqs-components-flipable.qdoc125
-rw-r--r--doc/qtdesignstudio/src/qtquickdesigner-components/components/qqs-components-group.qdoc67
-rw-r--r--doc/qtdesignstudio/src/qtquickdesigner-components/components/qqs-components-iso.qdoc67
-rw-r--r--doc/qtdesignstudio/src/qtquickdesigner-components/components/qqs-components-pie.qdoc254
-rw-r--r--doc/qtdesignstudio/src/qtquickdesigner-components/components/qqs-components-rectangle.qdoc283
-rw-r--r--doc/qtdesignstudio/src/qtquickdesigner-components/components/qqs-components-svgPath.qdoc212
-rw-r--r--doc/qtdesignstudio/src/qtquickdesigner-components/components/qqs-components-triangle.qdoc287
-rw-r--r--doc/qtdesignstudio/src/qtquickdesigner-components/qtquickdesigner-components.qdoc52
-rw-r--r--doc/qtdesignstudio/src/qtquickdesigner-components/qtquickstudiocomponents-qmlmodule.qdoc58
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diff --git a/doc/qtdesignstudio/src/qtbridge/qtbridge-overview.qdoc b/doc/qtdesignstudio/src/qtbridge/qtbridge-overview.qdoc
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+/****************************************************************************
+**
+** Copyright (C) 2019 The Qt Company Ltd.
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of the Qt Design Studio documentation.
+**
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see https://www.qt.io/terms-conditions. For further
+** information use the contact form at https://www.qt.io/contact-us.
+**
+** GNU Free Documentation License Usage
+** 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. Please review the following information to ensure
+** the GNU Free Documentation License version 1.3 requirements
+** will be met: https://www.gnu.org/licenses/fdl-1.3.html.
+**
+****************************************************************************/
+
+/*!
+ \contentspage {Qt Design Studio Manual}
+ \previouspage studio-getting-started.html
+ \page qtbridge-overview.html
+ \nextpage psqtbridge.html
+
+ \title Exporting Artwork from Design Tools
+
+ You need to use \QB for exporting the 2D assets from design tools,
+ whereas you can directly import 3D assets saved in widely-used 3D
+ graphics formats. For best results when importing 3D assets, follow
+ the guidelines for creating and exporting them.
+
+ \list
+
+ \li \l{Exporting Designs from Adobe Photoshop}
+
+ You can use the \QBPS export tool in Adobe Photoshop to convert
+ artwork into Qt Quick files (.ui.qml) that you can import to
+ projects in \QDS.
+
+ \li \l{Exporting Designs from Sketch}
+
+ You can use the \QBSK export tool in Sketch to convert artwork into
+ Qt Quick files that you can import to projects in \QDS.
+
+ \li \l{Exporting from Maya}
+
+ You can export 3D graphics from Maya in the FBX format.
+ The necessary plugin is usually enabled by default.
+
+ \omit
+ \li \l{Exporting 3D Assets}
+
+ You can import files you created using 3D graphics applications and
+ stored in several widely-used formats, such as .blend, .dae, .fbx,
+ .glb, .gltf, .obj, .uia, or .uip.
+ \endomit
+ \endlist
+*/
diff --git a/doc/qtdesignstudio/src/qtbridge/qtbridge-ps-overview.qdoc b/doc/qtdesignstudio/src/qtbridge/qtbridge-ps-overview.qdoc
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--- /dev/null
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+/****************************************************************************
+**
+** Copyright (C) 2019 The Qt Company Ltd.
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of the Qt Design Studio documentation.
+**
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see https://www.qt.io/terms-conditions. For further
+** information use the contact form at https://www.qt.io/contact-us.
+**
+** GNU Free Documentation License Usage
+** 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. Please review the following information to ensure
+** the GNU Free Documentation License version 1.3 requirements
+** will be met: https://www.gnu.org/licenses/fdl-1.3.html.
+**
+****************************************************************************/
+
+// Note: The \page value is hard-coded as a link in Qt Bridge for Adobe Photoshop.
+
+/*!
+ \contentspage {Qt Design Studio Manual}
+ \previouspage qtbridge-overview.html
+ \page psqtbridge.html
+ \nextpage qtbridge-ps-setup.html
+
+ \title Exporting Designs from Adobe Photoshop
+
+ You can use \QBPS to export designs from Adobe Photoshop to .ui.qml files.
+
+ \image studio-ps-export.png
+
+ If you would rather use Adobe Illustrator for creating artwork, you can
+ copy-paste your assets to Adobe Photoshop as \e {smart objects}.
+
+ The following topics describe setting up and using \QBPS:
+
+ \list
+
+ \li \l{Setting Up Qt Bridge for Adobe Photoshop}
+
+ You must install and set up the \QBPS export tool before you can use
+ it to convert artwork into Qt Quick files that you can import to
+ projects in \QDS.
+
+ \li \l{Using Qt Bridge for Adobe Photoshop}
+
+ To get the best results when you use \QBPS to export designs from
+ Photoshop to Qt Quick files, you should follow the guidelines for
+ working with Photoshop and organizing your assets.
+ \endlist
+*/
diff --git a/doc/qtdesignstudio/src/qtbridge/qtbridge-ps-setup.qdoc b/doc/qtdesignstudio/src/qtbridge/qtbridge-ps-setup.qdoc
new file mode 100644
index 0000000000..0268fd04af
--- /dev/null
+++ b/doc/qtdesignstudio/src/qtbridge/qtbridge-ps-setup.qdoc
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+/****************************************************************************
+**
+** Copyright (C) 2019 The Qt Company Ltd.
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of the Qt Bridge documentation.
+**
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see https://www.qt.io/terms-conditions. For further
+** information use the contact form at https://www.qt.io/contact-us.
+**
+** GNU Free Documentation License Usage
+** 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. Please review the following information to ensure
+** the GNU Free Documentation License version 1.3 requirements
+** will be met: https://www.gnu.org/licenses/fdl-1.3.html.
+**
+****************************************************************************/
+
+/*!
+
+ \contentspage {Qt Design Studio}
+ \previouspage psqtbridge.html
+ \page qtbridge-ps-setup.html
+ \nextpage qtbridge-ps-using.html
+
+ \title Setting Up \QBPS
+
+ \QBPS is delivered as an Adobe extension (ZXP) package and requires Adobe
+ Photoshop version 20.0.0, or later to be installed. The \QBPS installation
+ process differs depending on whether you use ZXPInstaller and whether you
+ are installing on Windows or \macos.
+
+ \section1 Installing with ZXPInstaller
+
+ To use ZXPInstaller to install \QBPS:
+
+ \list 1
+ \li Download and install \l{http://zxpinstaller.com/}{ZXPInstaller}.
+ \li Start ZXPInstaller.
+ \li Drag and drop the \QBPS ZXP package from the \c photoshop_bridge
+ directory in the installation directory of \QDS to ZXPInstaller.
+ \li Follow the instructions of the installation program.
+ \endlist
+
+ \section1 Installing Without ZXPInstaller
+
+ The \QBPS installation process differs depending on the platform you
+ are installing on.
+
+ \section2 Installing on Windows
+
+ To install \QBPS on Windows without using ZXPInstaller:
+
+ \list 1
+ \li Copy the \QBPS ZXP package from the \c photoshop_bridge directory
+ in the installation directory of \QDS to the \c Documents directory
+ in your user directory.
+ \li Open Windows PowerShell.
+ \li Enter the following commands:
+ \badcode
+ cd "$env:UserProfile\Documents"
+ mv .\io.qt.QtBridge.zxp .\io.qt.QtBridge.zip
+ expand-archive .\io.qt.QtBridge.zip
+ xcopy /E /I .\io.qt.QtBridge "$env:APPDATA\Adobe\CEP\extensions\io.qt.QtBridge"
+ \endcode
+ \endlist
+
+ \section2 Installing on \macos
+
+ To install \QBPS on \macos without using ZXPInstaller:
+
+ \list 1
+ \li Copy the \QBPS ZXP package from the \c photoshop_bridge
+ directory in the installation directory of \QDS to your
+ \c Documents directory.
+ \li Open Terminal.
+ \li Enter the following commands:
+ \badcode
+ cd ~/Documents
+ unzip io.qt.QtBridge.zxp -d io.qt.QtBridge
+ sudo mkdir -p /Library/Application\ Support/Adobe/CEP/extensions
+ sudo cp -R ./io.qt.QtBridge /Library/Application\ Support/Adobe/CEP/extensions
+ \endcode
+ \endlist
+
+ \section1 Enabling Remote Connections
+
+ To set up \QBPS:
+
+ \list 1
+ \li Once the installation is completed, restart Adobe Photoshop to make
+ \QBPS appear in \uicontrol Window > \uicontrol Extensions.
+ \li Select \uicontrol Edit > \uicontrol Preferences >
+ \uicontrol General > \uicontrol Plug-ins to enable a remote
+ connection.
+ \li Select the \uicontrol {Enable Remote Connections} check box and
+ enter a password in the \uicontrol Password field.
+ \li To test that the connection is working properly, start \QBPS and
+ select the settings icon in the top right corner.
+ \image qt-bridge-settings.png
+ \li In the \uicontrol Password field, enter the password you entered in
+ Adobe Photoshop and select \uicontrol {Connect}.
+ \li In the \uicontrol {Export Path} group, select the browse button
+ (\uicontrol {...}) to specify the location where \QBPS copies the
+ exported files.
+ \endlist
+
+ Once the connection is successfully created, \QBPS is ready to use.
+*/
diff --git a/doc/qtdesignstudio/src/qtbridge/qtbridge-ps-using.qdoc b/doc/qtdesignstudio/src/qtbridge/qtbridge-ps-using.qdoc
new file mode 100644
index 0000000000..754a73f635
--- /dev/null
+++ b/doc/qtdesignstudio/src/qtbridge/qtbridge-ps-using.qdoc
@@ -0,0 +1,258 @@
+/****************************************************************************
+**
+** Copyright (C) 2019 The Qt Company Ltd.
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of the Qt Bridge documentation.
+**
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see https://www.qt.io/terms-conditions. For further
+** information use the contact form at https://www.qt.io/contact-us.
+**
+** GNU Free Documentation License Usage
+** 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. Please review the following information to ensure
+** the GNU Free Documentation License version 1.3 requirements
+** will be met: https://www.gnu.org/licenses/fdl-1.3.html.
+**
+****************************************************************************/
+
+/*!
+ \contentspage {Qt Design Studio Manual}
+ \previouspage qtbridge-ps-setup.html
+ \page qtbridge-ps-using.html
+ \nextpage sketchqtbridge.html
+
+ \title Using \QBPS
+
+ \section1 Organizing Assets
+
+ To get the best results when you use \QBPS to export designs from Adobe
+ Photoshop to \QDS, follow these guidelines when working with Photoshop:
+
+ \list
+ \li Arrange your art into artboards and organize it into groups and
+ layers that are imported into \QDS as separate files, depending
+ on the choices you make when exporting designs.
+ \li Use the Type tool to make sure that all of your text labels
+ are exported to \l Text items.
+ \li Store all assets in vector format to be able to easily rescale them
+ for different screen sizes and resolutions.
+ \endlist
+
+ If you would rather use Adobe Illustrator for creating artwork, you can
+ copy-paste your assets to Adobe Photoshop as \e {smart objects}. You can
+ then double-click the smart objects in Photoshop to open them in Illustrator
+ for editing. Because you use smart objects, all your changes are propagated
+ to all instances of the objects used in your designs in Photoshop.
+
+ To use the fonts that you use in Photoshop also in \QDS, you need to load
+ them to \QDS. \QDS deploys them to devices when you preview the UI. For more
+ information, see \l{Using Custom Fonts}.
+
+ \section2 Using Artboards
+
+ The relationships between the groups and layers on an artboard are preserved
+ when you export designs from Adobe Photoshop and import them into \QDS.
+
+ When you use \QBPS to export your designs, you will determine how you want
+ each group or layer exported: as a \e component or \e child. A component is
+ a single QML file that can contain other assets. A child is a single PNG
+ file that you can use within QML files.
+
+ If you plan to use pieces of your artwork as separate images in the UI,
+ group them on an artboard as separate layers. You can then export the group
+ as a component and each layer within it as a child. The children are
+ imported to \QDS as separate PNG files that you can use as image sources.
+
+ To use the contents of an artboard as a single image in the UI, you can
+ merge the groups and layers when you export them. During import, the
+ contents are flattened into one PNG file. The merge is done in a way that
+ enables you to change the groups and layers in Photoshop or Adobe
+ Illustrator and then export and import the artboard again. This is an easy
+ way to create a reference image of how the final UI should look like, for
+ example.
+
+ Place different parts of the UI, such as menus and pop-ups, on separate
+ artboards to be able to export them as components or children and to
+ import them as QML and PNG files that you can drag and drop to the working
+ area in \QDS Design mode while creating a UI.
+
+ \QDS offers predefined sets of UI controls that you can modify according
+ to your needs. You can export your own controls as QML types, Qt Quick
+ Controls, or Studio Components. The position and dimensions of your control
+ are preserved.
+
+ However, if you want your UI controls, such as check boxes, to look exactly
+ like they do in Photoshop, you have to create the control in an Artboard and
+ use the artboard in the layers where the control instance is to be created.
+ \QB exports the control as a custom QML component that you can program in
+ \QDS.
+
+ \section1 Exporting Assets
+
+ Each artboard is exported automatically as a component. That is, a separate
+ QML file that contains all the artwork on the artboard, except layers that
+ are set to be skipped or exported as child items. You determine how
+ each group or layer in an artboard is exported: as a component or a child
+ item. In addition, you can merge the groups and layers of an artboard
+ into the parent as one item or skip layers completely.
+
+ By default, layers are exported as follows:
+
+ \list
+ \li First level group layers are exported as child items of the
+ artboard.
+ \li Second level group layers are merged to their parent.
+ \li Asset layers are exported as merged.
+ \li Text layers are always exported as child items.
+ \endlist
+
+ \QBPS automatically proposes identifiers (QML ids) for all groups and layers.
+ The ids will be used as filenames in \QDS. You can change the ids, so that
+ you can easily find them in \QDS. Just keep in mind that the ids must be
+ unique and that they must follow some naming conventions.
+
+ You can export assets using the default settings and make all the changes
+ later in \QDS. If you are familiar with the \l{QML Syntax Basics}
+ {QML syntax}, you can modify the settings to tailor the generated QML to
+ a certain degree. For example, you can specify the QML type or Studio
+ component to use for a component or layer. If you have drawn an arc that
+ you mean to animate, you can export it as an Arc Studio component to avoid
+ having to replace the arc image with an Arc component in \QDS. Or you could
+ export a button as a Qt Quick Controls 2 Button type.
+
+ You can specify effects, such as a blur effect, to use for a group or layer.
+
+ The QML types supported by \QDS are listed in the \uicontrol {QML Types}
+ tab in the \uicontrol Library in the Design mode of \QDS. For more
+ information, see \l{Creating Components}.
+
+ You can also specify values for the properties of the QML type or create
+ \l{Property Aliases}{property aliases} to fetch the values from other
+ properties.
+
+ \image qt-bridge.png
+
+ \section2 Specifying Settings for Exporting Assets
+
+ To export your design using \QBPS:
+
+ \list 1
+ \li \QBPS automatically proposes identifiers for all groups and layers
+ that you can change in the \uicontrol {QML ID} field. The ids must
+ be unique, they must begin with a lower-case letter or an
+ underscore, and they can only contain letters, numbers, and
+ underscore characters. For more information, see
+ \l {The id Attribute}.
+ \li In the \uicontrol {Export As} field, select the export type for the
+ group or layer:
+ \list
+ \li \uicontrol Component creates a separate QML file for the
+ selected artboard, group, or layer that contains all the
+ artwork in it, except layers that are set to be skipped or
+ exported as child items.
+ \li \uicontrol Child creates a separate PNG file for each asset
+ of the selected group or layer, with references to the
+ images in the component file.
+ \li \uicontrol Merged merges the selected groups and layers into
+ the parent as one item.
+ \li \uicontrol Skipped completely skips the selected layer.
+ \endlist
+ \li In the \uicontrol {As Artboard} field, select an artboard
+ to reuse. For example, you can use an artboard to define a
+ component, such as a button, and reuse it in other artboards.
+ \li In the \uicontrol {QML Type} field, specify the QML type
+ or Studio component to morph this layer into. The generated
+ component will be of this type. For example, if you drew a
+ rectangle, you can export it as a Rectangle Studio component.
+ You can provide the import statement of the module where the QML
+ type is defined in the \uicontrol {Add Imports} field.
+ \li In the \uicontrol {Add Imports} field, enter additional
+ import statements to have them added to the generated QML file.
+ For example, to use Qt Quick Controls 2.3, you need the import
+ statement \c {QtQuick.Controls 2.3} and to use Qt Studio
+ Components 1.0, you need the import statement
+ \c {QtQuick.Studio.Components 1.0}. You can also import a module
+ as an alias.
+ \li In the \uicontrol {QML Properties} field, specify properties for
+ the QML type. You can add and modify properties in \QDS.
+ \li Select the \uicontrol {Clip Contents} check box to enable clipping
+ in the type generated from the layer. The generated type will clip
+ its own painting, as well as the painting of its children, to its
+ bounding rectangle.
+ \li Select the \uicontrol {Create Alias} check box to export the item
+ generated from this layer as an alias in the parent component.
+ \li Select \uicontrol {Cascade properties} to apply the current set of
+ properties to all the children of the selected layer.
+ \li Select \uicontrol Export to copy your assets to the export path you
+ specified.
+ \li When the exporting is done, select \uicontrol OK.
+ \endlist
+
+ All the assets and metadata are copied to the directory you specified. This
+ might take a little while depending on the complexity of your project.
+
+ You can now create a project in \QDS and import the assets to it, as
+ described in \l {Creating Projects} and \l{Importing Designs}.
+
+ \section1 Sanitizing Documents
+
+ \QBPS enables removing all \QBPS related metadata from the active
+ document. In the \QBPS \uicontrol Settings dialog, select
+ \uicontrol {Sanitize Document} to sanitize the active document.
+ Once the sanitization is successfully done, the document will
+ contain no \QBPS related metadata and the \QBPS layer settings will fall
+ back to the \l{Exporting Assets}{default} values.
+
+ \note The sanitization is done in memory and the document must be saved to
+ keep the sanitized state.
+
+ \image qt-bridge-sanitize.png
+
+ \section1 Extending \QBPS
+ You can change the default behavior of \QBPS with the help of a JSX script. One can write
+ specific functions in the script that are called by \QBPS with useful parameters.
+
+ \section2 Overridable JSX Functions
+ You can define the following functions in the override JSX.
+ \list
+ \li preExport(document)
+ This function is called before the document is exported. The parameter \a document is
+ the PSD Document instance. This function can be used to make temporary changes in
+ the document before export.
+ \li postExport(document)
+ This function is called after the document is exported. The parameter \a document is the
+ PSD Document instance. You can undo the temporary changes done in the function
+ \e preExport(...).
+ \li customDefaultQmlId(name, instance)
+ The function is called for settings the default QML id of the layer. The returned value
+ is used for the QML id. Return \e Falsey to use the auto generated QML id instead.
+ The parameter \a name is the auto generated QML id by the plugin and \a instance is the
+ PSD layer instance.
+ \endlist
+
+ \note Please refer to \l {https://www.adobe.com/devnet/photoshop/scripting.html}
+ {Adobe Photoshop CC Javascript} scripting guide to understand the object model and \e Document
+ and \e Layer instances.
+
+ \image qt-bridge-override.png
+
+ In the \QBPS \uicontrol Settings dialog, select \uicontrol {Override JSX Script} to set the
+ override JSX script.
+
+ For more information, watch a video tutorial and webinar about using \QBPS:
+
+ \list
+ \li \l{https://resources.qt.io/development-topic-ui-design/qtdesignstudio-clustertutorial-partone}
+ {Building an Instrument Cluster for Your Car HMI, Part 1}
+ \li \l{https://www.youtube.com/watch?v=ZzbucmQPU44}
+ {From Photoshop to Prototype with Qt Design Studio}
+ \endlist
+*/
diff --git a/doc/qtdesignstudio/src/qtbridge/qtbridge-sketch-overview.qdoc b/doc/qtdesignstudio/src/qtbridge/qtbridge-sketch-overview.qdoc
new file mode 100644
index 0000000000..dbb986aa61
--- /dev/null
+++ b/doc/qtdesignstudio/src/qtbridge/qtbridge-sketch-overview.qdoc
@@ -0,0 +1,56 @@
+/****************************************************************************
+**
+** Copyright (C) 2019 The Qt Company Ltd.
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of the Qt Design Studio documentation.
+**
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see https://www.qt.io/terms-conditions. For further
+** information use the contact form at https://www.qt.io/contact-us.
+**
+** GNU Free Documentation License Usage
+** 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. Please review the following information to ensure
+** the GNU Free Documentation License version 1.3 requirements
+** will be met: https://www.gnu.org/licenses/fdl-1.3.html.
+**
+****************************************************************************/
+
+// Note: The \page value is hard-coded as a link in Qt Bridge for Sketch.
+
+/*!
+ \contentspage {Qt Design Studio Manual}
+ \previouspage qtbridge-ps-using.html
+ \page sketchqtbridge.html
+ \nextpage qtbridge-sketch-setup.html
+
+ \title Exporting Designs from Sketch
+
+ You can use \QBSK to export designs from Sketch to .ui.qml files.
+
+ \image studio-sketch-export.png
+
+ The following topics describe setting up and using \QBSK:
+
+ \list
+
+ \li \l{Setting Up Qt Bridge for Sketch}
+
+ You must install Sketch and the \QBSK export tool before you can use
+ the tool to convert artwork into Qt Quick files that you can import
+ to projects in \QDS.
+
+ \li \l{Using Qt Bridge for Sketch}
+
+ To get the best results when you use \QBSK to export designs from
+ Sketch to Qt Quick files, you should follow the guidelines for
+ working with Sketch and organizing your assets.
+ \endlist
+*/
diff --git a/doc/qtdesignstudio/src/qtbridge/qtbridge-sketch-setup.qdoc b/doc/qtdesignstudio/src/qtbridge/qtbridge-sketch-setup.qdoc
new file mode 100644
index 0000000000..4c761b90d0
--- /dev/null
+++ b/doc/qtdesignstudio/src/qtbridge/qtbridge-sketch-setup.qdoc
@@ -0,0 +1,44 @@
+/****************************************************************************
+**
+** Copyright (C) 2019 The Qt Company Ltd.
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of the Qt Bridge documentation.
+**
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see https://www.qt.io/terms-conditions. For further
+** information use the contact form at https://www.qt.io/contact-us.
+**
+** GNU Free Documentation License Usage
+** 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. Please review the following information to ensure
+** the GNU Free Documentation License version 1.3 requirements
+** will be met: https://www.gnu.org/licenses/fdl-1.3.html.
+**
+****************************************************************************/
+
+/*!
+
+ \contentspage {Qt Design Studio}
+ \previouspage sketchqtbridge.html
+ \page qtbridge-sketch-setup.html
+ \nextpage qtbridge-sketch-using.html
+
+ \title Setting Up \QBSK
+
+ \QBSK is delivered with \QDS as a Sketch plugin that you can install to
+ Sketch.
+
+ \note Install the Sketch app before installing the plugin.
+
+ To install the \QBSK plugin to Sketch, double-click the \QBSK plugin in the
+ \c sketch_bridge directory in the installation directory of \QDS.
+
+ The plugin is available at \uicontrol Plugins > \uicontrol {\QB}.
+*/
diff --git a/doc/qtdesignstudio/src/qtbridge/qtbridge-sketch-using.qdoc b/doc/qtdesignstudio/src/qtbridge/qtbridge-sketch-using.qdoc
new file mode 100644
index 0000000000..c10d4c18ae
--- /dev/null
+++ b/doc/qtdesignstudio/src/qtbridge/qtbridge-sketch-using.qdoc
@@ -0,0 +1,196 @@
+/****************************************************************************
+**
+** Copyright (C) 2019 The Qt Company Ltd.
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of the Qt Bridge documentation.
+**
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see https://www.qt.io/terms-conditions. For further
+** information use the contact form at https://www.qt.io/contact-us.
+**
+** GNU Free Documentation License Usage
+** 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. Please review the following information to ensure
+** the GNU Free Documentation License version 1.3 requirements
+** will be met: https://www.gnu.org/licenses/fdl-1.3.html.
+**
+****************************************************************************/
+
+/*!
+ \contentspage {Qt Design Studio Manual}
+ \previouspage qtbridge-sketch-setup.html
+ \page qtbridge-sketch-using.html
+ \nextpage exporting-from-maya.html
+
+ \title Using \QBSK
+
+ \section1 Organizing Assets
+
+ To get the best results when you use \QBSK to export designs from Sketch
+ to \QDS, follow these guidelines when working with Sketch:
+
+ \list
+ \li Arrange your sketch document in artboards, layers, and groups. The
+ QML code generated in \QDS corresponds to the structure of your
+ Sketch document.
+ \li \QBSK supports document \e symbols and \e {symbol overrides}. Each
+ symbol is exported as a QML component, and each symbol instance is
+ generated as a respective \e component instance in the generated
+ QML. The symbol overrides are exported as values of properties for
+ the components. For example, if you use symbol overrides to specify
+ the text for each button instance, it is exported as a value of the
+ text property.
+ \li Store all assets in the scalable vector graphics (SVG) format
+ to be able to easily rescale them for different screen sizes
+ and resolutions.
+ \endlist
+
+ To use the fonts that you use in Sketch also in \QDS, you need to load
+ them to \QDS. \QDS deploys them to devices when you preview the UI. For more
+ information, see \l{Using Custom Fonts}.
+
+ \section2 Using Artboards
+
+ The relationships between artboards and layers are preserved when you export
+ designs from Sketch and import them into \QDS.
+
+ An artboard can only be exported as a component. That is, a separate
+ QML file that contains all the artwork on the artboard, except layers that
+ are set to be skipped or exported as child items.
+
+ A component is a single QML file that can contain other child items with
+ assets or text.
+
+ To use the contents of an artboard as a single image in the UI, you can
+ merge the groups and layers when you export them. During import, the
+ contents are flattened into one PNG file. The merge is done in a way that
+ enables you to change the groups and layers in Sketch and then export and
+ import the artboard again. This is an easy way to create a reference image
+ of how the final UI should look like, for example.
+
+ Place different parts of the UI, such as menus and pop-ups, on separate
+ artboards to be able to export them as components or children and to
+ import them as QML and PNG files that you can drag and drop to the working
+ area in \QDS Design mode while creating a UI.
+
+ \section2 Using Layer and Groups
+
+ When you use \QBSK to export your designs, you will determine how you want
+ each layer or group to be exported: as \e merged or as \e child. Each
+ layer or group represents a separate image in the UI when it is exported as
+ a \e child. The asset of the layer or group is merged to its parent
+ group or artboard if it is exported as \e merged.
+
+ You can select the asset format and DPI to use for each image in
+ \uicontrol Settings > \uicontrol {Asset Settings}.
+
+ \section1 Exporting Assets
+
+ By default, layers are exported as follows:
+
+ \list
+ \li Artboards are always exported as \e components or \e skipped.
+ \li Asset layers are exported as merged.
+ \li Text layers can only be exported as \e child or \e skipped.
+ \li A \e hotspot layer can only be exported as \e child or \e skipped.
+ It is always exported as an instance of the \l MouseArea QML type.
+ \li A symbol instance layer can only be exported as \e child or
+ \e skipped.
+ \endlist
+
+ You can export assets using the default settings and make all the changes
+ later in \QDS. If you are familiar with the \l{QML Syntax Basics}
+ {QML syntax}, you can modify the settings to tailor the generated QML to
+ a certain degree. For example, you can specify the QML type or
+ \l {Studio Components}{Qt Quick Studio Component} to use for a component or
+ layer. If you have drawn an arc that you mean to animate, you can export it
+ as an \l Arc component to avoid having to replace the arc image with an Arc
+ component in \QDS. Or you could export a button as a Qt Quick Controls
+ \l Button type.
+
+ \image qt-sketch-bridge.png
+
+ \section2 Specifying Settings for Exporting Assets
+
+ To export your design using \QBSK:
+
+ \list 1
+ \li \QBSK automatically proposes identifiers for all groups and layers
+ that you can change in the \uicontrol {QML ID} field. The ids will
+ be made unique when the layer and the respective artwork is imported
+ into \QDS.
+ \li In the \uicontrol {Export As} field, select the export type for the
+ group or layer:
+ \list
+ \li \uicontrol Component creates a separate QML file for the
+ selected symbol that contains all the artwork in it, except
+ layers or groups that are set to be skipped or exported as
+ child items.
+ \li \uicontrol Child creates a separate PNG file for each asset
+ of the selected group or layer, with references to the
+ images in the component file.
+ \li \uicontrol Merged merges the selected groups and layers into
+ the parent artboard or group as one item.
+ \li \uicontrol Skipped completely skips the selected layer.
+ \endlist
+ \li In the \uicontrol {QML Type} field, specify the QML type or
+ \l {Studio Components}{Qt Quick Studio Component} to morph this
+ layer into. The generated component will be of this type. For
+ example, if you drew a rectangle, you can export it as a
+ \l Rectangle component.
+ You can provide the import statement of the module where the QML
+ type is defined in the \uicontrol Imports field.
+ \li In the \uicontrol Imports field, enter
+ additional import statements to have them added to the generated QML
+ file. For example, to use Qt Quick Controls 2.3, you need the
+ import statement \c {QtQuick.Controls 2.3} and to use Qt Quick
+ Studio Components 1.0, you need the import statement
+ \c {QtQuick.Studio.Components 1.0}. You can also import a module as
+ an alias.
+ \li In the \uicontrol {Properties} field, specify properties for the QML
+ type. You can add and modify properties in \QDS.
+ \li Select the \uicontrol Alias check box to export the item generated
+ from this layer as an alias in the parent component.
+ \li Select the \uicontrol Clip check box to enable
+ clipping in the type generated from the layer. The generated type
+ will clip its own painting, as well as the painting of its children,
+ to its bounding rectangle.
+ \li Select the \uicontrol Visible check box to determine the visibility
+ of the layer.
+ \li Select \uicontrol Export to copy your assets to the export path you
+ specified.
+ \li When the exporting is done, select \uicontrol OK.
+ \endlist
+
+ All the assets and metadata are copied to the directory you specified. This
+ might take a little while depending on the complexity of your project.
+
+ You can now create a project in \QDS and import the assets to it, as
+ described in \l {Creating Projects} and \l{Importing Designs}.
+
+ \section1 Specifying Export Path and Asset Format
+
+ To specify export path and asset format, select \uicontrol Settings >
+ \uicontrol {Asset Settings}.
+
+ \image qt-sketch-bridge-settings.png
+
+ \list 1
+ \li By default, \QBSK exports assets to a directory named after your
+ Sketch file located inside the parent directory of the Sketch file
+ being exported. You can change the export path in the
+ \uicontrol {Export Path} field.
+ \li You can select the default asset format and DPI to use for each
+ layer. These settings are overridden by the layer export settings
+ from the Sketch app. That is, if the layer is made exportable in
+ the Sketch app, the respective asset format and DPI settings are
+ preserved.
+ \endlist
+*/
diff --git a/doc/qtdesignstudio/src/qtdesignstudio-adding-dynamics.qdoc b/doc/qtdesignstudio/src/qtdesignstudio-adding-dynamics.qdoc
new file mode 100644
index 0000000000..60891e2aa3
--- /dev/null
+++ b/doc/qtdesignstudio/src/qtdesignstudio-adding-dynamics.qdoc
@@ -0,0 +1,70 @@
+/****************************************************************************
+**
+** Copyright (C) 2019 The Qt Company Ltd.
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of the Qt Design Studio documentation.
+**
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see https://www.qt.io/terms-conditions. For further
+** information use the contact form at https://www.qt.io/contact-us.
+**
+** GNU Free Documentation License Usage
+** 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. Please review the following information to ensure
+** the GNU Free Documentation License version 1.3 requirements
+** will be met: https://www.gnu.org/licenses/fdl-1.3.html.
+**
+****************************************************************************/
+
+/*!
+ \contentspage {Qt Design Studio Manual}
+ \page studio-adding-dynamics.html
+ \previouspage studio-fonts.html
+ \nextpage studio-timeline.html
+
+ \title Adding Dynamics
+
+ You can animate the properties of UI components and create connections
+ between them to enable them to communicate with each other.
+
+ \list
+ \li \l {Creating Animations}
+
+ You can use a timeline and keyframe based editor in the
+ \uicontrol Timeline view to animate the properties of UI
+ components. Animating properties enables their values to
+ move through intermediate values at specified keyframes
+ instead of immediately changing to the target value.
+ \li \l {Adding Connections}
+
+ You can create connections between the UI components and
+ the application to enable them to communicate with each other. For
+ example, how does the appearance of a button change on a mouse click
+ and which action does the application need to perform in response to
+ it.
+
+ You can also create connections between UI components by
+ binding their properties together. This way, when the value of a
+ property changes in a parent component, it can be automatically
+ changed in all the child components, for example.
+ \li \l {Adding States}
+
+ Qt Quick allows you to declare various UI states that describe
+ how component properties change from a base state. Therefore,
+ states can be a useful way of organizing your UI
+ logic. You can associate transitions with items to define
+ how their properties will animate when they change due to a state
+ change.
+ \li \l {Editing PathView Properties}
+
+ You can use a graphical spline editor to specify \l{PathView} paths.
+ A path view lays out data provided by data models on a \l{Path}.
+ \endlist
+*/
diff --git a/doc/qtdesignstudio/src/qtdesignstudio-advanced.qdoc b/doc/qtdesignstudio/src/qtdesignstudio-advanced.qdoc
new file mode 100644
index 0000000000..b10c89527c
--- /dev/null
+++ b/doc/qtdesignstudio/src/qtdesignstudio-advanced.qdoc
@@ -0,0 +1,90 @@
+/****************************************************************************
+**
+** Copyright (C) 2019 The Qt Company Ltd.
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of the Qt Design Studio documentation.
+**
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see https://www.qt.io/terms-conditions. For further
+** information use the contact form at https://www.qt.io/contact-us.
+**
+** GNU Free Documentation License Usage
+** 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. Please review the following information to ensure
+** the GNU Free Documentation License version 1.3 requirements
+** will be met: https://www.gnu.org/licenses/fdl-1.3.html.
+**
+****************************************************************************/
+
+/*!
+ \contentspage {Qt Design Studio}
+ \previouspage qt-design-viewer.html
+ \page studio-advanced.html
+ \nextpage studio-platforms.html
+
+ \title Advanced Topics
+
+ \QDS attempts to meet your needs, whether you have previous experience with
+ QML, and coding or not. When you install \QDS, the default configuration
+ allows you to start designing and previewing UIs with very little effort.
+
+ However, you might want to use the \uicontrol {Text Editor} in the Design
+ mode sometimes to edit your QML files or write some JavaScript to simulate
+ application logic and bring your UI to life. If you use JavaScript, you
+ might also want to debug and profile you UIs to find and fix problems in
+ them.
+
+ You can also use special options to start \QC from the command line and use
+ it mainly from the keyboard.
+
+ \list
+ \li \l{Supported Platforms}
+
+ You can install and run \QC on several operating systems to design
+ UIs for multiple desktop, embedded, and mobile device platforms.
+ \li \l{Keyboard Shortcuts}
+
+ \QDS provides various keyboard shortcuts to speed up your
+ development process. You can change the keyboard shortcuts,
+ as well as import and export keyboard shortcut mapping schemes.
+ \li \l{Coding}
+
+ You can use the code editor in the Design mode
+ \uicontrol {Text Editor} view or in the Edit mode to modify QML
+ code. The code editor understands the QML language as code, not
+ just as plain text. This enables it to provide you with useful
+ features, such as semantic highlighting, checking code syntax,
+ code completion, and refactoring actions.
+ \li \l{Simulating Application Logic}
+
+ You can use JavaScript to simulate application logic to bring your
+ UI to life.
+ \li \l{Debugging and Profiling}
+
+ \QDS comes with a JavaScript debugger. In the Debug mode, you
+ can inspect the state of your UI while debugging.
+
+ The memory and CPU power available on devices are limited and
+ you should use them carefully. The QML Profiler enables you to
+ profile Qt Quick UIs.
+ \endlist
+
+ \section1 Related Topics
+
+ \list
+ \li \l{Using External Tools}
+
+ You can use external tools directly from \QC. lupdate and lrelease,
+ QML preview tools (QML Viewer and QML Scene), the default text
+ editor for your system, and the \c sort tool are preconfigured for
+ use. You can change their default configurations and configure new
+ tools.
+ \endlist
+*/
diff --git a/doc/qtdesignstudio/src/qtdesignstudio-components.qdocinc b/doc/qtdesignstudio/src/qtdesignstudio-components.qdocinc
new file mode 100644
index 0000000000..71857f95a7
--- /dev/null
+++ b/doc/qtdesignstudio/src/qtdesignstudio-components.qdocinc
@@ -0,0 +1,79 @@
+/****************************************************************************
+**
+** Copyright (C) 2019 The Qt Company Ltd.
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of the Design Studio documentation.
+**
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see https://www.qt.io/terms-conditions. For further
+** information use the contact form at https://www.qt.io/contact-us.
+**
+** GNU Free Documentation License Usage
+** 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. Please review the following information to ensure
+** the GNU Free Documentation License version 1.3 requirements
+** will be met: https://www.gnu.org/licenses/fdl-1.3.html.
+**
+****************************************************************************/
+
+/*!
+//! [studio components]
+
+ \section1 Studio Components
+
+ A set of ready-made studio components are available for creating differently
+ shaped objects, such as arcs, pies, or triangles, as well as objects with
+ particular abilities, such as being visibly \e flipped between their front
+ and back sides, like a card. The studio components are built on top of
+ \l {Qt Quick Shapes QML Types}, with some additional properties.
+
+ You can drag-and-drop the following studio components from the
+ \uicontrol Library to the canvas or the \uicontrol Navigator:
+
+ \list
+ \li \l Arc adds an arc that begins and ends at given positions.
+ \li \l Border adds a border with corners that you can shape
+ independently of each other.
+ \li \l Flipable provides a surface that can be flipped.
+ \li \l Group provides an item with the size property.
+ \li \l Iso adds a container for an ISO 7000 icon.
+ \li \l Pie adds a pie slice or a pie with a slice missing from it.
+ \li \l Rectangle adds a rectangle with corners that you can shape
+ independently of each other.
+ \li \l SvgPath adds an SVG path.
+ \li \l Triangle adds a triangle.
+ \endlist
+
+//! [studio components]
+
+//! [creating studio components]
+
+ \section1 Creating Custom Controls
+
+ You can use the project wizard to create a starting point for a custom
+ \l [QtQuickControls2] {Button}, \l [QtQuickControls2] {Pane},
+ \l [QtQuickControls2] {StackView}{Stack View}, or
+ \l [QtQuickControls2] {Switch}.
+
+ \list 1
+ \li Select \uicontrol File > \uicontrol {New File or Project} >
+ \uicontrol {Files and Classes} > \uicontrol {Qt Quick Controls}.
+ \li Select the control to create, and then select \uicontrol Choose.
+
+ \note Components are listed in the \uicontrol {QML Components}
+ section of the \uicontrol Library only if the filename begins
+ with a capital letter.
+ \li Edit component properties in the \uicontrol Properties pane.
+
+ The available properties depend on the QML type.
+ \endlist
+
+//! [creating studio components]
+*/
diff --git a/doc/qtdesignstudio/src/qtdesignstudio-debugging.qdoc b/doc/qtdesignstudio/src/qtdesignstudio-debugging.qdoc
new file mode 100644
index 0000000000..98687a88a7
--- /dev/null
+++ b/doc/qtdesignstudio/src/qtdesignstudio-debugging.qdoc
@@ -0,0 +1,52 @@
+/****************************************************************************
+**
+** Copyright (C) 2018 The Qt Company Ltd.
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of the Qt Design Studio documentation.
+**
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see https://www.qt.io/terms-conditions. For further
+** information use the contact form at https://www.qt.io/contact-us.
+**
+** GNU Free Documentation License Usage
+** 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. Please review the following information to ensure
+** the GNU Free Documentation License version 1.3 requirements
+** will be met: https://www.gnu.org/licenses/fdl-1.3.html.
+**
+****************************************************************************/
+
+/*!
+ \contentspage {Qt Design Studio Manual}
+ \previouspage studio-javascript.html
+ \page studio-debugging.html
+ \nextpage creator-debugging-qml.html
+
+ \title Debugging and Profiling
+
+ \list
+ \li \l{Debugging Qt Quick Projects}
+
+ You can use the integrated debugger to debug JavaScript functions,
+ to execute JavaScript expressions to get information about the state
+ of the UI, and to inspect QML properties and JavaScript
+ variables and change them temporarily at runtime.
+ \li \l{Debugging a Qt Quick Example Application}
+
+ This section uses the \l{QML Advanced Tutorial}{Same Game} example
+ application to illustrate how to debug Qt Quick applications in the
+ Debug mode.
+ \li \l{Profiling QML Applications}
+
+ You can use the QML Profiler to find causes for typical performance
+ problems in your UIs, such as slowness, freezing, and stuttering.
+ The QML Profiler is installed and configured as part of \QDS.
+ \endlist
+*/
diff --git a/doc/qtdesignstudio/src/qtdesignstudio-examples.qdoc b/doc/qtdesignstudio/src/qtdesignstudio-examples.qdoc
new file mode 100644
index 0000000000..03e119d3c3
--- /dev/null
+++ b/doc/qtdesignstudio/src/qtdesignstudio-examples.qdoc
@@ -0,0 +1,48 @@
+/****************************************************************************
+**
+** Copyright (C) 2019 The Qt Company Ltd.
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of the Qt Design Studio documentation.
+**
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see https://www.qt.io/terms-conditions. For further
+** information use the contact form at https://www.qt.io/contact-us.
+**
+** GNU Free Documentation License Usage
+** 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. Please review the following information to ensure
+** the GNU Free Documentation License version 1.3 requirements
+** will be met: https://www.gnu.org/licenses/fdl-1.3.html.
+**
+****************************************************************************/
+
+/*!
+ \contentspage {Qt Design Studio Manual}
+ \previouspage studio-help.html
+ \group studioexamples
+ \nextpage creator-help.html
+
+ \title Examples and Tutorials
+
+ In the Welcome mode, you can open examples and tutorials that illustrate
+ how to use \QDS.
+
+ \section1 Video Tutorials
+
+ The \uicontrol Tutorials tab contains links to video tutorials that provide
+ more information about \QDS.
+
+ You can access the Cluster tutorial source files in the \uicontrol Examples
+ tab.
+
+ \section1 Examples
+
+ The \uicontrol Examples tab lists examples about using \QDS.
+*/
diff --git a/doc/qtdesignstudio/src/qtdesignstudio-faq.qdoc b/doc/qtdesignstudio/src/qtdesignstudio-faq.qdoc
new file mode 100644
index 0000000000..7667fa5a10
--- /dev/null
+++ b/doc/qtdesignstudio/src/qtdesignstudio-faq.qdoc
@@ -0,0 +1,40 @@
+/****************************************************************************
+**
+** Copyright (C) 2018 The Qt Company Ltd.
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of the Qt Design Studio documentation.
+**
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see https://www.qt.io/terms-conditions. For further
+** information use the contact form at https://www.qt.io/contact-us.
+**
+** GNU Free Documentation License Usage
+** 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. Please review the following information to ensure
+** the GNU Free Documentation License version 1.3 requirements
+** will be met: https://www.gnu.org/licenses/fdl-1.3.html.
+**
+****************************************************************************/
+
+/*!
+ \contentspage index.html
+ \previouspage creator-help.html
+ \page studio-faq.html
+ \nextpage studio-terms.html
+
+ \title Frequently Asked Questions
+
+ This section contains answers to some frequently asked questions about \QDS.
+ You might also find answers to your questions in the product documentation
+ by searching or browsing the index in the \l{Using the Help Mode}
+ {Help mode}. Many questions are also answered by the
+ \l{Examples and Tutorials}{examples and video tutorials}.
+
+*/
diff --git a/doc/qtdesignstudio/src/qtdesignstudio-fonts.qdoc b/doc/qtdesignstudio/src/qtdesignstudio-fonts.qdoc
new file mode 100644
index 0000000000..1ceef949d7
--- /dev/null
+++ b/doc/qtdesignstudio/src/qtdesignstudio-fonts.qdoc
@@ -0,0 +1,55 @@
+/****************************************************************************
+**
+** Copyright (C) 2020 The Qt Company Ltd.
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of the Qt Design Studio documentation.
+**
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see https://www.qt.io/terms-conditions. For further
+** information use the contact form at https://www.qt.io/contact-us.
+**
+** GNU Free Documentation License Usage
+** 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. Please review the following information to ensure
+** the GNU Free Documentation License version 1.3 requirements
+** will be met: https://www.gnu.org/licenses/fdl-1.3.html.
+**
+****************************************************************************/
+
+/*!
+
+ \contentspage {Qt Design Studio}
+ \previouspage qtquick-properties.html
+ \page studio-fonts.html
+ \nextpage studio-adding-dynamics.html
+
+ \title Using Custom Fonts
+
+ For your UI to use custom fonts when you preview it on a device,
+ you have to import the fonts to the project folder. \QDS deploys them to
+ the device along with your UI.
+
+ \note Use fixed-width fonts if you plan to animate running numbers, so that
+ they do not appear to jump around the screen when they change.
+
+ To add fonts:
+
+ \list 1
+ \li Select \uicontrol Library > \uicontrol Resources >
+ \uicontrol {Add New Resources}.
+ \li Browse to the folder that contains the font files and select them.
+ \li Enter the name of the directory to save the fonts. By default, \QDS
+ suggests the project directory.
+ \li Select \uicontrol OK to save the fonts.
+ \endlist
+
+ The fonts are added to the list of fonts for the \uicontrol Font property
+ in \uicontrol Properties.
+*/
diff --git a/doc/qtdesignstudio/src/qtdesignstudio-getting-started.qdoc b/doc/qtdesignstudio/src/qtdesignstudio-getting-started.qdoc
new file mode 100644
index 0000000000..a9b12d1057
--- /dev/null
+++ b/doc/qtdesignstudio/src/qtdesignstudio-getting-started.qdoc
@@ -0,0 +1,79 @@
+/****************************************************************************
+**
+** Copyright (C) 2019 The Qt Company Ltd.
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of the Qt Design Studio documentation.
+**
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see https://www.qt.io/terms-conditions. For further
+** information use the contact form at https://www.qt.io/contact-us.
+**
+** GNU Free Documentation License Usage
+** 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. Please review the following information to ensure
+** the GNU Free Documentation License version 1.3 requirements
+** will be met: https://www.gnu.org/licenses/fdl-1.3.html.
+**
+****************************************************************************/
+
+/*!
+ \contentspage {Qt Design Studio Manual}
+ \previouspage index.html
+ \page studio-getting-started.html
+ \nextpage qtbridge-overview.html
+
+ \title Getting Started
+
+ Typically, you as a designer would create artwork in imaging and design
+ tools, such as Adobe Photoshop, Sketch, Blender, or Maya, and then send it
+ to a developer for adding it to the application. With the \QB export tool,
+ you can convert 2D assets into \l {Qt Quick} files. You can use the export
+ functionality of 3D graphics tools to save your 3D assets in a format
+ supported by \QDS. You can import the 2D and 3D assets into \QDS for
+ editing, before you submit the UI to the developer for adding the
+ functionality to the application.
+
+ The following image describes the workflow using \QBPS and \QDS:
+
+ \image studio-workflow.png
+
+ The workflow consists of the following steps:
+
+ \list 1
+ \li Export your artwork from a design tool.
+ \li Create a project in \QDS and import your artwork to it.
+ \li Create reusable components in the Design mode.
+ \li Animate your design with the timeline and easing curve editor.
+ \li Create interactions using states and connections.
+ \li Preview your design in real time, on the desktop or on a mobile
+ or an embedded device.
+ \endlist
+
+ The following topics contain information that you'll need to find your
+ way around \QDS:
+
+ \list
+ \li \l {Exporting Artwork from Design Tools}
+
+ Describes how to export 2D and 3D assets into files that
+ you can import to projects in \QDS.
+ \li \l {User Interface}
+
+ Describes the parts and basic features of \QDS.
+ \li \l{Editing QML Files in Design Mode}
+
+ Describes the parts and basic features of the Design mode.
+ \li \l {Tutorials}
+
+ Describes how to use \QDS to create a simple animated UI with some
+ basic UI components, such as pages, buttons, and fields. Some of
+ the buttons can be used for moving between the pages.
+ \endlist
+*/
diff --git a/doc/qtdesignstudio/src/qtdesignstudio-help-overview.qdoc b/doc/qtdesignstudio/src/qtdesignstudio-help-overview.qdoc
new file mode 100644
index 0000000000..8c983839f2
--- /dev/null
+++ b/doc/qtdesignstudio/src/qtdesignstudio-help-overview.qdoc
@@ -0,0 +1,59 @@
+/****************************************************************************
+**
+** Copyright (C) 2018 The Qt Company Ltd.
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of the Qt Design Studio documentation.
+**
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see https://www.qt.io/terms-conditions. For further
+** information use the contact form at https://www.qt.io/contact-us.
+**
+** GNU Free Documentation License Usage
+** 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. Please review the following information to ensure
+** the GNU Free Documentation License version 1.3 requirements
+** will be met: https://www.gnu.org/licenses/fdl-1.3.html.
+**
+****************************************************************************/
+
+/*!
+ \contentspage index.html
+ \page studio-help.html
+ \previouspage creator-editor-external.html
+ \nextpage {Examples and Tutorials}
+
+ \title Help
+
+ \list
+ \li \l{Examples and Tutorials}
+
+ A set of examples available in the Welcome mode illustrates how
+ to use \QDS features such as the timeline. If you would rather
+ be shown things than read about them, you can watch our extensive
+ video tutorials.
+
+ \li \l{Using the Help Mode}
+
+ \QDS comes fully integrated with documentation. You can use search
+ and index functions to find particular topics in the helps, or
+ request context-sensitive help by pressing \key F1 in the Design
+ mode.
+
+ \li \l{Frequently Asked Questions}
+
+ Contains answers to some frequently asked questions about \QDS.
+
+ \li \l{Concepts and Terms}
+
+ Describes main \QDS concepts and terms.
+
+ \endlist
+
+*/
diff --git a/doc/qtdesignstudio/src/qtdesignstudio-importing-designs.qdoc b/doc/qtdesignstudio/src/qtdesignstudio-importing-designs.qdoc
new file mode 100644
index 0000000000..ee7f2250f9
--- /dev/null
+++ b/doc/qtdesignstudio/src/qtdesignstudio-importing-designs.qdoc
@@ -0,0 +1,177 @@
+/****************************************************************************
+**
+** Copyright (C) 2019 The Qt Company Ltd.
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of the Qt Bridge documentation.
+**
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see https://www.qt.io/terms-conditions. For further
+** information use the contact form at https://www.qt.io/contact-us.
+**
+** GNU Free Documentation License Usage
+** 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. Please review the following information to ensure
+** the GNU Free Documentation License version 1.3 requirements
+** will be met: https://www.gnu.org/licenses/fdl-1.3.html.
+**
+****************************************************************************/
+
+/*!
+ \contentspage {Qt Design Studio}
+ \previouspage creator-vcs-git.html
+ \page studio-importing-designs.html
+ \nextpage studio-importing-2d.html
+
+ \title Importing Designs
+
+ You can import 2D and 3D assets to \QDS projects. You need to use \QB for
+ exporting the 2D assets from design tools, whereas you can directly import
+ 3D assets saved in widely-used 3D graphics formats.
+
+ \list
+ \li \l{Importing 2D Assets}
+
+ You can import 2D assets that you exported with \QB to a \QDS
+ project as image and QML files and edit them in the Design mode.
+ \li \l{Importing 3D Assets}
+
+ You can import 3D assets that you created using 3D graphics
+ applications and stored in one of the supported file formats.
+ You can then edit them in the Design mode.
+ \endlist
+*/
+
+/*!
+ \contentspage {Qt Design Studio}
+ \previouspage studio-importing-designs.html
+ \page studio-importing-2d.html
+ \nextpage studio-importing-3d.html
+
+ \title Importing 2D Assets
+
+ \image studio-imported-assets.png "Artwork imported into Qt Design Studio"
+
+ You can import assets that you exported with \QB to a \QDS project as image
+ and QML files and edit them in the Design mode. If you make changes to your
+ design in the design tool, you can merge the changes into existing QML files
+ without overwriting the changes you have made in \QDS.
+
+ \note Attempting to import assets exported on another system might fail.
+
+ The following instructions use an empty project as an example. For more
+ information about the options you have, see
+ \l {Creating Projects}.
+
+ To import designs to \QDS projects:
+
+ \list 1
+ \li Select \uicontrol File > \uicontrol {New File or Project} >
+ \uicontrol General > \uicontrol Choose, and follow the
+ instructions of the wizard to create an empty project.
+ \li In \uicontrol Projects, double-click \e Screen01.ui.qml to move to
+ the Design mode.
+ \li Select \uicontrol Library > \uicontrol Resources >
+ \uicontrol {Add New Resources}.
+ \li Select the folder where you exported the assets.
+ \li Select \uicontrol {Exported Assets (*.metadata)} in the dropdown
+ menu to filter \e .metadata files.
+ \li Select a \e .metadata file to import, and then select
+ \uicontrol Open.
+ \li Select \uicontrol Details next to the
+ \uicontrol {Metadata Import Paths} field to display the path where
+ the metadata is imported from.
+ \image studio-import-metadata.png "Asset Import dialog"
+ \li Select \uicontrol Details next to the
+ \uicontrol {QML/Asset Export Paths} field to display the paths to
+ copy the assets to.
+ \li In the \uicontrol QML field, you can change the folder to copy the
+ QML files to.
+ \li In the \uicontrol Assets field, you can change the folder to copy
+ the image files to.
+ \li Deselect the \uicontrol {Import assets} check box if you only want
+ to create QML files.
+ \li Deselect the \uicontrol {Generate QML} check box if you only
+ want to import assets.
+ \li Select the \uicontrol {Merge QML} check box if you have imported the
+ assets before and want to merge the changes into existing QML files
+ instead of overwriting the existing files.
+ \li Select \uicontrol Import to import the QML files and assets. This
+ might take a little while for complex projects.
+ \endlist
+
+ The imported assets are displayed in the \uicontrol Resources tab in the
+ \uicontrol Library as PNG images. The components that you specified in
+ the design tool are displayed in the \uicontrol {My QML Components} tab,
+ as well as in the \uicontrol Project tab of the \uicontrol Navigator as
+ separate QML files.
+
+ \note The layer that was the bottom layer in the design tool becames the top
+ layer in the \uicontrol Navigator to reflect the QML code model. You
+ can view the QML code in the \uicontrol {Text Editor} tab.
+
+ If asset importer conflicts, warnings, and errors are displayed in the
+ \uicontrol {Asset Import} dialog while importing, fix the issues in
+ design tool and export the assets again.
+
+ \section1 \QB Videos
+
+ For more information about importing assets from Adobe Photoshop, watch a
+ video tutorial and webinar about using \QB:
+
+ \list
+ \li \l{https://resources.qt.io/development-topic-ui-design/qtdesignstudio-clustertutorial-partone}
+ {Building an Instrument Cluster for Your Car HMI, Part 1}
+ \li \l{https://www.youtube.com/watch?v=ZzbucmQPU44}
+ {From Photoshop to Prototype with Qt Design Studio}
+ \endlist
+*/
+
+/*!
+ \contentspage {Qt Design Studio}
+ \previouspage studio-importing-2d.html
+ \page studio-importing-3d.html
+ \nextpage quick-converting-ui-projects.html
+
+ \title Importing 3D Assets
+
+ You can import files you created using 3D graphics applications and stored
+ in several widely-used formats, such as .blend, .dae, .fbx, .glb, .gltf,
+ .obj, .uia, or .uip. For a list of formats supported by each \l{Qt Quick 3D}
+ version, see the module documentation.
+
+ For more information about exporting 3D graphics from Maya, see
+ \l{Exporting from Maya}.
+
+ During the import, you can optimize the files for \QDS. You can remove
+ components from meshes to reduce the cache size, find and fix issues in
+ the files, optimize graphs and meshes, and so on. The available options
+ depend on whether you are importing files that you created with Qt 3D Studio
+ or with other 3D graphics tools. See the tooltips in the options dialog
+ for more information about a particular option.
+
+ \image studio-import-3d.png
+
+ To import 3D assets to \QDS projects:
+
+ \list 1
+ \li In the Design mode, select \uicontrol Library > \uicontrol Resources
+ > \uicontrol {Add New Resources}.
+ \li Select \uicontrol {3D Assets} in the dropdown menu to filter 3D
+ graphics files.
+ \li Select a file to import, and then select \uicontrol Open.
+ \li In the \uicontrol {3D Scene Options} tab, select options for
+ importing the file.
+ \li Select \uicontrol Import to import the 3D graphics file.
+ \li When the import is done, select \uicontrol Close.
+ \endlist
+
+ You can open the imported files in the Design mode for editing in the
+ \l{Editing 3D Scenes}{3D editor}.
+*/
diff --git a/doc/qtdesignstudio/src/qtdesignstudio-javascript.qdoc b/doc/qtdesignstudio/src/qtdesignstudio-javascript.qdoc
new file mode 100644
index 0000000000..a0e5926adb
--- /dev/null
+++ b/doc/qtdesignstudio/src/qtdesignstudio-javascript.qdoc
@@ -0,0 +1,152 @@
+/****************************************************************************
+**
+** Copyright (C) 2018 The Qt Company Ltd.
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of the Design Studio documentation.
+**
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see https://www.qt.io/terms-conditions. For further
+** information use the contact form at https://www.qt.io/contact-us.
+**
+** GNU Free Documentation License Usage
+** 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. Please review the following information to ensure
+** the GNU Free Documentation License version 1.3 requirements
+** will be met: https://www.gnu.org/licenses/fdl-1.3.html.
+**
+****************************************************************************/
+
+/*!
+ \contentspage {Qt Design Studio}
+ \previouspage creator-editor-options-text.html
+ \page studio-javascript.html
+ \nextpage studio-debugging.html
+
+ \title Simulating Application Logic
+
+ You can use JavaScript to simulate application logic that brings your UI to
+ life.
+
+ You will need the following files:
+
+ \list
+ \li Qt Quick file that will specify the API of the UI
+ \li JavaScript file that generates mock data for the UI.
+ For more information about using JavaScript, see
+ \l{Integrating QML and JavaScript}.
+ \li Module definition file (\e qmldir) that declares the QML type
+ you specify in the Qt Quick file. For more information, see
+ \l {Module Definition qmldir Files}.
+ \endlist
+
+ Here, you will need to write some C++ code. Namely, the Qt Quick file will
+ contain a QObject-derived class that is registered with the QML type system
+ as a \e singleton type. This enables the use of global property values in
+ the UI.
+
+ You can find a video tutorial about creating JavaScript for generating mock
+ data for a UI
+ \l{https://resources.qt.io/development-topic-ui-design/qtdesignstudio-clustertutorial-partfour}
+ {here}.
+
+ To create the necessary files:
+
+ \list 1
+ \li In the File Explorer, create a folder for the JavaScript files
+ (for example, \e backend) and another one for the mock data
+ (for example, \e Data) in your project folder.
+ \note Make sure to capitalize the data folder name, because you
+ will need to import it as a QML type later, and QML type names must
+ be capitalized.
+ \li In \QDS, open the project file (.qmlproject) to add the backend
+ folder to the list of plugin directories passed to the QML runtime:
+ \code
+ importPaths: [ "imports", "backend" ]
+ \endcode
+ \li Select \uicontrol File > \uicontrol {New File or Project} >
+ \uicontrol {Files and Classes} > \uicontrol {Qt Quick Files} >
+ \uicontrol {Qt Quick File} > \uicontrol Choose to add a Qt
+ Quick file that will specify the API of the UI.
+ \li Follow the instructions of the wizard to create the Qt Quick file
+ in the data folder. In these instructions, the file is called
+ \e Values.qml.
+ \note Make sure to capitalize the filename, because it will become
+ a custom QML type.
+ \li Select \uicontrol File > \uicontrol {New File or Project} >
+ \uicontrol {Files and Classes} > \uicontrol {JavaScript} >
+ \uicontrol {JavaScript File} > \uicontrol Choose to create a
+ JavaScript file that generates mock data for the UI.
+ \li Follow the instructions of the wizard to create the JavaScript file
+ in the data folder. In these instructions, the file is called
+ \e {simulation.js}.
+ \li Delete the template text in JavaScript file and save the file.
+ \li In a text editor such as Notepad, create a module definition file
+ called \e qmldir with the following contents and place it in the
+ data directory:
+ \code
+ singleton Values 1.0 Values.qml
+ \endcode
+ \li Open \e Values.qml in the \uicontrol {Text Editor} tab for editing.
+ \li Add the following code to the top of the file to register the
+ QObject-derived class that you will use to expose the global
+ properties as a singleton type:
+ \code
+ pragma Singleton
+ \endcode
+ \li Add the following import statement to import the \e {simulation.js}
+ file to use the functionality that it provides:
+ \code
+ #import simulation.js as JS
+ \endcode
+ \li Add the following code to create a QObject-derived class that will
+ list the global properties you want to simulate and their default
+ values:
+ \code
+ QObject {
+ id: values
+
+ // property values to simulate
+ property int name1: default1
+ property string name2: default2
+ property real name3: default3
+
+ }
+ \endcode
+ \note You must export the properties as aliases by selecting
+ \uicontrol {Export Property as Alias} in the
+ \inlineimage icons/action-icon.png
+ (\uicontrol Actions) menu of the property in the
+ \uicontrol Properties view. Exported properties are listed in
+ \uicontrol Connections > \uicontrol Properties, where you can
+ change their names.
+ \li Add the following code to use a \l Timer type to specify a range of
+ values for the property:
+ \code
+ property Timer name1Timer: Timer{
+ running: true
+ repeat: true
+ onTriggered: JS.name1Timer()
+ interval: 10
+ \endcode
+ \note You must add the JavaScript method to the JavaScript file.
+ \li Open the main UI file of the project and add the following code to
+ import the data folder as a QML module:
+ \code
+ #import Data 1.0 as Data
+ \endcode
+ \li Select \uicontrol {Set Binding} in the \uicontrol Settings menu of the
+ property to bind the property value to the value defined in the
+ values file. For example, you would set the following expression for
+ \e name1:
+ \code
+ Data.Values.name1
+ \endcode
+ \endlist
+*/
diff --git a/doc/qtdesignstudio/src/qtdesignstudio-platforms.qdoc b/doc/qtdesignstudio/src/qtdesignstudio-platforms.qdoc
new file mode 100644
index 0000000000..2f48bdf68d
--- /dev/null
+++ b/doc/qtdesignstudio/src/qtdesignstudio-platforms.qdoc
@@ -0,0 +1,55 @@
+/****************************************************************************
+**
+** Copyright (C) 2019 The Qt Company Ltd.
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of the Qt Design Studio documentation.
+**
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see https://www.qt.io/terms-conditions. For further
+** information use the contact form at https://www.qt.io/contact-us.
+**
+** GNU Free Documentation License Usage
+** 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. Please review the following information to ensure
+** the GNU Free Documentation License version 1.3 requirements
+** will be met: https://www.gnu.org/licenses/fdl-1.3.html.
+**
+****************************************************************************/
+
+/*!
+ \contentspage {Qt Design Studio}
+ \previouspage studio-advanced.html
+ \page studio-platforms.html
+ \nextpage creator-keyboard-shortcuts.html
+
+ \title Supported Platforms
+
+ You can install and run \QDS on several operating systems to create
+ applications for multiple desktop, embedded, and mobile device platforms.
+
+ \section1 Development Platforms
+
+ \QDS is available in binary packages for the following operating systems:
+
+ \list
+ \li \macos 10.13 and 10.14.x
+ \li Ubuntu Linux 18.04
+ \li Windows 10
+ \endlist
+
+ \section1 Design Tools
+
+ \QB is available for the following design tools:
+
+ \list
+ \li Adobe Photoshop version 20.0.0
+ \li Sketch 55.1
+ \endlist
+*/
diff --git a/doc/qtdesignstudio/src/qtdesignstudio-projects-overview.qdoc b/doc/qtdesignstudio/src/qtdesignstudio-projects-overview.qdoc
new file mode 100644
index 0000000000..6f313d6688
--- /dev/null
+++ b/doc/qtdesignstudio/src/qtdesignstudio-projects-overview.qdoc
@@ -0,0 +1,73 @@
+/****************************************************************************
+**
+** Copyright (C) 2019 The Qt Company Ltd.
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of the Qt Design Studio documentation.
+**
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see https://www.qt.io/terms-conditions. For further
+** information use the contact form at https://www.qt.io/contact-us.
+**
+** GNU Free Documentation License Usage
+** 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. Please review the following information to ensure
+** the GNU Free Documentation License version 1.3 requirements
+** will be met: https://www.gnu.org/licenses/fdl-1.3.html.
+**
+****************************************************************************/
+
+/*!
+ \contentspage {Qt Design Studio Manual}
+ \previouspage {Tutorials}
+ \page studio-projects-managing.html
+ \nextpage studio-projects.html
+
+ \title Managing Projects
+
+ One of the major advantages of \QDS is that it allows a team of designers
+ and developers to share a project across different development platforms
+ with a common tool for design, development, profiling, and debugging.
+
+ \list
+
+ \li \l {Creating Projects}
+
+ You must add your exported files to a new project that you create
+ in \QDS. Setting up a new project in \QDS is aided by a wizard that
+ guides you step-by-step through the project creation process,
+ creates the necessary files, and specifies settings depending
+ on the choices you make.
+
+ You can use wizards to create projects for the desktop or embedded
+ Linux and Android devices. In addition, you can add individual QML
+ files, components, font loaders, and JavaScript files to your
+ projects.
+
+ \li \l{Using Git}
+
+ You can add the project files to the Git version control, so that
+ the developers can keep up with your changes. Store and edit only
+ project source files and configuration files. Do not store generated
+ files.
+
+ \li \l{Importing Designs}
+
+ You can import assets that you exported from Adobe Photoshop to a
+ \QDS project and edit them in the Design mode to create a UI.
+
+ \li \l {Converting UI Projects to Applications}
+
+ \QDS projects are useful for creating UIs. To use them
+ for application development in Qt Creator, you have to convert them
+ to Qt Quick Application projects that contain .pro, .cpp, and .qrc
+ files.
+
+ \endlist
+*/
diff --git a/doc/qtdesignstudio/src/qtdesignstudio-projects.qdoc b/doc/qtdesignstudio/src/qtdesignstudio-projects.qdoc
new file mode 100644
index 0000000000..570f2c8eb0
--- /dev/null
+++ b/doc/qtdesignstudio/src/qtdesignstudio-projects.qdoc
@@ -0,0 +1,159 @@
+/****************************************************************************
+**
+** Copyright (C) 2019 The Qt Company Ltd.
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of the Qt Design Studio documentation.
+**
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see https://www.qt.io/terms-conditions. For further
+** information use the contact form at https://www.qt.io/contact-us.
+**
+** GNU Free Documentation License Usage
+** 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. Please review the following information to ensure
+** the GNU Free Documentation License version 1.3 requirements
+** will be met: https://www.gnu.org/licenses/fdl-1.3.html.
+**
+****************************************************************************/
+
+/*!
+
+ \contentspage {Qt Design Studio Manual}
+ \previouspage studio-projects-managing.html
+ \page studio-projects.html
+ \nextpage creator-vcs-git.html
+
+ \title Creating Projects
+
+ Creating a project enables you to:
+
+ \list
+ \li Group files together
+ \li Include forms and resource files
+ \li Specify settings for previewing UIs
+ \endlist
+
+ Setting up a new project in \QDS is aided by a wizard that guides you
+ step-by-step through the project creation process. The wizards prompt you
+ to enter the settings needed for that particular type of project and create
+ the necessary files for you.
+
+ Studio projects are useful for creating UIs. You cannot use
+ them for application development, because they do not contain:
+
+ \list
+ \li C++ code
+ \li Resource files (.qrc)
+ \li Code needed for deploying applications to devices.
+ \endlist
+
+ Because the UIs do not contain any C++ code, you do not need
+ to build them. To test how well your designs work, you can preview the
+ UIs on the desktop or embedded Linux devices. For more
+ information, see \l{Previewing}.
+
+ \image studio-project-wizards.png "A list of project wizards"
+
+ You can export designs from other design tools and import them to projects
+ or create them from scratch using the following wizards:
+
+ \list
+ \li \uicontrol General generates projects that are suitable for all
+ target platforms.
+ \omit
+ \li \uicontrol Embedded generates projects that work well on embedded
+ Linux devices.
+ \endomit
+ \li \uicontrol Mobile generates projects that work well on mobile
+ devices.
+ \li \uicontrol Desktop generates projects that work well on the desktop.
+ \endlist
+
+ \section1 Using Project Wizards
+
+ \list 1
+ \li Select \uicontrol File > \uicontrol {New File or Project}.
+ \li Select the type of your project, and then select \uicontrol Choose.
+ \li In the \uicontrol Name field, enter a name for the project.
+ \li In the \uicontrol {Create in} field, enter the path for the project
+ files, and then select \uicontrol Next (or \uicontrol Continue on
+ \macos).
+ \li In the \uicontrol {Screen resolution} field, select the screen
+ resolution for previewing the UI on the desktop or on a device.
+ \li In the \uicontrol {Qt Quick Controls Style} field, select one of
+ the predefined \l{Styling Qt Quick Controls}{UI styles} to use,
+ and then select \uicontrol Finish (or \uicontrol Done on \macos).
+ \endlist
+
+ \QDS creates the following files and folders:
+
+ \list
+ \li .qmlproject project file defines that all QML, JavaScript, and image
+ files in the project folder belong to the project. Therefore, you do
+ not need to individually list all the files in the project.
+ \li .qml file defines a UI item, such as a component, screen, or the
+ whole UI.
+ \li ui.qml file defines a form for the UI.
+ \li qtquickcontrols2.conf file specifies the preferred style and some
+ style-specific arguments.
+ \li \e imports folder contains a \e {Constants.qml} file that specifies
+ a font loader for the Arial font and a \e qmldir module definition
+ file that declares the Constant QML type. For more information, see
+ \l {Module Definition qmldir Files}. In addition, the \e QtQuick
+ subfolder contains the Studio components and effects QML types.
+ \endlist
+
+ To use JavaScript and image files in the UI, copy them to the
+ project folder.
+
+ \section1 Adding Files to Projects
+
+ You can use wizards also to add individual files to your projects.
+ You can create the following types of files:
+
+ \list
+ \li \uicontrol {Qt Quick Files}
+ \list
+ \li \uicontrol {Qt Quick File} generates a QML type with one
+ of the following types as the root item: \l Item,
+ \l Rectangle, \l Image, \l BorderImage, \l Flickable,
+ \l Row, \l Column, \l Flow, or \li Grid.
+ \li \uicontrol {Qt Quick UI File} generates a UI form with one
+ of the above types as the root item.
+ \li \uicontrol {Qt Quick Views} generates a \l GridView or a
+ \l ListView.
+ \endlist
+ \li \uicontrol {Qt Quick Controls}
+ \list
+ \li \l [Qt Quick Controls 2] {Button}{Custom Button} creates a
+ push button with a text label.
+ \li \l [Qt Quick Controls 2] {Switch}{Custom Switch} creates a
+ switch with on and off states.
+ \li \l [Qt Quick Controls 2] {Pane} provides a background that
+ matches the UI style and theme.
+ \li \l [Qt Quick Controls 2] { StackView} provides a stack-based
+ navigation model.
+ \li \l [Qt Quick Controls 2] {SwipeView} enables users to
+ navigate pages by swiping sideways.
+ \endlist
+ \li \uicontrol {QML Files}
+ \list
+ \li \l FontLoader imports custom fonts to the project for
+ deployment to devices. For more information, see
+ \l {Using Custom Fonts}.
+ \li \l ListModel adds a list model to the project.
+ \endlist
+ \li \uicontrol {JavaScript File} generates files that you can use to
+ write the application logic. This is useful for testing the
+ application before the developers implement the application logic
+ in C++, for example. For more information, see
+ \l {Simulating Application Logic}.
+ \endlist
+*/
diff --git a/doc/qtdesignstudio/src/qtdesignstudio-prototyping.qdoc b/doc/qtdesignstudio/src/qtdesignstudio-prototyping.qdoc
new file mode 100644
index 0000000000..df42f2fca0
--- /dev/null
+++ b/doc/qtdesignstudio/src/qtdesignstudio-prototyping.qdoc
@@ -0,0 +1,91 @@
+/****************************************************************************
+**
+** Copyright (C) 2019 The Qt Company Ltd.
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of the Qt Design Studio documentation.
+**
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see https://www.qt.io/terms-conditions. For further
+** information use the contact form at https://www.qt.io/contact-us.
+**
+** GNU Free Documentation License Usage
+** 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. Please review the following information to ensure
+** the GNU Free Documentation License version 1.3 requirements
+** will be met: https://www.gnu.org/licenses/fdl-1.3.html.
+**
+****************************************************************************/
+
+/*!
+ \contentspage {Qt Design Studio Manual}
+ \previouspage quick-converting-ui-projects.html
+ \page studio-prototyping.html
+ \nextpage quick-components.html
+
+ \title Creating UIs
+
+ When you install \QDS, everything you'll need to design UIs
+ using \l{Qt Quick} and to preview them on the desktop or on Android or
+ embedded Linux devices is automatically installed and configured correctly
+ for you.
+
+ Qt Quick enables you to build UIs around the behavior of
+ \e components and how they connect with one another. You
+ create components using Qt Quick and QML types that are available in
+ the Design mode. You can specify values for the \e properties of a
+ component to change its appearance and behavior. All QML types have a
+ set of predefined properties, some of which control things that are
+ visible to users, while others are used behind the scene.
+
+ While it is useful to learn the basics of Qt Quick, you can also rely on
+ \QDS to write the code for you when you drag-and-drop the ready-made
+ components to the working area and change them to your liking by modifying
+ their properties in the Design mode. You can always check up details in
+ the extensive Qt Quick documentation by pressing \key F1.
+
+ \list
+
+ \li \l {Creating Components}
+
+ In addition to your imported artwork, you can use the Design
+ mode to customize ready-made components or design any custom form
+ and shape directly as QML types. You can import visual assets in
+ various formats, such as PNG, JPG, and SVG for use in the
+ components.
+
+ \li \l {Managing Item Hierarchy}
+
+ You can manage the items in the current QML file and their
+ relationships in the \uicontrol Navigator.
+
+ \li \l {Specifying Item Properties}
+
+ You can specify values for the properties of a component to change
+ its appearance and behavior. All QML types have a set of predefined
+ properties. Some properties, such as position, size, and visibility,
+ are common to all QML types, whereas others are specific to the QML
+ type. You can specify properties for your components in the
+ \uicontrol Properties pane.
+
+ \li \l {Using Custom Fonts}
+
+ You can load custom fonts to \QDS and use them in your designs.
+ \endlist
+
+ \section1 Related Topics
+
+ \list
+ \li \l{Qt Quick UI Forms}
+
+ Some of the wizards create Qt Quick projects that contain UI forms
+ (.ui.qml files). The forms use a purely declarative subset of the
+ QML language and you can edit them in the Design mode.
+ \endlist
+*/
diff --git a/doc/qtdesignstudio/src/qtdesignstudio-terms.qdoc b/doc/qtdesignstudio/src/qtdesignstudio-terms.qdoc
new file mode 100644
index 0000000000..5bb5b2f2de
--- /dev/null
+++ b/doc/qtdesignstudio/src/qtdesignstudio-terms.qdoc
@@ -0,0 +1,90 @@
+/****************************************************************************
+**
+** Copyright (C) 2018 The Qt Company Ltd.
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of the Qt Design Studio documentation.
+**
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see https://www.qt.io/terms-conditions. For further
+** information use the contact form at https://www.qt.io/contact-us.
+**
+** GNU Free Documentation License Usage
+** 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. Please review the following information to ensure
+** the GNU Free Documentation License version 1.3 requirements
+** will be met: https://www.gnu.org/licenses/fdl-1.3.html.
+**
+****************************************************************************/
+
+/*!
+ \contentspage index.html
+ \page studio-terms.html
+ \previouspage studio-faq.html
+ \nextpage creator-acknowledgements.html
+
+ \title Concepts and Terms
+
+ This topic describes main \QDS concepts and terms.
+
+ \section1 Component
+ \target glossary-component
+
+ An instantiable QML definition, typically contained in a .qml file.
+ For example, a Button component may be defined in Button.qml. The
+ QML runtime may instantiate this Button component to create Button
+ objects. Alternatively, a component may be defined inside a
+ \l{Component} QML type.
+
+ \section1 Deploy Configuration
+ \target glossary-deploy-config
+
+ Handles the packaging and copying of the necessary files to a location
+ you want to preview the UI at. The files can be copied to a location in
+ the file system of the development PC or a \l{glossary-device}{device}.
+
+ \section1 Device
+ \target glossary-device
+
+ An embedded device or an Anroid device.
+
+ \section1 Kit
+ \target glossary-buildandrun-kit
+
+ \QDS groups run settings as kits to make cross-platform development easier.
+ Each kit consists of a set of values that define one environment, such as a
+ \l{glossary-device} {device} to preview the UI on.
+
+ \section1 Mode
+ \target glossary-mode
+
+ Adapts the \QDS UI to the different UI design
+ tasks at hand. Each mode has its own view that shows only the information
+ required for performing a particular task, and provides only the most
+ relevant features and functions related to it. As a result, the majority
+ of the \QDS window area is always dedicated to the actual task.
+
+ \section1 Project
+ \target glossary-project
+
+ Groups together a set of files, images, and other assets that you
+ can deploy and run on different desktop and \l{glossary-device}{device}
+ platforms, as specified by a \e {deploy configuration} and
+ \e {run configuration}.
+
+ \section1 Run Configuration
+ \target glossary-run-config
+
+ Starts the UI in the location where it was copied by the
+ \e {deploy configuration}. By default, when you run a project, \QDS
+ deploys it to the \l{glossary-device}{device} specified in the
+ selected \l{glossary-buildandrun-kit}{kit}, and runs it there. However,
+ if you have not made any changes to the project since you last deployed
+ it, \QC simply runs it again.
+*/
diff --git a/doc/qtdesignstudio/src/qtdesignstudio-toc.qdoc b/doc/qtdesignstudio/src/qtdesignstudio-toc.qdoc
new file mode 100644
index 0000000000..4c7af21e01
--- /dev/null
+++ b/doc/qtdesignstudio/src/qtdesignstudio-toc.qdoc
@@ -0,0 +1,160 @@
+/****************************************************************************
+**
+** Copyright (C) 2019 The Qt Company Ltd.
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of the Qt Design Studio documentation.
+**
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see https://www.qt.io/terms-conditions. For further
+** information use the contact form at https://www.qt.io/contact-us.
+**
+** GNU Free Documentation License Usage
+** 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. Please review the following information to ensure
+** the GNU Free Documentation License version 1.3 requirements
+** will be met: https://www.gnu.org/licenses/fdl-1.3.html.
+**
+****************************************************************************/
+
+/*!
+ \contentspage {Qt Design Studio}
+ \page qtdesignstudio-toc.html
+
+ \title All Topics
+
+ \list
+ \li \l{Getting Started}
+ \list
+ \li \l{Exporting Artwork from Design Tools}
+ \list
+ \li \l{Exporting Designs from Adobe Photoshop}
+ \list
+ \li \l{Setting Up Qt Bridge for Adobe Photoshop}
+ \li \l{Using Qt Bridge for Adobe Photoshop}
+ \endlist
+ \li \l{Exporting Designs from Sketch}
+ \list
+ \li \l{Setting Up Qt Bridge for Sketch}
+ \li \l{Using Qt Bridge for Sketch}
+ \endlist
+ \li \l{Exporting from Maya}
+ \endlist
+ \li \l{User Interface}
+ \list
+ \li \l{Selecting Modes}
+ \li \l{Browsing Project Contents}
+ \li \l{Viewing Output}
+ \endlist
+ \li \l{Editing QML Files in Design Mode}
+ \li \l{Tutorials}
+ \endlist
+ \li \l{Managing Projects}
+ \list
+ \li \l{Creating Projects}
+ \li \l{Using Git}
+ \li \l{Importing Designs}
+ \list
+ \li \l{Importing 2D Assets}
+ \li \l{Importing 3D Assets}
+ \endlist
+ \li \l{Converting UI Projects to Applications}
+ \endlist
+ \li \l{Creating UIs}
+ \list
+ \li \l{Creating Components}
+ \list
+ \li \l{Creating Buttons}
+ \li \l{Creating Scalable Buttons and Borders}
+ \endlist
+ \li \l{Managing Item Hierarchy}
+ \li \l{Specifying Item Properties}
+ \li \l{Using Custom Fonts}
+ \li \l{Qt Quick UI Forms}
+ \endlist
+ \li \l {Adding Dynamics}
+ \list
+ \li \l{Creating Animations}
+ \li \l{Adding Connections}
+ \list
+ \li\l{Connecting Objects to Signals}
+ \li\l{Specifying Dynamic Properties}
+ \li\l{Adding Bindings Between Properties}
+ \endlist
+ \li \l{Adding States}
+ \li \l{Editing PathView Properties}
+ \endlist
+ \li \b {\l{Editing 3D Scenes}}
+ \list
+ \li \l{Editing 3D Assets in Design Mode}
+ \li \l{Working in the 3D Editor}
+ \li \l{Adding 3D Views}
+ \li \l{Using 3D Components}
+ \list
+ \li \l{Setting Node Properties}
+ \li \l{Adding Models}
+ \li \l{Using Materials and Shaders}
+ \li \l{Attaching Textures to Materials}
+ \li \l{Using Lights}
+ \li \l{Using Scene Camera}
+ \li \l{Setting Scene Environment}
+ \endlist
+ \endlist
+ \li \l{Previewing}
+ \list
+ \li \l{Previewing on Desktop}
+ \li \l{Previewing on Devices}
+ \li \l{Previewing in Browsers}
+ \endlist
+ \li \l{Advanced Topics}
+ \list
+ \li \l{Supported Platforms}
+ \li \l{Keyboard Shortcuts}
+ \li \l{Coding}
+ \list
+ \li \l{Writing Code}
+ \list
+ \li \l{Working in Edit Mode}
+ \li \l{Semantic Highlighting}
+ \li \l{Checking Code Syntax}
+ \li \l{Completing Code}
+ \li \l{Indenting Text or Code}
+ \li \l{Using Qt Quick Toolbars}
+ \li \l{Comparing Files}
+ \endlist
+ \li \l{Finding}
+ \list
+ \li \l{Finding and Replacing}
+ \li \l{Searching with the Locator}
+ \endlist
+ \li \l{Refactoring}
+ \li \l{Configuring the Editor}
+ \list
+ \li \l{Specifying Text Editor Settings}
+ \endlist
+ \endlist
+ \li \l{Simulating Application Logic}
+ \li \l{Debugging and Profiling}
+ \list
+ \li \l{Debugging Qt Quick Projects}
+ \li \l{Debugging a Qt Quick Example Application}
+ \li \l{Profiling QML Applications}
+ \endlist
+ \li \l{Using External Tools}
+ \endlist
+ \li \l{Help}
+ \list
+ \li \l{Examples and Tutorials}
+ \li \l{Using the Help Mode}
+ \li \l{Frequently Asked Questions}
+ \li \l{Concepts and Terms}
+ \endlist
+ \li \l{Acknowledgements}
+ \endlist
+*/
diff --git a/doc/qtdesignstudio/src/qtdesignstudio-tutorials.qdoc b/doc/qtdesignstudio/src/qtdesignstudio-tutorials.qdoc
new file mode 100644
index 0000000000..da98ee0690
--- /dev/null
+++ b/doc/qtdesignstudio/src/qtdesignstudio-tutorials.qdoc
@@ -0,0 +1,53 @@
+/****************************************************************************
+**
+** Copyright (C) 2019 The Qt Company Ltd.
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of the Qt Design Studio documentation.
+**
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see https://www.qt.io/terms-conditions. For further
+** information use the contact form at https://www.qt.io/contact-us.
+**
+** GNU Free Documentation License Usage
+** 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. Please review the following information to ensure
+** the GNU Free Documentation License version 1.3 requirements
+** will be met: https://www.gnu.org/licenses/fdl-1.3.html.
+**
+****************************************************************************/
+
+/*!
+ \contentspage {Qt Design Studio Manual}
+ \previouspage creator-using-qt-quick-designer.html
+ \group gstutorials
+ \nextpage studio-projects-managing.html
+
+ \title Tutorials
+
+ \image loginui4.gif "Log In UI"
+
+ You can follow a set of hands-on tutorials that build on each other to
+ illustrate how to use the features of \QDS. In addition, the tutorials
+ provide additional information about the features of QML and Qt Quick
+ that are relevant to the task at hand. Even if you plan to export your
+ designs from a design tool, it is useful to first create a small UI from
+ scratch to learn the basic concepts of \QDS. In particular, Part 1
+ describes the terms and concepts that you will run into when exporting
+ designs with \QB.
+
+ Before you start, take a look at the following topics to familiarize
+ yourself with the parts of \QDS in general, and the Design mode in
+ particular: \l{User Interface} and \l{Editing QML Files in Design Mode}.
+
+ In addition to these entry-level tutorials, \QDS comes with examples
+ and video tutorials that you can open from the \uicontrol Examples and
+ \uicontrol Tutorials tabs in the \uicontrol Welcome mode. For more
+ information, see \l {Examples and Tutorials}.
+*/
diff --git a/doc/qtdesignstudio/src/qtdesignstudio-visual-effects.qdocinc b/doc/qtdesignstudio/src/qtdesignstudio-visual-effects.qdocinc
new file mode 100644
index 0000000000..e373dc80a8
--- /dev/null
+++ b/doc/qtdesignstudio/src/qtdesignstudio-visual-effects.qdocinc
@@ -0,0 +1,104 @@
+/****************************************************************************
+**
+** Copyright (C) 2019 The Qt Company Ltd.
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of the Qt Design Studio documentation.
+**
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see https://www.qt.io/terms-conditions. For further
+** information use the contact form at https://www.qt.io/contact-us.
+**
+** GNU Free Documentation License Usage
+** 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. Please review the following information to ensure
+** the GNU Free Documentation License version 1.3 requirements
+** will be met: https://www.gnu.org/licenses/fdl-1.3.html.
+**
+****************************************************************************/
+
+/*!
+//! [qml visual effects]
+
+ \section1 Applying Visual Effects
+
+ \QDS provides a set of Qt Quick Studio effects that inherit the types in the
+ \l {Qt Graphical Effects} module. To apply a visual effect to a component,
+ you must place the component inside the effect. First drag-and-drop an
+ effect from \uicontrol Library > \uicontrol Effects to the the canvas or
+ the \uicontrol Navigator, and then drag-and-drop the component to the
+ effect. For some effects, you need two source components.
+
+ The following table summarizes the available effects and contains links to
+ the documentation of the inherited QML type.
+
+ \table
+ \header
+ \li Qt Quick Studio Effect
+ \li Description
+ \row
+ \li \l [QML] {Blend}
+ \li Merges two source components by using a blend mode.
+
+ The default mode is \c subtract, where the pixel value from the
+ component that is going to be blended over the source component
+ is subtracted from the source and written.
+
+ For a list of possible values and examples of their use, see
+ \l{Blend::mode}{Blend.mode}.
+ \row
+ \li \l {FastBlur}{Blur}
+ \li Applies a fast blur effect to one or more source components.
+ \row
+ \li \l {BrightnessContrast}{Brightness Contrast}
+ \li Adjusts brightness and contrast.
+ \row
+ \li \l {ColorOverlay}{Color Overlay}
+ \li Alters the colors of the source component by applying an overlay
+ color.
+ \row
+ \li \l Colorize
+ \li Sets the color in the HSL color space.
+ \row
+ \li \l {DirectionalBlur}{Directional Blur}
+ \li Applies blur effect to the specified direction.
+ \row
+ \li \l {DropShadow}{Drop Shadow}
+ \li Generates a soft shadow behind the source component.
+ \row
+ \li \l [QML] {Glow}
+ \li Generates a halo-like glow around the source component.
+ \row
+ \li \l {HueSaturation}{Hue Saturation}
+ \li Alters the source component colors in the HSL color space.
+ \row
+ \li \l {OpacityMask}{Mask}
+ \li Masks the source component with another component.
+ \row
+ \li \l {MaskedBlur}{Masked Blur}
+ \li Applies a blur effect with a varying intesity.
+ The \l GradientStop type is used to specify the color used at a
+ given position in a gradient, as represented by a gradient stop.
+ The default positions for the stops are 0.20, 0.50, 0.80, and 1.00.
+ The default color is black.
+ \row
+ \li \l {RadialBlur}{Radial Blur}
+ \li Applies directional blur in a circular direction around the
+ component's center point.
+ \row
+ \li \l {Desaturate}{Saturation}
+ \li Reduces the saturation of the colors.
+ \row
+ \li \l {ZoomBlur}{Zoom Blur}
+ \li Applies directional blur effect towards source component's center
+ point.
+ \endtable
+
+//! [qml visual effects]
+*/
diff --git a/doc/qtdesignstudio/src/qtdesignstudio.qdoc b/doc/qtdesignstudio/src/qtdesignstudio.qdoc
new file mode 100644
index 0000000000..f69cd066c6
--- /dev/null
+++ b/doc/qtdesignstudio/src/qtdesignstudio.qdoc
@@ -0,0 +1,119 @@
+/****************************************************************************
+**
+** Copyright (C) 2019 The Qt Company Ltd.
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of the Qt Design Studio documentation.
+**
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see https://www.qt.io/terms-conditions. For further
+** information use the contact form at https://www.qt.io/contact-us.
+**
+** GNU Free Documentation License Usage
+** 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. Please review the following information to ensure
+** the GNU Free Documentation License version 1.3 requirements
+** will be met: https://www.gnu.org/licenses/fdl-1.3.html.
+**
+****************************************************************************/
+
+/*!
+ \contentspage{index.html}{Qt Design Studio}
+ \page index.html
+ \nextpage studio-getting-started.html
+
+ \title Qt Design Studio Manual
+
+ \QDS is a UI design and development environment for creating animated UIs
+ and previewing them on the desktop or on Android and embedded Linux devices.
+ It provides you with tools for accomplishing your tasks throughout the whole
+ process, from design to production.
+
+ \table
+ \row
+ \li \inlineimage studio-gs.png
+ \li \inlineimage studio-projects.png
+ \li \inlineimage studio-components.png
+ \li \inlineimage studio-animation.png
+ \row
+ \li \l{Getting Started}
+ \list
+ \li \l{Exporting Artwork from Design Tools}
+ \li \l{User Interface}
+ \li \l{Editing QML Files in Design Mode}
+ \li \l{Tutorials}
+ \endlist
+ \li \b {\l{Managing Projects}}
+ \list
+ \li \l{Creating Projects}
+ \li \l{Using Git}
+ \li \l{Importing Designs}
+ \li \l{Converting UI Projects to Applications}
+ \endlist
+ \li \b {\l{Creating UIs}}
+ \list
+ \li \l{Creating Components}
+ \li \l{Managing Item Hierarchy}
+ \li \l{Specifying Item Properties}
+ \li \l{Using Custom Fonts}
+ \endlist
+ \li \b {\l{Adding Dynamics}}
+ \list
+ \li \l{Creating Animations}
+ \li \l{Adding Connections}
+ \li \l{Adding States}
+ \li \l{Editing PathView Properties}
+ \endlist
+ \row
+ \li \inlineimage studio-3d-scenes.png
+ \li \inlineimage studio-preview.png
+ \li \inlineimage studio-settings.png
+ \li \inlineimage studio-help.png
+ \row
+ \li \b {\l{Editing 3D Scenes}}
+ \list
+ \li \l{Editing 3D Assets in Design Mode}
+ \li \l{Working in the 3D Editor}
+ \li \l{Adding 3D Views}
+ \li \l{Using 3D Components}
+ \endlist
+ \li \b {\l{Previewing}}
+ \list
+ \li \l{Previewing on Desktop}
+ \li \l{Previewing on Devices}
+ \li \l{Previewing in Browsers}
+ \endlist
+ \li \b {\l{Advanced Topics}}
+ \list
+ \li \l{Supported Platforms}
+ \li \l{Keyboard Shortcuts}
+ \li \l{Coding}
+ \li \l{Simulating Application Logic}
+ \li \l{Debugging and Profiling}
+ \endlist
+ \li \b {\l{Help}}
+ \list
+ \li \l{Examples and Tutorials}
+ \li \l{Using the Help Mode}
+ \li \l{Frequently Asked Questions}
+ \li \l{Concepts and Terms}
+ \endlist
+ \row
+ \li {4,1} \l{All Topics}
+ \row
+ \li {4,1} \note To report bugs and suggestions to the Qt Bug
+ Tracker, select \uicontrol {Help > Report Bug}.
+ To copy and paste detailed information about your system to the
+ bug report, select \uicontrol Help >
+ \uicontrol {System Information}.
+
+ For credits and a list of third-party libraries, see
+ \l {Acknowledgements}.
+ \endtable
+*/
diff --git a/doc/qtdesignstudio/src/qtquick3d-editor/exporting-3d/exporting-from-maya.qdoc b/doc/qtdesignstudio/src/qtquick3d-editor/exporting-3d/exporting-from-maya.qdoc
new file mode 100644
index 0000000000..53d3009a78
--- /dev/null
+++ b/doc/qtdesignstudio/src/qtquick3d-editor/exporting-3d/exporting-from-maya.qdoc
@@ -0,0 +1,57 @@
+/****************************************************************************
+**
+** Copyright (C) 2019 The Qt Company Ltd.
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of Qt Design Studio.
+**
+** $QT_BEGIN_LICENSE:FDL$
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see https://www.qt.io/terms-conditions. For further
+** information use the contact form at https://www.qt.io/contact-us.
+**
+** GNU Free Documentation License Usage
+** 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. Please review the following information to ensure
+** the GNU Free Documentation License version 1.3 requirements
+** will be met: https://www.gnu.org/licenses/fdl-1.3.html.
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+/*!
+ \contentspage {Qt Design Studio Manual}
+ \page exporting-from-maya.html
+ \previouspage qtbridge-sketch-using.html
+ \nextpage creator-quick-tour.html
+
+ \title Exporting from Maya
+
+ You can export graphics from Maya in the FBX format. The necessary plugin is
+ usually enabled by default, but you can check that in the plugin manager.
+
+ To export graphics from Maya:
+
+ \list 1
+ \li Select \uicontrol Window > \uicontrol Settings/Preferences >
+ \uicontrol {Plug-in Manager} and check that the fbxmaya.mll
+ plugin is enabled.
+ \li Select \uicontrol File > \uicontrol {Export All}.
+ \image maya-export-options.png "Export options in Maya"
+ \li In the \uicontrol {File name} field, enter a name for the export
+ file.
+ \li In the \uicontrol {Files of type} field, select
+ \uicontrol {FBX export}.
+ \li In \uicontrol Presets > \uicontrol {Current Preset}, select
+ \uicontrol {Autodesk Media & Entertainment}.
+ \li In \uicontrol Geometry > \uicontrol {Convert NURBS surface to},
+ select \uicontrol {Interactive Display Mesh}.
+ \li To export files, select \uicontrol {Export All}.
+ \endlist
+*/
diff --git a/doc/qtdesignstudio/src/qtquick3d-editor/qtdesignstudio-3d-camera.qdoc b/doc/qtdesignstudio/src/qtquick3d-editor/qtdesignstudio-3d-camera.qdoc
new file mode 100644
index 0000000000..0c33b4bc20
--- /dev/null
+++ b/doc/qtdesignstudio/src/qtquick3d-editor/qtdesignstudio-3d-camera.qdoc
@@ -0,0 +1,113 @@
+/****************************************************************************
+**
+** Copyright (C) 2019 The Qt Company Ltd.
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of Qt Design Studio.
+**
+** $QT_BEGIN_LICENSE:FDL$
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see https://www.qt.io/terms-conditions. For further
+** information use the contact form at https://www.qt.io/contact-us.
+**
+** GNU Free Documentation License Usage
+** 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. Please review the following information to ensure
+** the GNU Free Documentation License version 1.3 requirements
+** will be met: https://www.gnu.org/licenses/fdl-1.3.html.
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+/*!
+ \contentspage {Qt Design Studio Manual}
+ \page studio-3d-camera.html
+ \previouspage studio-3d-lights.html
+ \nextpage studio-3d-scene-environment.html
+
+ \title Using Scene Camera
+
+ A camera is always necessary to view the content of a 3D scene. A camera
+ defines how to project the content of a 3D scene into a 2D coordinate space,
+ which can then be used on a 2D surface. When a camera is present in the
+ scene, it can be used to direct what is displayed in a 3D view.
+
+ You can use the following 3D QML types to determine camera projection:
+
+ \list
+ \li \l{PerspectiveCamera}{Camera Perspective} - is the standard camera
+ type, which uses field of view and near and far clip planes to
+ specify the projection.
+ \li \l{OrthographicCamera}{Camera Orthographic} - renders all contents
+ with no perspective. It is ideal for rendering 2D elements, because
+ your images are guaranteed to be the right size on the screen, and
+ you can use the z position of components to bring them closer to or
+ take them farther from the camera (\e z-sorting) with no
+ foreshortening artifacts.
+ \li \l{FrustumCamera}{Camera Frustum} - enables finer grain control of
+ how the frustum is defined, by setting the number of degrees between
+ the top and bottom or left and right edges of the camera frustum.
+ This is useful when creating asymmetrical frustums.
+ \li \l{CustomCamera}{Camera Custom} - provides full control over how
+ the projection matrix is created.
+ \endlist
+
+ You can position the camera in the scene and set the direction it is facing.
+ The default direction of the camera is such that the forward vector is
+ looking up the +z axis, and the up direction vector is up the +y axis. You
+ can apply transforms to the camera and its parent types to define
+ exactly where your camera is located and in which direction it is facing.
+
+ The second part of determining the projection of the camera is defining the
+ field of view (\e frustum) of the camera that defines which parts of the
+ scene are visible, as well as how they are visible.
+
+ You can edit the camera properties in the \uicontrol Properties view.
+
+ \section1 Setting Camera Field of View
+
+ The camera frustum can be obtained by taking a frustum (that is, a
+ truncation with parallel planes) of the cone of vision that a camera or eye
+ would have to the rectangular viewports typically used in computer graphics.
+ The shape of the cone depends on the camera lens that is being simulated.
+ Typically, it is a rectangular pyramid with the top cut off.
+
+ The planes that cut the frustum perpendicular to the viewing direction are
+ called the \e {near plane} and the \e {far plane}. Components in front of
+ the near plane or behind the far plane are not drawn.
+
+ The \uicontrol {Clip near} and \uicontrol {Clip far} properties determine
+ the position of the near plane and the far plane. We recommend that
+ you place the near and far planes as close to each other as possible to
+ optimize depth accuracy. Components are clipped at pixel level instead of
+ element level. This means that a model crossing a plane may be only
+ partially rendered.
+
+ The \uicontrol {Field of view} (FOV) property specifies the number of
+ degrees between the edges of the camera frustum. The larger the value,
+ the stronger the sense of 3D in your scene. By default, the
+ \uicontrol {FOV orientation} property is set to use the vertical FOV.
+ This value is the number of degrees between the top and bottom edges
+ of the camera frustum.
+
+ The horizontal FOV determines the number of degrees between the left and
+ right edges of the camera frustum. It is automatically calculated based on
+ the aspect ratio of the scene when the FOV orientation is set to vertical.
+ You can set the orientation to horizontal to translate FOV values from
+ graphics tools such as Maya and Blender, which use horizontal FOV by
+ default.
+
+ The default values are intended to cause anything within the view
+ of the camera to be rendered. Aside from special clipping effects, you
+ may need to adjust these values to more closely contain your content for
+ better results with ambient occlusion or with effects that use the depth
+ buffer of the camera, such as the \e {depth of field} effect.
+
+ \note Orthographic cameras don't have the FOV property.
+*/
diff --git a/doc/qtdesignstudio/src/qtquick3d-editor/qtdesignstudio-3d-components.qdoc b/doc/qtdesignstudio/src/qtquick3d-editor/qtdesignstudio-3d-components.qdoc
new file mode 100644
index 0000000000..38a71a1b53
--- /dev/null
+++ b/doc/qtdesignstudio/src/qtquick3d-editor/qtdesignstudio-3d-components.qdoc
@@ -0,0 +1,76 @@
+/****************************************************************************
+**
+** Copyright (C) 2019 The Qt Company Ltd.
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of the Qt Design Studio documentation.
+**
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see https://www.qt.io/terms-conditions. For further
+** information use the contact form at https://www.qt.io/contact-us.
+**
+** GNU Free Documentation License Usage
+** 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. Please review the following information to ensure
+** the GNU Free Documentation License version 1.3 requirements
+** will be met: https://www.gnu.org/licenses/fdl-1.3.html.
+**
+****************************************************************************/
+
+/*!
+ \contentspage {Qt Design Studio Manual}
+ \page studio-3d-components.html
+ \previouspage studio-3d-view.html
+ \nextpage studio-3d-node.html
+
+ \title Using 3D Components
+
+ To add 3D components to the scene, drag and drop a them from
+ \uicontrol Library > \uicontrol {QML Types} > \uicontrol {Qt Quick 3D} to
+ the scene or to a 3D view in the \uicontrol Navigator.
+
+ To edit 3D components, select the component in the 3D editor or in the
+ \uicontrol Navigator and set its properties in the \uicontrol Properties
+ view.
+
+ \list
+ \li \l {Setting Node Properties}
+
+ You can set the opacity, visibility, and transform properties
+ of all 3D components.
+ \li \l {Adding Models}
+
+ You can use the model component to load static mesh data from
+ storage or one of the built-in primitive types: cube, cone,
+ cylinder, rectangle, or sphere. You can attach materials to
+ meshes and sub-meshes.
+ \li \l {Using Materials and Shaders}
+
+ You can use materials and shaders to define how object surfaces
+ are rendered in a scene and during live preview.
+ \li \l {Attaching Textures to Materials}
+
+ You can use a Texture component to specify an image and how it is
+ mapped to meshes in a 3D scene. Texture components can use image
+ data either from a file or a Qt Quick QML type.
+ \li \l{Using Lights}
+
+ You can use several light types as the source of lighting in a
+ scene and set their properties.
+ \li \l {Using Scene Camera}
+
+ To project a 3D scene to a 2D viewport, it is necessary to view
+ the scene from a camera. You can select the camera type and set
+ its properties.
+ \li \l {Setting Scene Environment}
+
+ You can use the SceneEnvironment type to specify how the scene is
+ rendered globally.
+ \endlist
+*/
diff --git a/doc/qtdesignstudio/src/qtquick3d-editor/qtdesignstudio-3d-design-mode.qdoc b/doc/qtdesignstudio/src/qtquick3d-editor/qtdesignstudio-3d-design-mode.qdoc
new file mode 100644
index 0000000000..e214c544f2
--- /dev/null
+++ b/doc/qtdesignstudio/src/qtquick3d-editor/qtdesignstudio-3d-design-mode.qdoc
@@ -0,0 +1,88 @@
+/****************************************************************************
+**
+** Copyright (C) 2019 The Qt Company Ltd.
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of the Qt Design Studio documentation.
+**
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see https://www.qt.io/terms-conditions. For further
+** information use the contact form at https://www.qt.io/contact-us.
+**
+** GNU Free Documentation License Usage
+** 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. Please review the following information to ensure
+** the GNU Free Documentation License version 1.3 requirements
+** will be met: https://www.gnu.org/licenses/fdl-1.3.html.
+**
+****************************************************************************/
+
+/*!
+ \contentspage {Qt Design Studio}
+ \previouspage studio-3d.html
+ \page studio-3d-design-mode.html
+ \nextpage studio-3d-editor.html
+
+ \title Editing 3D Assets in Design Mode
+
+ \QDS opens QML files that contain 3D scenes in the Design mode and the
+ scenes in the 3D editor. You can add imported 3D assets as resources
+ to projects and edit them to create scenes and states, as well as the
+ transitions between them.
+
+ \image studio-editing-3d-scenes.png "3D assets in Design mode"
+
+ To edit 3D scenes in the Design mode:
+
+ \list
+ \li \uicontrol {3D Editor} (1) is the working area where you create the
+ scene, position the model, light and camera, as well as move and
+ scale items.
+ \li \uicontrol {3D View} (2) is where you see the scene projected by the
+ camera.
+ \li The sidebars contain views where you can select QML types to use in
+ the scene, specify properties for them, and view them in a tree
+ structure, as well as to create connections and browse projects and
+ files. You can select the content of the sidebars in the sidebar
+ menu:
+ \list
+ \li \uicontrol {Library} (3) displays the building blocks that you
+ can use to create scenes: predefined Qt Quick 3D Components,
+ Qt Quick Controls, your own 3D assets that you import to the
+ project, and other resources. For more information, see
+ \l {Adding 3D Views}.
+ \li \uicontrol {Navigator} (4) displays the items in the current QML
+ file as a tree structure. For more information, see
+ \l {Managing Item Hierarchy}.
+ \li \uicontrol {Properties} (5) organizes the properties of the
+ selected item. You can change the properties also in the
+ \uicontrol {Text Editor}. For more information, see
+ \l {Specifying Item Properties}.
+ \li \uicontrol Connections enables you to create connections
+ between objects, signals, and object properties. For more
+ information, see \l{Adding Connections}.
+ \li \uicontrol {File System} shows all files in the currently
+ selected directory. For more information, see
+ \l{Viewing the File System}.
+ \li \uicontrol {Open Documents} shows currently open files.
+ \li \uicontrol {Projects} shows a list of projects open in the
+ current session. For more information, see
+ \l{Viewing Project Files}.
+ \endlist
+ \li \uicontrol {States} displays the different states of the
+ item. QML states typically describe user interface configurations,
+ such as the UI controls, their properties and behavior and the
+ available actions. For more information, see \l{Adding States}.
+ \li \uicontrol Timeline (6) provides a timeline and keyframe based
+ editor that enables you to animate the properties of components.
+ \endlist
+
+ To close the 3D editor, select \uicontrol 2D in the list on the toolbar (7).
+ To reopen it, select \uicontrol {2D/3D}.
+*/
diff --git a/doc/qtdesignstudio/src/qtquick3d-editor/qtdesignstudio-3d-editor.qdoc b/doc/qtdesignstudio/src/qtquick3d-editor/qtdesignstudio-3d-editor.qdoc
new file mode 100644
index 0000000000..034a4817ab
--- /dev/null
+++ b/doc/qtdesignstudio/src/qtquick3d-editor/qtdesignstudio-3d-editor.qdoc
@@ -0,0 +1,176 @@
+/****************************************************************************
+**
+** Copyright (C) 2019 The Qt Company Ltd.
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of the Qt Design Studio documentation.
+**
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see https://www.qt.io/terms-conditions. For further
+** information use the contact form at https://www.qt.io/contact-us.
+**
+** GNU Free Documentation License Usage
+** 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. Please review the following information to ensure
+** the GNU Free Documentation License version 1.3 requirements
+** will be met: https://www.gnu.org/licenses/fdl-1.3.html.
+**
+****************************************************************************/
+
+/*!
+ \contentspage {Qt Design Studio}
+ \previouspage studio-3d-design-mode.html
+ \page studio-3d-editor.html
+ \nextpage studio-3d-view.html
+
+ \title Working in the 3D Editor
+
+ To project a 3D scene to a 2D viewport, it is necessary to view the scene
+ from a \l{Using Scene Camera}{camera}. Select the \uicontrol {Toggle
+ Perspective/Orthographic Projection} button (1) on the 3D editor toolbar to
+ switch between a \e {perspective camera} and an \e {orthographic camera}.
+ A perspective camera uses field of view and near and far clip planes to
+ specify the projection, whereas an orthographic camera can be thought of
+ as a 2D camera. Both of them are free-form cameras that you can use to
+ orbit around the scene.
+
+ When you import 3D scenes from files that you exported from 3D graphics
+ tools, you also import the camera, light, model, and materials. If your
+ scene did not contain them, you can add the corresponding Qt Quick 3D
+ types from the \uicontrol Library.
+
+ You can use the manipulator mode toolbar buttons (2) to show the move, rotate,
+ or scale manipulator in the rendered scene when an item is selected and
+ to determine what happens when you drag the selected item. Select the
+ \uicontrol {Toggle Local/Global Orientation} button (3) to determine whether
+ the manipulators affect only the local transforms of the item or whether
+ they transform with respect to the global space.
+
+ \image studio-3d-editor.png "3D Editor"
+
+ For example, in local orientation mode, selecting an unrotated cube inside
+ a rotated group in the move mode shows rotated axes. Dragging on the red
+ arrow of the move manipulator affects only the x position of the item.
+
+ In global mode, the manipulators always transform with respect to the global
+ space. In the example above, switching to global mode will show the red
+ arrow for the move manipulator aligned with the screen (assuming an
+ unrotated camera). Dragging on the red arrow may affect two or three of the
+ position values for the selected item in order to move it in global space.
+
+ \section1 Controlling the Edit View Camera
+
+ You can add 3D camera types to the scene to project the view you see in
+ the View3D type in the application. While editing scenes, you can use
+ a separate \e {edit view camera} (4) to project the scene to the 3D edit
+ view in the Design mode.
+
+ You can navigate the scene by rotating, panning, and zooming the edit view
+ camera.
+
+ To zoom, use the mouse wheel or press \key Alt and right-click anywhere in
+ the rendered view to zoom the view in or out as you drag up or down.
+
+ To pan, press \key Alt and use the middle mouse button to click anywhere in
+ the rendered view to slide the view around.
+
+ To orbit, press \key Alt and click anywhere in the rendered view to rotate
+ the view.
+
+ To scale the edit view camera and to focus it on the selected items, select
+ \uicontrol {Fit Selected} button or press \key F.
+
+ The world axis helper (5) shows the direction of the world axes in respect
+ to the edit view camera. To point the camera at the currently selected
+ component in the direction of an axis, click the axis. If no component
+ is selected, the camera is pointed at the world origin. This does not
+ affect the camera zoom level.
+
+ For more information about using the cameras in the scene, the available
+ 3D camera types, and their properties, see \l{Using Scene Camera}.
+
+ \section1 Selecting Items
+
+ To move, rotate, or scale items in the scene, you need to select them first.
+ The selection mode buttons determine how items are selected when you click
+ them in the 3D editor.
+
+ \list
+ \li In the \inlineimage item_selection_selected.png
+ (\uicontrol {Select Item}) mode, a single item is selected.
+ \li In the \inlineimage group_selection_selected.png
+ (\uicontrol {Select Group}) mode, the top level parent of the item
+ is selected. This enables you to move, rotate, or scale a group of
+ items.
+ \endlist
+
+ To toggle the selection mode, press \key Q.
+
+ \section1 Moving Items
+
+ \image studio-3d-editor-move.png "3D editor in move mode"
+
+ You can move items in relation to their coordinate system, along the x, y,
+ or z view axis or on the top, bottom, left, and right clip planes of the
+ render camera.
+
+ To move items, select \inlineimage move_selected.png
+ or press \key W.
+
+ To move items along an axis, click the axis and drag the item along the
+ axis.
+
+ To move items on a plane, select the plane handle and drag the item on
+ the plane.
+
+ To move an item freely in the editor, select the handle at the center of
+ the item.
+
+ \section1 Rotating Items
+
+ You can rotate items around the view axes of the camera.
+
+ \image studio-3d-editor-rotate.png "3D editor in rotate mode"
+
+ To rotate items, select \inlineimage rotate_selected.png
+ or press \key E.
+
+ To rotate an item around an axis, select the axis and drag in the direction
+ you want to rotate the item in.
+
+ To freely rotate the item, select the gray circle.
+
+ \section1 Scaling Items
+
+ \image studio-3d-editor-scale.png "3D editor in scale mode"
+
+ To scale items, select \inlineimage scale_selected.png
+ or press \key R.
+
+ You can use the scale handles to adjust the local x, y, or z scale of an
+ item. You can ajust the scale across one, two, or three axes, depending
+ on the handle.
+
+ To adjust the scale across one axis, select the scale handle attached to
+ the axis. To uniformly scale an item across all axes, select the handle
+ at the center of the item.
+
+ To adjust the scale across a plane, select the plane handle and drag the
+ item on the plane.
+
+ \section1 Using Edit View Light
+
+ You use 3D light types to light the models in the scene. While editing
+ scenes, you can use a separate \e {edit view light} to illuminate the
+ portions of the scene that the scene lights do not hit. To switch the edit
+ view light on and off, select the \uicontrol {Toggle Edit Light} button (6).
+
+ For more information about the available scene light types and their
+ properties, see \l{Using Lights}.
+*/
diff --git a/doc/qtdesignstudio/src/qtquick3d-editor/qtdesignstudio-3d-lights.qdoc b/doc/qtdesignstudio/src/qtquick3d-editor/qtdesignstudio-3d-lights.qdoc
new file mode 100644
index 0000000000..a247785f03
--- /dev/null
+++ b/doc/qtdesignstudio/src/qtquick3d-editor/qtdesignstudio-3d-lights.qdoc
@@ -0,0 +1,165 @@
+/****************************************************************************
+**
+** Copyright (C) 2019 The Qt Company Ltd.
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of Qt Design Studio.
+**
+** $QT_BEGIN_LICENSE:FDL$
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see https://www.qt.io/terms-conditions. For further
+** information use the contact form at https://www.qt.io/contact-us.
+**
+** GNU Free Documentation License Usage
+** 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. Please review the following information to ensure
+** the GNU Free Documentation License version 1.3 requirements
+** will be met: https://www.gnu.org/licenses/fdl-1.3.html.
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+/*!
+ \contentspage {Qt Design Studio Manual}
+ \page studio-3d-lights.html
+ \previouspage studio-3d-texture.html
+ \nextpage studio-3d-camera.html
+
+ \title Using Lights
+
+ Light components are the primary source of lighting in a \QDS scene.
+ As a secondary light source, you can use \l{Using Image-based Lighting}
+ {image-based lighting}.
+
+ By default, all imported scenes are created with one directional light.
+ You can use the following \l{Qt Quick 3D} components to add lights:
+
+ \list
+ \li \l{DirectionalLight}{Light Directional}
+ \li \l{PointLight}{Light Point}
+ \li \l{AreaLight}{Light Area}
+ \endlist
+
+ \note Each additional light negatively effects the rendering performance
+ of your scene. Keep scenes as simple as possible and use lights sparingly.
+ Use a \l{SceneEnvironment}{Scene Environment} component to apply image-based
+ lighting that can produce soft and subtle lighting.
+
+ You can edit light properties in the \uicontrol Properties view. The
+ \uicontrol Scope property specifies which node, with it's children,
+ is illuminated by a light.
+
+ Set the \uicontrol {Color} property to specify the color applied to models
+ illuminated by a light. Set the \uicontrol {Ambient color} property to
+ specify the ambient color applied to materials before being illuminated by
+ the light.
+
+ You can animate light properties in the \uicontrol Timeline view.
+
+ \section1 Directional Light
+
+ A directional light emits light in one direction from a unidentifiable
+ source located infinitely far away. This is similar to sunlight.
+
+ \image studio-3d-directional-light.png "Models lit by a dirctional light"
+
+ If the \uicontrol {Casts shadow} property is enabled, shadows are positioned
+ parallel to the light direction. A directional light has infinite range and
+ does not diminish.
+
+ Moving a directional light does not have any effect. The light will always
+ be emitted in the direction of the light's z axis. Rotating the light along
+ its x or y axis will change the direction in which the light is emitted.
+
+ Scaling a directional light will only have an effect in the following cases:
+
+ \list
+ \li If the z scale is set to a negative number, the light will be
+ emitted in the opposite direction.
+ \li If the scale of any axis is set to 0, the light will be emitted
+ along the world's z axis. Rotating the light has no effect.
+ \endlist
+
+ \section1 Point Light
+
+ A point light can be described as a sphere, emitting light with equal
+ strength in all directions from the center of the light. This is similar
+ to the way a light bulb emits light.
+
+ \image studio-3d-point-light.png "Models lit by a point light"
+
+ Lighting is applied outwards from the center of a point light, becoming
+ increasingly dim away from the center. Moving a point light changes the
+ position from where the light is emitted. Rotating or scaling a point
+ light does not have any effect.
+
+ To specify an overall multiplier for a point light's effects, set the
+ \uicontrol Brightness property.
+
+ To control the fade-off and range of a point light, set the
+ \uicontrol {Constant fade}, \uicontrol {Linear fade}, and
+ \uicontrol {Quadratic fade} properties. Constant fade is the constant
+ factor of the \e attenuation term of the light. Attenuation refers to
+ the reduction in the intensity of light as it travels through a medium
+ due to absorption or scattering of photons.
+
+ Turn up the linear fade value to increase the rate at which the lighting
+ effect dims the light in proportion to the distance to the light. The value
+ 0.0 means that the light doesn't have linear fade.
+
+ Turn up the quadratic fade to increase the rate at which the lighting effect
+ dims on surfaces that are far away from the light. The value 1.0 means that
+ the point light fade exactly follows the inverse square law. For example,
+ when the distance to an object doubles, the light intensity decreases to one
+ fourth.
+
+ Aside from fade, a point light has the same properties as a directional
+ light.
+
+ \section1 Area Light
+
+ An area light is similar to the directional light. However, instead of
+ emitting an equally bright light across the whole scene, the area light
+ emits directional light from a rectangle shaped object. You can set the
+ \uicontrol Width and \uicontrol Height properties to determine the size
+ of the area light.
+
+ Aside from the size, an area light has the same properties as a directional
+ light.
+
+ The image below shows an example on how to light an object with different
+ colors using two different area lights.
+
+ \image area-light.png
+
+ You can rotate, scale, and move area lights.
+
+ \section1 Shadows
+
+ To simulate shadows using this light, enable the \uicontrol {Cast shadows}
+ check box. Cast shadows work best with area or point lights.
+
+ To specify the darkness of the shadows, set the \uicontrol {Shadow factor}
+ property. The value 0 means no shadows are cast.
+
+ To specify the amount of blur applied to the shadows, set the
+ \uicontrol {Shadow filter} property.
+
+ Tweak the \uicontrol {Shadow bias} property value by small amounts
+ if you see objects casting shadows on themselves.
+
+ To specify the quality of the shadow map created for shadow rendering, set
+ the \uicontrol {Shadow map quality} property. Lower quality uses less
+ resources, but produces lower quality shadows, while higher quality uses
+ more resources to produce better quality shadows.
+
+ To specify the maximum distance for the shadow map, set the
+ \uicontrol {Shadow map far} property value. Using smaller values
+ may improve the precision and effects of the map.
+*/
diff --git a/doc/qtdesignstudio/src/qtquick3d-editor/qtdesignstudio-3d-materials-shaders.qdoc b/doc/qtdesignstudio/src/qtquick3d-editor/qtdesignstudio-3d-materials-shaders.qdoc
new file mode 100644
index 0000000000..ecbef398dc
--- /dev/null
+++ b/doc/qtdesignstudio/src/qtquick3d-editor/qtdesignstudio-3d-materials-shaders.qdoc
@@ -0,0 +1,229 @@
+/****************************************************************************
+**
+** Copyright (C) 2019 The Qt Company Ltd.
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of Qt Desing Studio.
+**
+** $QT_BEGIN_LICENSE:FDL$
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see https://www.qt.io/terms-conditions. For further
+** information use the contact form at https://www.qt.io/contact-us.
+**
+** GNU Free Documentation License Usage
+** 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. Please review the following information to ensure
+** the GNU Free Documentation License version 1.3 requirements
+** will be met: https://www.gnu.org/licenses/fdl-1.3.html.
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+/*!
+ \contentspage {Qt Design Studio Manual}
+ \page studio-3d-materials.html
+ \previouspage studio-3d-model.html
+ \nextpage studio-3d-texture.html
+
+ \title Using Materials and Shaders
+
+ \image materials.png
+
+ Materials and shaders define how object surfaces are rendered in \QDS and
+ live preview. As you change the properties of materials, new shaders are
+ generated accordingly, and the property values are bound. The complexity of
+ a shader depends on a combination of the properties that are set on it, and
+ the context of the scene itself.
+
+ The materials that you used in your imported scenes are imported to \QDS
+ as \l{Qt Quick 3D} components. When you add a View3D component, it contains
+ a DefaultMaterial component. You can use the following predefined Qt Quick
+ 3D components to add materials to models:
+
+ \list
+ \li Default material
+ \li Principled material
+ \li Texture
+ \endlist
+
+ Before a model can be rendered in a scene, it must have at least one
+ material to define how the mesh is shaded. The DefaultMaterial component
+ is the easiest way to define such a material. The PrincipledMaterial
+ component specifies the minimum amount of properties.
+
+ You can use the \l Texture component to apply textures to materials. It
+ defines an image and how the image is mapped to meshes in a 3D scene. To
+ use image data from a file, set the \uicontrol Source property of the
+ Texture component in the \uicontrol Properties view.
+
+ To have the material use vertex colors from the mesh, select the
+ \uicontrol {Enable vertex colors} check box. These are multiplied
+ by any other colors specified for the material.
+
+ You can modify material properties in the \uicontrol Properties view, as
+ instructed in the following sections. The availability of the properties
+ depends on the material type.
+
+ You can animate material properties in the \uicontrol Timeline view, as
+ instructed in \l {Creating Animations}.
+
+ \section1 Blending Colors
+
+ To determine how the colors of a model blend with the colors of the models
+ behind it, set the \uicontrol {Blend mode} property. To make opaque objects
+ occlude the objects behind them, select \uicontrol {SourceOver}.
+
+ For a lighter result, select \uicontrol Screen to blend colors using an
+ inverted multiply or \uicontrol ColorDodge to blend them by inverted
+ division. Color dodge procudes an even lighter result than screen.
+
+ For a darker result, select \uicontrol Multiply to blend colors using a
+ multiply or \uicontrol ColorBurn to blend them by inverted division, where
+ the result also is inverted. Color burn produces an even darker result than
+ multiply.
+
+ The screen and multiply modes are order-independent, so select them to
+ avoid \e popping, which can happen when using semi-opaque objects and
+ sorting the back and front faces or models.
+
+ For a result with higher contrast, select \uicontrol Overlay, which is a mix
+ of the multiply and screen modes.
+
+ \section1 Lighting Materials
+
+ To set the lighting method for generating a material, use the
+ \uicontrol Lighting property. Select \uicontrol {Fragment lighting} to
+ calculate diffuse and specular lighting for each rendered pixel. Some
+ effects, such as Fresnel or a bump map, require fragment lighting.
+
+ To skip lighting calculation, select \uicontrol {No lighting}. This is very
+ fast and quite effective when using image maps that do not need to be shaded
+ by lighting.
+
+ To set the base color for the material, use the \uicontrol {Diffuse Color}
+ property. You can either use the color picker or specify a RBG value. Set
+ the diffuse color to black to create purely-specular materials, such as
+ metals or mirrors. To apply a texture to a material, set it as the value of
+ the \uicontrol {Diffuse map} property. Using a texture with transparency
+ also applies the alpha channel as an \uicontrol {Opacity map}. You can set
+ the opacity of the material independently of the model as the value of the
+ \uicontrol Opacity property.
+
+ \section1 Self-Illuminating Materials
+
+ To set the color and amount of self-illumination for a material, use the
+ \uicontrol {Emissive color} and \uicontrol {Emissive factor} properties. In
+ a scene with black ambient lighting, a material with an emissive factor of 0
+ is black where the light does not shine on it. Setting the emissive factor
+ to 1 shows the material in its diffuse color instead.
+
+ To use a Texture for specifying the emissive factor for different parts of
+ the material, set the \uicontrol {Emissive map} property. Using a grayscale
+ image does not affect the color of the result, while using a color image
+ produces glowing regions with the color affected by the emissive map.
+
+ \section1 Using Highlights and Reflections
+
+ You can control the highlights and reflections on a material by setting the
+ properties in the \uicontrol Specular group. You can use the color picker
+ or set a RGB value to specify the color used to adjust specular reflections.
+ Use white for no effect
+
+ To use a color texture to modulate the amount and the color of specularity
+ across the surface of a material, set the \uicontrol {Specular map}
+ property. Set the \uicontrol {Specular amount} property to specify the
+ strength of specularity. This property does not affect the specular
+ reflection map, but it does affect the amount of reflections from a scene's
+ light probe.
+
+ \note Unless your mesh is high-resolution, you may need to use fragment
+ lighting to get good specular highlights from scene lights.
+
+ To determine how to calculate specular highlights for lights in the scene,
+ set the \uicontrol {Specular model}. In addition to the default mode, you
+ can use the GGX or Ward lighting model.
+
+ To use a Texture for specular highlighting on a material, set the
+ \uicontrol {Reflection map} property. When the texture is applied using
+ environmental mapping (not UV mapping), the map appears to be reflecting
+ from the environment as you rotate the model. Specular reflection maps are
+ an easy way to add a high-quality look at a relatively low cost.
+
+ To specify an image to use as the specular reflection map, set the
+ \uicontrol {Light probe} property
+
+ Crisp images cause your material to look very glossy. The more you
+ blur your image, the softer your material appears.
+
+ To decrease head-on reflections (looking directly at the surface)
+ while maintaining reflections seen at grazing angles, set the
+ \uicontrol {Fresnel power} property. To select the angles to control,
+ set the \uicontrol {Index of refraction} property.
+
+ To control the size of the specular highlights generated from lights and the
+ clarity of reflections in general, set the \uicontrol {Specular roughness}
+ property. Larger values increase the roughness, while softening specular
+ highlights and blurring reflections. To control the specular roughness of
+ the material using a Texture, set the \uicontrol {Roughness map property}.
+
+ \section1 Simulating Geometry Displacement
+
+ Specify the properties in the \uicontrol {Bump/Normal} group to simulate
+ fine geometry displacement across the surface of the material. Set the
+ \uicontrol {Bump map} property to use a grayscale texture for the
+ simulation. Brighter pixels indicate raised regions.
+
+ To use a RGB image for simulation, set the \uicontrol {Normal map} property.
+ The RGB channels indicate XYZ normal deviations.
+
+ The amount of displacement is controlled by the \uicontrol {Bump amount}
+ property.
+
+ Bump and normal maps do not affect the silhouette of a model. To affect the
+ silhouette, set the \uicontrol {Displacement map} property. It specifies a
+ grayscale image used to offset the vertices of geometry across the surface
+ of the material. The \uicontrol {Displacement amount} property specifies the
+ offset amount.
+
+ \section1 Specifying Material Translucency
+
+ Set the properties in the \uicontrol Translucency group to control how much
+ light can pass through the material from behind. To use a grayscale texture,
+ specify it as the value of the \uicontrol {Translucency map} property.
+
+ To specify the amount of light wrap for the translucency map, set the
+ \uicontrol {Diffuse light wrap} property. A value of 0 does not wrap the
+ light at all, while a value of 1 wraps the light all around the object.
+
+ To specify the amount of falloff for the translucency based on
+ the angle of the normals of the object to the light source, set
+ the \uicontrol {Translucency falloff} property.
+
+ \section1 Culling Faces
+
+ Set the \uicontrol {Culling mode} property to determine whether the front
+ and back faces of a model are rendered. Culling modes check whether the
+ points in the polygon appear in clockwise or counter-clockwise order when
+ projected onto the screen. If front-facing polygons have a clockwise
+ winding, but the polygon projected on the screen has a counter-clockwise
+ winding, the projected polygon is rotated to face away from the camera and
+ is not rendered. Culling makes rendering objects quicker and more efficient
+ by reducing the number of polygons to draw.
+
+ \section1 Applying Materials to Models
+
+ To apply materials to models:
+
+ \list 1
+ \li Drag and drop a material component from the \uicontrol Library to a
+ Model component in the \uicontrol Navigator or 3D editor.
+ \li Edit the properties of the material in the \uicontrol Properties
+ view.
+ \endlist
+*/
diff --git a/doc/qtdesignstudio/src/qtquick3d-editor/qtdesignstudio-3d-model.qdoc b/doc/qtdesignstudio/src/qtquick3d-editor/qtdesignstudio-3d-model.qdoc
new file mode 100644
index 0000000000..4fa05b6463
--- /dev/null
+++ b/doc/qtdesignstudio/src/qtquick3d-editor/qtdesignstudio-3d-model.qdoc
@@ -0,0 +1,77 @@
+/****************************************************************************
+**
+** Copyright (C) 2019 The Qt Company Ltd.
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of Qt Design Studio.
+**
+** $QT_BEGIN_LICENSE:FDL$
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see https://www.qt.io/terms-conditions. For further
+** information use the contact form at https://www.qt.io/contact-us.
+**
+** GNU Free Documentation License Usage
+** 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. Please review the following information to ensure
+** the GNU Free Documentation License version 1.3 requirements
+** will be met: https://www.gnu.org/licenses/fdl-1.3.html.
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+/*!
+ \contentspage {Qt Design Studio Manual}
+ \page studio-3d-model.html
+ \previouspage studio-3d-node.html
+ \nextpage studio-3d-materials.html
+
+ \title Adding Models
+
+ A Model component loads mesh data from a file. You can modify how the
+ component is shaded by adding materials to the model.
+
+ A model can load static meshes from storage or one of the built-in primitive
+ types: cube, cone, cylinder, rectangle, or sphere. You can select the model
+ type in the \uicontrol Source field in the \uicontrol Properties field.
+ Select the \inlineimage plus.png
+ button to add custom model types to the list.
+
+ To enable picking the model against the scene, select the
+ \uicontrol Pickable check box. Picking transforms the screen
+ space x and y coordinates to a ray cast towards the specified
+ position in scene space.
+
+ To use the geometry of this model when rendering to shadow maps, select the
+ \uicontrol {Casts shadows} check box. To allow casting shadows on the model,
+ select the \uicontrol {Receives shadows} check box.
+
+ \section1 Tessellation
+
+ To dynamically generate additional geometry for the model, select the
+ tiling mode in the \uicontrol {Tessellation mode} filed. Tessellation
+ is useful when using a displacement map with geometry, or to generate a
+ smoother silhouette when zooming in. You can select either a Phong or
+ an NPatch tessellation generator.
+
+ Specify an edge multiplier to the tessellation generator in the
+ \uicontrol {Edge tessellation} field and an inner multiplier in
+ the \uicontrol {Inner tessellation} field.
+
+ To display a wireframe that highlights the additional geometry created by
+ the tessellation generator, select the \uicontrol {Enable wireframe mode}
+ check box.
+
+ \section1 Adding Materials to Sub-Meshes
+
+ A model can consist of several sub-meshes, each of which can have its own
+ material. Select the material from the list in the \uicontrol {Materials}
+ field. Select the \inlineimage plus.png
+ button to add materials to the list. For more information about materials,
+ see \l {Using Materials and Shaders}.
+*/
diff --git a/doc/qtdesignstudio/src/qtquick3d-editor/qtdesignstudio-3d-node.qdoc b/doc/qtdesignstudio/src/qtquick3d-editor/qtdesignstudio-3d-node.qdoc
new file mode 100644
index 0000000000..a13bb46725
--- /dev/null
+++ b/doc/qtdesignstudio/src/qtquick3d-editor/qtdesignstudio-3d-node.qdoc
@@ -0,0 +1,82 @@
+/****************************************************************************
+**
+** Copyright (C) 2019 The Qt Company Ltd.
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of the Qt Design Studio documentation.
+**
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see https://www.qt.io/terms-conditions. For further
+** information use the contact form at https://www.qt.io/contact-us.
+**
+** GNU Free Documentation License Usage
+** 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. Please review the following information to ensure
+** the GNU Free Documentation License version 1.3 requirements
+** will be met: https://www.gnu.org/licenses/fdl-1.3.html.
+**
+****************************************************************************/
+
+/*!
+ \contentspage {Qt Design Studio}
+ \previouspage studio-3d-components.html
+ \page studio-3d-node.html
+ \nextpage studio-3d-model.html
+
+ \title Setting Node Properties
+
+ You can set the opacity, visibility, and transform properties of a 3D
+ component in the \uicontrol Properties view.
+
+ \section1 Setting Component Opacity and Visibility
+
+ All components have an \uicontrol Opacity value applied to them. The opacity
+ of 100 makes a component fully opaque, while the opacity of 0 prevents a
+ component from rendering at all.
+
+ Just as modifying the position or rotation of a parent component affects
+ all child components, opacity is multiplicatively cumulative through
+ the transform hierarchy. A cube that is 50\% opaque inside a group that
+ is 80\% opaque renders with an equivalent apperance of 40\% opacity
+ (\c{0.8 * 0.5 = 0.4}). Setting the opacity of a group to 0 prevents
+ any descendants within the group from rendering.
+
+ The \uicontrol Visibility property provides an alternative way to hide and
+ show components. It is useful when you want to show a component in a
+ particular state, but hide it in another state, for example.
+
+ \section1 Setting Transform Properties
+
+ The value of the \uicontrol Translation property contains the position
+ translation of the component in the local coordinate space established by
+ the parent component. The \uicontrol Orientation property specifies whether
+ the left-handed or right-handed coordinate system is used.
+
+ In the y-up left-handed coordinate system, increasing the value of x
+ moves the component to the right, as seen from the default camera location,
+ whereas increasing the value of y moves the component up. Increasing the
+ value of z moves the component away from the camera.
+
+ The value of the \uicontrol Rotation parameter sets the local rotation of
+ the component in the space established by the parent component. The
+ \uicontrol {Rotation order} property specifies whether the left-handed or
+ right-handed (the values with \e r) rotation about the x, y, and z axes
+ is applied, and the order in which the rotation is applied on each axis.
+
+ The value of the \uicontrol Scale property sets the local scale of the
+ component in the space established by the parent component. An odd number
+ of negative scale values causes the component to render \e {inside-out},
+ which cannot be seen due to backface-culling.
+
+ The value of the \uicontrol Pivot property sets the local pivot offset for
+ the component. You can think of the pivot as offsetting the geometry for the
+ component away from the origin, allowing a component to rotate and scale
+ around a point other than its local origin. Pivot values are applied before
+ scaling and rotation values.
+*/
diff --git a/doc/qtdesignstudio/src/qtquick3d-editor/qtdesignstudio-3d-scene-environment.qdoc b/doc/qtdesignstudio/src/qtquick3d-editor/qtdesignstudio-3d-scene-environment.qdoc
new file mode 100644
index 0000000000..0951110886
--- /dev/null
+++ b/doc/qtdesignstudio/src/qtquick3d-editor/qtdesignstudio-3d-scene-environment.qdoc
@@ -0,0 +1,156 @@
+/****************************************************************************
+**
+** Copyright (C) 2019 The Qt Company Ltd.
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of Qt Design Studio.
+**
+** $QT_BEGIN_LICENSE:FDL$
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see https://www.qt.io/terms-conditions. For further
+** information use the contact form at https://www.qt.io/contact-us.
+**
+** GNU Free Documentation License Usage
+** 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. Please review the following information to ensure
+** the GNU Free Documentation License version 1.3 requirements
+** will be met: https://www.gnu.org/licenses/fdl-1.3.html.
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+/*!
+ \contentspage {Qt Design Studio Manual}
+ \page studio-3d-scene-environment.html
+ \previouspage studio-3d-camera.html
+ \nextpage creator-live-preview.html
+
+ \title Setting Scene Environment
+
+ You can use the SceneEnvironment type to specify how the scene is rendered
+ globally. You can specify settings for antialiasing, scene background,
+ ambient occlusion, and image based lighting in the \uicontrol Properties
+ view.
+
+ \section1 Antialiasing
+
+ You can apply temporal, progressive, or multisample antialiasing to
+ scenes. Temporal and progressive antialiasing jiggle the camera very
+ slightly between frames and blend the result of each new frame with
+ the previous frames, while multisample antialiasing super-samples
+ the edges of geometry.
+
+ Temporal antialiasing finds real details that would otherwise be lost
+ and has a low impact on performance, but fast-moving objects cause
+ one-frame ghosting. To enable temporal antialiasing, select the
+ \uicontrol {Temporal AA} check box.
+
+ Progressive antialiasing jiggles the camera after all the content of the
+ scene has stopped moving. The more frames you accumulate, the better the
+ result looks. This provides detailed static images with no performance cost,
+ but does not take effect if any visual changes are occurring.
+
+ To apply progressive antialiasing, set the number of frames to use for the
+ final image in the \uicontrol {Progressive AA} field. Note that at the
+ value of 8x, progressive antialiasing takes one eighth of a second to finish
+ rendering at 60 FTPS, which may be noticeable.
+
+ Multisample antialiasing results in smoother silhouettes, but has no effect
+ on the materials inside geometry. It provides good results on geometry
+ silhouettes, where aliasing is often most noticeable and works smoothly with
+ fast animation. However, it can be expensive to use and does not help with
+ texture or reflection issues.
+
+ To apply multisample antialiasing, set the number of samples to use per
+ pixel in the \uicontrol {Multisample AA} field.
+
+ \section1 Clearing the Scene Background
+
+ To clear the background of the scene to be transparent, select
+ \uicontrol Transparent in the \uicontrol {Background mode} field.
+ To clear the background using a color, select \uicontrol Color,
+ and select the color in the \uicontrol {Clear Color} field.
+
+ To leave the scene uncleared, select \uicontrol {Unspecified}.
+
+ \section1 Blending Scene Colors
+
+ To determine how colors are blended, select a blend mode in the
+ \uicontrol {Blend mode} field. For more information on the options,
+ see \uicontrol {Blending Colors}.
+
+ \section1 Performing Depth Tests
+
+ You can perform depth tests to optimize the scene environment. To skip depth
+ tests, deselect the \uicontrol {Enable depth test} checkbox. Note that
+ skipping the tests can cause rendering errors.
+
+ To have the renderer write to the depth buffer as part of the color pass,
+ deselect the \uicontrol {Enable depth prepass} checkbox. Disable depth
+ prepass on GPU's that use a tiled rendering architecture.
+
+ \section1 Ambient Occlusion
+
+ Ambient occlusion is a form of approximated global illumination that causes
+ non-directional self-shadowing where objects are close together.
+
+ You can set the strength of the shadows in the \uicontrol {AO strength}
+ field. A value of 100 causes full darkness shadows, while lower values
+ cause the shadowing to appear lighter. A value of 0 disables ambient
+ occlusion entirely, improving performance at a cost to the visual realism
+ of 3D objects rendered in the scene. All values other than 0 have the same
+ impact on performance.
+
+ To specify roughly how far ambient occlusion shadows spread away from
+ objects, select the distance in \uicontrol {AO distance} field. Greater
+ distances cause increasing impact to performance.
+
+ To prevent components from exhibiting ambient occlusion at close distances,
+ set the cutoff distance in the \uicontrol {AO bias} field. The higher the
+ value, the greater the distance that is required between objects before
+ ambient occlusion occurs.
+
+ \note If you see ambient occlusion shadowing on objects where there should
+ be no shadowing, increase the value slightly to clip away close results.
+
+ To specify how smooth the edges of the ambient occlusion shading are, set
+ the softness in the \uicontrol {AO softness} field. To improve smoothness at
+ the risk of sometimes producing obvious patterned artifacts, you can scatter
+ the edges of the ambient occlusion shadow bands by selecting the
+ \uicontrol {AO dither} check box.
+
+ To specify the ambient occlusion quality, at the expense of performance,
+ select the number of shades of gray to use in the
+ \uicontrol {AO sample rate} field.
+
+ \note Large distances between the clipping planes of your camera may cause
+ problems with ambient occlusion. If you are seeing odd banding in ambient
+ occlusion, try adjusting the value in the \uicontrol {Clip far} field in
+ the \l{Using Scene Camera}{scene camera} properties.
+
+ \section1 Using Image-based Lighting
+
+ In the material properties, you can specify an image (preferably
+ a high-dynamic range image) to use to light the scene, either
+ instead of or in addition to \l{Using Lights}{scene lights}. In the
+ \uicontrol {Probe brightness} field, you can modify the amount of
+ light emitted by the light probe.
+
+ To take shortcuts to approximate the light contributes of the light
+ probe at the expense of quality, select the \uicontrol {Fast IBL}
+ check box.
+
+ To add darkness (black) to the bottom half of the environment, force
+ the lighting to come predominantly from the top of the image, and
+ remove specific reflections from the lower half, increase the value
+ of the \uicontrol {Probe horizon} field.
+
+ To specify the image source field of view when using a camera source as
+ the light probe, set the angle in the \uicontrol {Probe FOV} field.
+*/
diff --git a/doc/qtdesignstudio/src/qtquick3d-editor/qtdesignstudio-3d-texture.qdoc b/doc/qtdesignstudio/src/qtquick3d-editor/qtdesignstudio-3d-texture.qdoc
new file mode 100644
index 0000000000..6e3ba22275
--- /dev/null
+++ b/doc/qtdesignstudio/src/qtquick3d-editor/qtdesignstudio-3d-texture.qdoc
@@ -0,0 +1,111 @@
+/****************************************************************************
+**
+** Copyright (C) 2019 The Qt Company Ltd.
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of Qt Design Studio.
+**
+** $QT_BEGIN_LICENSE:FDL$
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see https://www.qt.io/terms-conditions. For further
+** information use the contact form at https://www.qt.io/contact-us.
+**
+** GNU Free Documentation License Usage
+** 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. Please review the following information to ensure
+** the GNU Free Documentation License version 1.3 requirements
+** will be met: https://www.gnu.org/licenses/fdl-1.3.html.
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+/*!
+ \contentspage {Qt Design Studio Manual}
+ \page studio-3d-texture.html
+ \previouspage studio-3d-materials.html
+ \nextpage studio-3d-lights.html
+
+ \title Attaching Textures to Materials
+
+ You can use the Texture 3D QML type to attach textures to materials.
+ You specify an image and how it is mapped to meshes in a 3D scene.
+
+ \section1 Selecting the Mapping Method
+
+ To specify the method of mapping to use when sampling a texture, select
+ \uicontrol UV, \uicontrol Environment, or \uicontrol LightProbe in the
+ \uicontrol {Texture mapping} field.
+
+ UV mapping is the process of projecting 2D images to the surface of a
+ 3D model for texture mapping. The letters \e U and \e V denote the axes
+ of the 2D texture, because x, y, and z are already used to denote the
+ axes of the 3D object in the model space. You can paint the polygons that
+ make up a 3D object with color and other surface attributes from a UV
+ texture map. Pixels in the image are assigned to surface mappings on the
+ polygon. Usually this is done by programmatically copying a triangular
+ piece of the image map and pasting it onto a triangle on the object.
+
+ UV mapping is used by default for diffuse and opacity maps. It sticks the
+ image to the mesh, so that a particular same portion of the image always
+ appears on a particular vertex, unless you animate the UV properties.
+
+ Environment mapping is used by default for specular reflection. It
+ \e projects the image onto the material as though it is being reflected
+ from the material. Using Environmental mapping for diffuse maps provides a
+ mirror effect.
+
+ Light probe mapping is used by default for HDRI sphere maps of
+ light probes. For more information about light probes, see
+ \l {Using Highlights and Reflections}.
+
+ To use image data from a file, specify the path to the file in the
+ \uicontrol Source field. To use a 2D Qt Quick QML type as the source,
+ specify the type in the \uicontrol {Source item} field. The type is
+ rendered as an offscreen layer. If you specify the source item, any
+ image you might specify as a source is ignored.
+
+ \note Currently, there is no way to forward input events to the Item
+ used as a texture source.
+
+ \section1 UV Scaling
+
+ The \uicontrol {U scale} and \uicontrol {V scale} properties define how
+ to scale the U and V texture coordinates when mapping to a mesh's UV
+ coordinates.
+
+ Scaling the U value when using horizontal tiling specifies how many times
+ the texture is repeated from left to right, while scaling the V value when
+ using vertical tiling specifies the repetition from bottom to top.
+
+ To control how the texture is mapped when the U scaling value is greater
+ than 1, set the horizontal tiling mode in the \uicontrol {U tiling} field.
+ To control how the texture is mapped when the V scaling value is greater
+ than 1, set the vertical tiling mode in the \uicontrol {V tiling} field.
+
+ To specify that the texture is not tiled, but the value on the edge is used
+ instead, select \uicontrol ClampToEdge. To repeat the texture and mirrored
+ it over the x or y axis, select \uicontrol MirroredRepeat. To repeat the
+ texture over the x or y axis, select \uicontrol Repeat.
+
+ \section1 Setting UV Transform Properties
+
+ To offset the U coordinate mapping from left to right, set the position of
+ the component in the \uicontrol {U position} field. To offset the mapping
+ from bottom to top, set it in the \uicontrol {V position} field.
+
+ Specify the U and V pivot point in the \uicontrol {U pivot} and
+ \uicontrol {V pivot} fields.
+
+ To rotate the texture around the pivot point, specify rotation as degrees
+ in the \uicontrol {UV rotation} field. A positive value indicates clockwise
+ rotation.
+
+ For more information about rotating and pivoting components in the local
+ coordinate space, see \l {Setting Transform Properties}.
+*/
diff --git a/doc/qtdesignstudio/src/qtquick3d-editor/qtdesignstudio-3d-view.qdoc b/doc/qtdesignstudio/src/qtquick3d-editor/qtdesignstudio-3d-view.qdoc
new file mode 100644
index 0000000000..4c61d12a12
--- /dev/null
+++ b/doc/qtdesignstudio/src/qtquick3d-editor/qtdesignstudio-3d-view.qdoc
@@ -0,0 +1,54 @@
+/****************************************************************************
+**
+** Copyright (C) 2019 The Qt Company Ltd.
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of the Qt Design Studio documentation.
+**
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see https://www.qt.io/terms-conditions. For further
+** information use the contact form at https://www.qt.io/contact-us.
+**
+** GNU Free Documentation License Usage
+** 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. Please review the following information to ensure
+** the GNU Free Documentation License version 1.3 requirements
+** will be met: https://www.gnu.org/licenses/fdl-1.3.html.
+**
+****************************************************************************/
+
+/*!
+ \contentspage {Qt Design Studio}
+ \previouspage studio-3d-editor.html
+ \page studio-3d-view.html
+ \nextpage studio-3d-components.html
+
+ \title Adding 3D Views
+
+ To add a 3D view to the scene, drag and drop a \uicontrol {View 3D}
+ component from \uicontrol Library > \uicontrol {QML Types} >
+ \uicontrol {Qt Quick 3D} to the 3D editor or to the \uicontrol Navigator.
+ A 3D view contains a reference node that specifies a scene light, camera,
+ and model. A default material is attached to the model. You can attach
+ textures to materials.
+
+ By default, a directional light and a perspective camera are used.
+ To use other light and camera types, change the type of the component in
+ the \uicontrol Type field in the \uicontrol Properties view. For example,
+ to use a point light, enter \e {PointLight}.
+
+ \image studio-3d-properties-type.png "Type field in Properties view"
+
+ To edit component properties, select the component in the 3D editor
+ or in the \uicontrol Navigator and modify the property values in the
+ \uicontrol Properties view.
+
+ For more information about the available components and their properties,
+ see \l{Using 3D Components}.
+*/
diff --git a/doc/qtdesignstudio/src/qtquick3d-editor/qtdesignstudio-3d.qdoc b/doc/qtdesignstudio/src/qtquick3d-editor/qtdesignstudio-3d.qdoc
new file mode 100644
index 0000000000..0256759f85
--- /dev/null
+++ b/doc/qtdesignstudio/src/qtquick3d-editor/qtdesignstudio-3d.qdoc
@@ -0,0 +1,67 @@
+/****************************************************************************
+**
+** Copyright (C) 2019 The Qt Company Ltd.
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of the Qt Design Studio documentation.
+**
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see https://www.qt.io/terms-conditions. For further
+** information use the contact form at https://www.qt.io/contact-us.
+**
+** GNU Free Documentation License Usage
+** 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. Please review the following information to ensure
+** the GNU Free Documentation License version 1.3 requirements
+** will be met: https://www.gnu.org/licenses/fdl-1.3.html.
+**
+****************************************************************************/
+
+/*!
+ \contentspage {Qt Design Studio Manual}
+ \page studio-3d.html
+ \previouspage qmldesigner-pathview-editor.html
+ \nextpage studio-3d-design-mode.html
+
+ \title Editing 3D Scenes
+
+ You can use the 3D editor in the Design mode to edit files you created
+ using 3D graphics applications and stored in one of the supported formats.
+ You cannot create 3D models or other assets in the editor, but you can
+ \l{Importing 3D Assets}{import} the assets you need and work with them to
+ create scenes and states, as well as the transitions between them.
+
+ When you import 3D scenes from files that you exported from 3D graphics
+ tools, you also import the camera, light, model, and materials as 3D
+ components. If your scene did not contain them, you can add predefined
+ Qt Quick 3D components to it and edit their properties to fit your needs.
+
+ The following topics contain information about working with Qt Quick 3D:
+
+ \list
+ \li \l {Editing 3D Assets in Design Mode}
+
+ \QDS opens QML files that contain 3D scenes in the Design mode and
+ the scenes in the 3D editor. You can add imported 3D assets as
+ resources to projects as 3D components.
+ \li \l {Working in the 3D Editor}
+
+ You can select 3D components in the 3D editor to move, rotate, and
+ scale them in the scene projected by the camera.
+ \li \l{Adding 3D Views}
+
+ You can drag and drop 3D components from the \uicontrol Library
+ to the scene or to the \uicontrol Navigator. You must add all
+ 3D components into a 3D view.
+ \li \l {Using 3D Components}
+
+ You can speficy properties for 3D components, such as cameras,
+ lights, materials, and shaders, in the \uicontrol Properties view.
+ \endlist
+*/
diff --git a/doc/qtdesignstudio/src/qtquickdesigner-components/components/qqs-components-arc.qdoc b/doc/qtdesignstudio/src/qtquickdesigner-components/components/qqs-components-arc.qdoc
new file mode 100644
index 0000000000..37af1be548
--- /dev/null
+++ b/doc/qtdesignstudio/src/qtquickdesigner-components/components/qqs-components-arc.qdoc
@@ -0,0 +1,350 @@
+/****************************************************************************
+**
+** Copyright (C) 2019 The Qt Company Ltd.
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of the Qt Design Studio documentation.
+**
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see https://www.qt.io/terms-conditions. For further
+** information use the contact form at https://www.qt.io/contact-us.
+**
+** GNU Free Documentation License Usage
+** 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. Please review the following information to ensure
+** the GNU Free Documentation License version 1.3 requirements
+** will be met: https://www.gnu.org/licenses/fdl-1.3.html.
+**
+****************************************************************************/
+
+/*!
+ \qmltype Arc
+ \inqmlmodule QtQuick.Studio.Components
+ \since QtQuick.Studio.Components 1.0
+ \inherits ShapePath
+ \ingroup qtquickstudio-components
+
+ \brief An arc that ends at the specified position and uses the specified
+ radius.
+
+ An arc is specified by setting values in degrees for the \l begin and
+ \l end properties. The arc can be just a line or a filled outline.
+ The \l strokeColor, \l strokeWidth, and \l strokeStyle properties specify
+ the appearance of the line or outline. The \l dashPattern and \l dashOffset
+ properties specify the appearance of dashed lines.
+
+ The area between the arc's start and end points or the area inside the
+ outline are painted using either a solid fill color, specified using the
+ \l fillColor property, or a gradient, defined using one of the
+ \l ShapeGradient subtypes and set using the \l gradient property.
+ If both a color and a gradient are specified, the gradient is used.
+
+ To create an arc with an outline, set the \l outlineArc property to \c true.
+ The \l arcWidth property specifies the width of the arc outline, including
+ the stroke. The \l arcWidthBegin and \l arcWidthEnd properties can be used
+ to specify the width of the start and end points of the outline separately.
+ The width of the outline between the start and end points is calculated
+ automatically. The inner and outer curves or the outline can be adjusted by
+ specifying values for the \l radiusInnerAdjust and \l radiusOuterAdjust
+ properties.
+
+ The \l round, \l roundBegin, and \l roundEnd properties specify whether the
+ end points of the arc outline have rounded caps. For an arc that does not
+ have an outline, the \l capStyle property specifies whether the line ends
+ are square or rounded.
+
+ Because an arc has curves, it may be appropriate to set the \l antialiasing
+ property to improve its appearance.
+
+ \section2 Example Usage
+
+ You can use the Arc component in \QDS to create different kinds of arcs.
+
+ \image studio-arc.png
+
+ The QML code looks as follows:
+
+ \code
+ ArcItem {
+ id: arc
+ x: 31
+ y: 31
+ capStyle: 32
+ end: 180
+ strokeWidth: 6
+ strokeColor: "#000000"
+ }
+
+ ArcItem {
+ id: arcOutline
+ strokeColor: "gray"
+ arcWidth: 13
+ end: 180
+ fillColor: "light gray"
+ antialiasing: true
+ round: true
+ outlineArc: true
+ }
+
+ ArcItem {
+ id: circle
+ end: 360
+ strokeWidth: 5
+ strokeColor: "#000000"
+ }
+
+ ArcItem {
+ id: circleOutline
+ outlineArc: true
+ round: true
+ strokeColor: "gray"
+ fillColor: "light gray"
+ strokeWidth: 1
+ end: 360
+ }
+ \endcode
+*/
+
+/*!
+ \qmlproperty enumeration Arc::capStyle
+
+ The cap style of the line if the arc does not have an outline.
+
+ \value ShapePath.FlatCap
+ A square line end that does not cover the end point of the line.
+ \value ShapePath.SquareCap
+ A square line end that covers the end point and extends beyond it
+ by half the line width. This is the default value.
+ \value ShapePath.RoundCap
+ A rounded line end.
+
+ \sa round, roundBegin, roundEnd, Qt::PenCapStyle
+*/
+
+/*!
+ \qmlproperty ShapePath Arc::dashOffset
+
+ The starting point of the dash pattern for the arc or arc outline.
+
+ The offset is measured in terms of the units used to specify the dash
+ pattern. For example, a pattern where each stroke is four units long,
+ followed by a gap of two units, will begin with the stroke when drawn
+ as a line. However, if the dash offset is set to 4.0, any line drawn
+ will begin with the gap. Values of the offset up to 4.0 will cause part
+ of the stroke to be drawn first, and values of the offset between 4.0 and
+ 6.0 will cause the line to begin with part of the gap.
+
+ The default value is 0.
+
+ \sa QPen::setDashOffset()
+*/
+
+/*!
+ \qmlproperty ShapePath Arc::dashPattern
+
+ The dash pattern of the arc or arc outline specified as the dashes and the
+ gaps between them.
+
+ The dash pattern is specified in units of the pen's width. That is, a dash
+ with the length 5 and width 10 is 50 pixels long.
+
+ Each dash is also subject to cap styles, and therefore a dash of 1 with
+ square cap set will extend 0.5 pixels out in each direction resulting in
+ a total width of 2.
+
+ The default \l capStyle is \c {ShapePath.SquareCap}, meaning that a square
+ line end covers the end point and extends beyond it by half the line width.
+
+ The default value is (4, 2), meaning a dash of 4 * \l strokeWidth pixels
+ followed by a space of 2 * \l strokeWidth pixels.
+
+ \sa QPen::setDashPattern()
+*/
+
+/*!
+ \qmlproperty ShapePath Arc::fillColor
+
+ The arc fill color.
+
+ If the arc is just a line, the area between its \l begin and \l end
+ points is filled.
+
+ If the arc has an outline, the area within the outline is filled.
+
+ A gradient for the fill can be specified by using \l gradient. If both a
+ color and a gradient are specified, the gradient is used.
+
+ When set to \c transparent, no filling occurs.
+
+ The default value is \c white.
+*/
+
+/*!
+ \qmlproperty ShapePath Arc::gradient
+
+ The gradient of the arc fill color.
+
+ By default, no gradient is enabled and the value is null. In this case, the
+ fill uses a solid color based on the value of \l fillColor.
+
+ When set, \l fillColor is ignored and filling is done using one of the
+ \l ShapeGradient subtypes.
+
+ \note The \l Gradient type cannot be used here. Rather, prefer using one of
+ the advanced subtypes, like \l LinearGradient.
+*/
+
+/*!
+ \qmlproperty ShapePath Arc::strokeColor
+
+ The color of the arc line or outline.
+
+ When set to \c transparent, no line is drawn.
+
+ The default value is \c white.
+
+ \sa QColor
+*/
+
+/*!
+ \qmlproperty enumeration Arc::strokeStyle
+
+ The style of the arc line or outline.
+
+ \value ShapePath.SolidLine
+ A solid line. This is the default value.
+ \value ShapePath.DashLine
+ Dashes separated by a few pixels.
+ The \l dashPattern property specifies the dash pattern.
+
+ \sa Qt::PenStyle
+*/
+
+/*!
+ \qmlproperty ShapePath Arc::strokeWidth
+
+ The width of the arc line or outline.
+
+ When set to a negative value, no line is drawn.
+
+ The default value is 1.
+
+ The total width of an arc that has an outline (that is, the outline and the
+ fill) is specified by \l arcWidth.
+*/
+
+/*!
+ \qmlproperty real Arc::begin
+
+ The position in degrees where the arc begins.
+
+ The default value is 0.
+
+ To create a circle, set the value of this property to 0 and the value of the
+ \l end property to 360.
+*/
+
+/*!
+ \qmlproperty real Arc::end
+
+ The position in degrees where the arc ends.
+
+ To create a circle, set the value of this property to 360 and the value of
+ the \l begin property to 0.
+*/
+
+/*!
+ \qmlproperty real Arc::arcWidth
+
+ The total width of an arc that has an outline, including the outline and
+ fill.
+
+ \sa arcWidthBegin, arcWidthEnd, strokeWidth
+*/
+
+/*!
+ \qmlproperty real Arc::arcWidthBegin
+
+ The width of the beginning of an arc outline.
+
+ \sa arcWidthEnd, arcWidth
+*/
+
+/*!
+ \qmlproperty real Arc::arcWidthEnd
+
+ The width of the end of an arc outline.
+
+ \sa arcWidthBegin, arcWidth
+*/
+
+/*!
+ \qmlproperty real Arc::radiusInnerAdjust
+
+ The radius of the inside edge of the arc outline.
+
+ This property can be used to adjust the inner curve of the arc outline.
+*/
+
+/*!
+ \qmlproperty real Arc::radiusOuterAdjust
+
+ The radius of the outside edge of the arc outline.
+
+ This property can be used to adjust the outer curve of the arc outline.
+*/
+
+/*!
+ \qmlproperty real Arc::alpha
+
+ The area between the \l begin and \l end points of the arc.
+*/
+
+/*!
+ \qmlproperty bool Arc::antialiasing
+
+ Whether the arc should be antialiased.
+
+ Antialiasing might require more memory and slow down drawing the type.
+*/
+
+/*!
+ \qmlproperty bool Arc::outlineArc
+
+ Whether the arc has an outline.
+
+ \sa arcWidth, arcWidthBegin, arcWidthEnd, round, roundBegin, roundEnd,
+
+*/
+
+/*!
+ \qmlproperty bool Arc::round
+
+ Whether the arc outline end points have round caps.
+
+ The \l roundBegin and \l roundEnd properties can be used to specify the
+ caps separately for the end points.
+
+*/
+
+/*!
+ \qmlproperty bool Arc::roundBegin
+
+ Whether the arc outline begins with a round cap.
+
+ \sa Qt::PenCapStyle, round, roundEnd
+*/
+
+/*!
+ \qmlproperty bool Arc::roundEnd
+
+ Whether the arc outline ends with a round cap.
+
+ \sa Qt::PenCapStyle, round, roundBegin
+*/
diff --git a/doc/qtdesignstudio/src/qtquickdesigner-components/components/qqs-components-border.qdoc b/doc/qtdesignstudio/src/qtquickdesigner-components/components/qqs-components-border.qdoc
new file mode 100644
index 0000000000..0f00044dd1
--- /dev/null
+++ b/doc/qtdesignstudio/src/qtquickdesigner-components/components/qqs-components-border.qdoc
@@ -0,0 +1,315 @@
+/****************************************************************************
+**
+** Copyright (C) 2019 The Qt Company Ltd.
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of the Qt Design Studio documentation.
+**
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see https://www.qt.io/terms-conditions. For further
+** information use the contact form at https://www.qt.io/contact-us.
+**
+** GNU Free Documentation License Usage
+** 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. Please review the following information to ensure
+** the GNU Free Documentation License version 1.3 requirements
+** will be met: https://www.gnu.org/licenses/fdl-1.3.html.
+**
+****************************************************************************/
+
+/*!
+ \qmltype Border
+ \inqmlmodule QtQuick.Studio.Components
+ \since QtQuick.Studio.Components 1.0
+ \inherits ShapePath
+ \ingroup qtquickstudio-components
+
+ \brief A border drawn in four segments: left, top right, and bottom.
+
+ The Border type is used to create borders out of four segments: left,
+ top, right, and bottom. The \l drawLeft, \l drawTop, \l drawRight, and
+ \l drawBottom properties can be used to determine whether each of the
+ segments is visible.
+
+ The \l borderMode property determines whether the border is drawn along
+ the inside or outside edge of the item, or on top of the edge.
+
+ The \l radius property specifies whether the border corners are rounded.
+ The radius can also be specified separately for each corner. Because this
+ introduces curved edges to the corners, it may be appropriate to set the
+ \l antialiasing property to improve the appearance of the border.
+
+ The \l joinStyle property specifies how to connect two border line segments.
+
+ The \l strokeColor, \l strokeWidth, and \l strokeStyle, properties specify
+ the appearance of the border line. The \l dashPattern and \l dashOffset
+ properties specify the appearance of dashed lines.
+
+ The \l capStyle property specifies whether line ends are square or
+ rounded.
+
+ \section2 Example Usage
+
+ You can use the Border component in \QDS to create different kinds of
+ borders.
+
+ \image studio-border.png
+
+ The QML code looks as follows:
+
+ \code
+ BorderItem {
+ id: openLeft
+ width: 99
+ height: 99
+ antialiasing: true
+ drawLeft: false
+ strokeColor: "gray"
+ }
+
+ BorderItem {
+ id: openTop
+ width: 99
+ height: 99
+ antialiasing: true
+ strokeColor: "#808080"
+ drawTop: false
+ }
+
+ BorderItem {
+ id: asymmetricalCorners
+ width: 99
+ height: 99
+ antialiasing: true
+ bottomLeftRadius: 0
+ topRightRadius: 0
+ strokeColor: "#808080"
+ }
+
+ BorderItem {
+ id: dashedBorder
+ width: 99
+ height: 99
+ antialiasing: true
+ strokeStyle: 4
+ strokeColor: "#808080"
+ }
+ \endcode
+*/
+
+/*!
+ \qmlproperty int Border::radius
+
+ The radius used to draw rounded corners.
+
+ If radius is non-zero, the corners will be rounded, otherwise they will
+ be sharp. The radius can also be specified separately for each corner by
+ using the \l bottomLeftRadius, \l bottomRightRadius, \l topLeftRadius, and
+ \l topRightRadius properties.
+*/
+
+/*!
+ \qmlproperty int Border::bottomLeftRadius
+
+ The radius of the bottom left border corner.
+
+ \sa radius
+*/
+
+/*!
+ \qmlproperty int Border::bottomRightRadius
+
+ The radius of the bottom right border corner.
+
+ \sa radius
+*/
+
+/*!
+ \qmlproperty int Border::topLeftRadius
+
+ The radius of the top left border corner.
+
+ \sa radius
+*/
+
+/*!
+ \qmlproperty int Border::topRightRadius
+
+ The radius of the top right border corner.
+
+ \sa radius
+*/
+
+/*!
+ \qmlproperty enumeration Border::capStyle
+
+ The cap style of the line.
+
+ \value ShapePath.FlatCap
+ A square line end that does not cover the end point of the line.
+ \value ShapePath.SquareCap
+ A square line end that covers the end point and extends beyond it
+ by half the line width. This is the default value.
+ \value ShapePath.RoundCap
+ A rounded line end.
+
+ \sa Qt::PenCapStyle
+*/
+
+/*!
+ \qmlproperty ShapePath Border::dashOffset
+
+ The starting point of the dash pattern for the border line.
+
+ The offset is measured in terms of the units used to specify the dash
+ pattern. For example, a pattern where each stroke is four units long,
+ followed by a gap of two units, will begin with the stroke when drawn
+ as a line. However, if the dash offset is set to 4.0, any line drawn
+ will begin with the gap. Values of the offset up to 4.0 will cause part
+ of the stroke to be drawn first, and values of the offset between 4.0 and
+ 6.0 will cause the line to begin with part of the gap.
+
+ The default value is 0.
+
+ \sa QPen::setDashOffset()
+*/
+
+/*!
+ \qmlproperty ShapePath Border::dashPattern
+
+ The dash pattern of the border line specified as the dashes and the gaps
+ between them.
+
+ The dash pattern is specified in units of the pen's width. That is, a dash
+ with the length 5 and width 10 is 50 pixels long.
+
+ Each dash is also subject to cap styles, and therefore a dash of 1 with
+ square cap set will extend 0.5 pixels out in each direction resulting in
+ a total width of 2.
+
+ The default \l capStyle is \c {ShapePath.SquareCap}, meaning that a square
+ line end covers the end point and extends beyond it by half the line width.
+
+ The default value is (4, 2), meaning a dash of 4 * \l strokeWidth pixels
+ followed by a space of 2 * \l strokeWidth pixels.
+
+ \sa QPen::setDashPattern()
+*/
+
+/*!
+ \qmlproperty enumeration Border::joinStyle
+
+ The join style used to connect two border line segments.
+
+ \value ShapePath.MiterJoin
+ The outer edges of the lines are extended to meet at an angle, and
+ this area is filled.
+ \value ShapePath.BevelJoin
+ The triangular notch between the two lines is filled.
+ This is the default value.
+ \value ShapePath.RoundJoin
+ A circular arc between the two lines is filled.
+
+ \sa Qt::PenJoinStyle
+*/
+
+/*!
+ \qmlproperty ShapePath Border::strokeColor
+
+ The color of the border line.
+
+ When set to \c transparent, no line is drawn.
+
+ The default value is \c white.
+
+ \sa QColor
+*/
+
+/*!
+ \qmlproperty enumeration Border::strokeStyle
+
+ The style of the border line.
+
+ \value ShapePath.SolidLine
+ A solid line. This is the default value.
+ \value ShapePath.DashLine
+ Dashes separated by a few pixels.
+ The \l dashPattern property specifies the dash pattern.
+
+ \sa Qt::PenStyle
+*/
+
+/*!
+ \qmlproperty ShapePath Border::strokeWidth
+
+ The width of the border line.
+
+ When set to a negative value, no line is drawn.
+
+ The default value is 1.
+*/
+
+/*!
+ \qmlproperty bool Border::drawBottom
+
+ Whether the bottom border is visible.
+
+ The border segment is drawn if this property is set to \c true.
+*/
+
+/*!
+ \qmlproperty bool Border::drawLeft
+
+ Whether the left border is visible.
+
+ The border segment is drawn if this property is set to \c true.
+*/
+
+/*!
+ \qmlproperty bool Border::drawRight
+
+ Whether the right border is visible.
+
+ The border segment is drawn if this property is set to \c true.
+*/
+
+/*!
+ \qmlproperty bool Border::drawTop
+
+ Whether the top border is visible.
+
+ The border segment is drawn if this property is set to \c true.
+*/
+
+/*!
+ \qmlproperty bool Border::antialiasing
+
+ Whether the border should be antialiased.
+
+ Antialiasing might require more memory and slow down drawing the type.
+*/
+
+/*!
+ \qmlproperty enumeration Border::borderMode
+
+ Where the border is drawn.
+
+ \value Border.Inside
+ The border is drawn along the inside edge of the item and does not
+ affect the item width.
+ This is the default value.
+ \value Border.Middle
+ The border is drawn over the edge of the item and does not
+ affect the item width.
+ \value Border.Outside
+ The border is drawn along the outside edge of the item and increases
+ the item width by the value of \l strokeWidth.
+
+ \sa strokeWidth
+*/
diff --git a/doc/qtdesignstudio/src/qtquickdesigner-components/components/qqs-components-flipable.qdoc b/doc/qtdesignstudio/src/qtquickdesigner-components/components/qqs-components-flipable.qdoc
new file mode 100644
index 0000000000..92fcb6ba14
--- /dev/null
+++ b/doc/qtdesignstudio/src/qtquickdesigner-components/components/qqs-components-flipable.qdoc
@@ -0,0 +1,125 @@
+/****************************************************************************
+**
+** Copyright (C) 2019 The Qt Company Ltd.
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of the Qt Design Studio documentation.
+**
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see https://www.qt.io/terms-conditions. For further
+** information use the contact form at https://www.qt.io/contact-us.
+**
+** GNU Free Documentation License Usage
+** 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. Please review the following information to ensure
+** the GNU Free Documentation License version 1.3 requirements
+** will be met: https://www.gnu.org/licenses/fdl-1.3.html.
+**
+****************************************************************************/
+
+/*!
+ \qmltype Flipable
+ \inqmlmodule QtQuick.Studio.Components
+ \since QtQuick.Studio.Components 1.0
+ \ingroup qtquickstudio-components
+
+ \brief Provides a surface that can be flipped.
+
+ A Flipable type can be visibly \e flipped between its front and back sides,
+ like a card. The front and back sides are specified by using any two types
+ inside the Flipable type. The type with the higher z-order is the front
+ side. The \l opacityFront and \l opacityBack properties are used to hide
+ and show either the front or back side of the flipable item at a time.
+
+ The \l flipAngle property is used to animate the angle of the type to
+ produce the flipping effect. The \l xAxis or \l yAxis property is set
+ to 1 to determine which axis the type is rotated around.
+
+ \section2 Example Usage
+
+ You can use the Flipable component in \QDS to create a flipable item. In
+ this example, the two sides of the flipable show ISO 7000 icons.
+
+ \image studio-flipable.png
+
+ The QML code looks as follows:
+
+ \code
+ FlipableItem {
+ id: flipable
+ width: 90
+ height: 89
+ opacityBack: 0
+
+ IsoItem {
+ id: arrowIsoIcon
+ color: "#808080"
+ anchors.fill: parent
+ source: "./iso-icons/iso_grs_7000_4_0251.dat"
+ }
+
+ IsoItem {
+ id: questionIsoIcon
+ color: "#808080"
+ anchors.fill: parent
+ source: "./iso-icons/iso_grs_7000_4_0435.dat"
+ }
+ }
+ \endcode
+*/
+
+/*!
+ \qmlproperty Rotation Flipable::flipAngle
+
+ The flip angle in degrees.
+
+ The minimum value is -360 and the maximum value is 360 degrees.
+*/
+
+/*!
+ \qmlproperty real Flipable::opacityBack
+
+ The opacity of the back side of the flipable type.
+
+ The opacity can be set between 0 and 1 to hide or show the items on the
+ back side of the flipable type.
+*/
+
+/*!
+ \qmlproperty real Flipable::opacityFront
+
+ The opacity of the front side of the flipable type.
+
+ The opacity can be set between 0 and 1 to hide or show the items on the
+ front side of the flipable type.
+*/
+
+/*!
+ \qmlproperty int Flipable::xAxis
+
+ Whether the type is rotated around the x-axis.
+
+ This property is set to 1 to rotate the flipable type around the x-axis.
+*/
+
+/*!
+ \qmlproperty int Flipable::yAxis
+
+ Whether the type is rotated around the y-axis.
+
+ This property is set to 1 to rotate the flipable type around the y-axis.
+*/
+
+/*!
+ \qmlproperty bool Flipable::flipped
+
+ Whether the flipable type has been flipped.
+
+ This property is set to \c true when the type is flipped.
+*/
diff --git a/doc/qtdesignstudio/src/qtquickdesigner-components/components/qqs-components-group.qdoc b/doc/qtdesignstudio/src/qtquickdesigner-components/components/qqs-components-group.qdoc
new file mode 100644
index 0000000000..cca7a56eb8
--- /dev/null
+++ b/doc/qtdesignstudio/src/qtquickdesigner-components/components/qqs-components-group.qdoc
@@ -0,0 +1,67 @@
+/****************************************************************************
+**
+** Copyright (C) 2019 The Qt Company Ltd.
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of the Qt Design Studio documentation.
+**
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see https://www.qt.io/terms-conditions. For further
+** information use the contact form at https://www.qt.io/contact-us.
+**
+** GNU Free Documentation License Usage
+** 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. Please review the following information to ensure
+** the GNU Free Documentation License version 1.3 requirements
+** will be met: https://www.gnu.org/licenses/fdl-1.3.html.
+**
+****************************************************************************/
+
+/*!
+ \qmltype Group
+ \inqmlmodule QtQuick.Studio.Components
+ \since QtQuick.Studio.Components 1.0
+ \inherits Item
+ \ingroup qtquickstudio-components
+
+ \brief A group item that gets its size from its children.
+
+ The Group type is an \l Item type extended with the size property. The value
+ of size is automatically calculated to fit the children of the group.
+
+ \section2 Example Usage
+
+ You can use the Group type to specify the size of one or several items.
+
+ \image studio-group.png
+
+ The QML code looks as follows:
+
+ \code
+ GroupItem {
+ id: group
+
+ Rectangle {
+ id: rectangle
+ width: 200
+ height: 200
+ color: "#c2c2c2"
+ }
+
+ Rectangle {
+ id: rectangle1
+ x: 140
+ y: 140
+ width: 200
+ height: 200
+ color: "#000000"
+ }
+ }
+ \endcode
+*/
diff --git a/doc/qtdesignstudio/src/qtquickdesigner-components/components/qqs-components-iso.qdoc b/doc/qtdesignstudio/src/qtquickdesigner-components/components/qqs-components-iso.qdoc
new file mode 100644
index 0000000000..6fb8ed4feb
--- /dev/null
+++ b/doc/qtdesignstudio/src/qtquickdesigner-components/components/qqs-components-iso.qdoc
@@ -0,0 +1,67 @@
+/****************************************************************************
+**
+** Copyright (C) 2019 The Qt Company Ltd.
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of the Qt Design Studio documentation.
+**
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see https://www.qt.io/terms-conditions. For further
+** information use the contact form at https://www.qt.io/contact-us.
+**
+** GNU Free Documentation License Usage
+** 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. Please review the following information to ensure
+** the GNU Free Documentation License version 1.3 requirements
+** will be met: https://www.gnu.org/licenses/fdl-1.3.html.
+**
+****************************************************************************/
+
+/*!
+ \qmltype Iso
+ \inqmlmodule QtQuick.Studio.Components
+ \since QtQuick.Studio.Components 1.0
+ \inherits ShapePath
+ \ingroup qtquickstudio-components
+
+ \brief An ISO 7000 icon.
+
+ The Iso type specifies an icon from an ISO 7000 icon library as a
+ \l [QtQuickExtras] {Picture}
+ type. The icon to use for the type and its color can be specified.
+
+ \section2 Example Usage
+
+ You can use the Iso type in \QDS to add ISO 7000 icons.
+
+ \image studio-flipable.png
+
+ The QML code looks as follows:
+
+ \code
+ IsoItem {
+ id: arrowIsoIcon
+ color: "#808080"
+ anchors.fill: parent
+ source: "./iso-icons/iso_grs_7000_4_0251.dat"
+ }
+ \endcode
+
+ To select an icon in the \uicontrol {ISO Icon Browser} in \QDS, select
+ the ISO icon in the \uicontrol Navigator or on the canvas, and then
+ select \uicontrol {Choose Icon} in the context menu.
+
+ \image iso-icon-browser.png
+*/
+
+/*!
+ \qmlproperty color Iso::iconColor
+
+ The color of an ISO 7000 icon.
+*/
diff --git a/doc/qtdesignstudio/src/qtquickdesigner-components/components/qqs-components-pie.qdoc b/doc/qtdesignstudio/src/qtquickdesigner-components/components/qqs-components-pie.qdoc
new file mode 100644
index 0000000000..e09e6038f2
--- /dev/null
+++ b/doc/qtdesignstudio/src/qtquickdesigner-components/components/qqs-components-pie.qdoc
@@ -0,0 +1,254 @@
+/****************************************************************************
+**
+** Copyright (C) 2019 The Qt Company Ltd.
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of the Qt Design Studio documentation.
+**
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see https://www.qt.io/terms-conditions. For further
+** information use the contact form at https://www.qt.io/contact-us.
+**
+** GNU Free Documentation License Usage
+** 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. Please review the following information to ensure
+** the GNU Free Documentation License version 1.3 requirements
+** will be met: https://www.gnu.org/licenses/fdl-1.3.html.
+**
+****************************************************************************/
+
+/*!
+ \qmltype Pie
+ \inqmlmodule QtQuick.Studio.Components
+ \since QtQuick.Studio.Components 1.0
+ \inherits ShapePath
+ \ingroup qtquickstudio-components
+
+ \brief A pie.
+
+ The Pie type is used to create a pie slice, a pie that is missing slices,
+ or just the pie rind (similar to an \l Arc), depending on the \l begin and
+ \l end property values and the \l hideLine value.
+
+ The filling of the pie is painted using either a solid fill color, specified
+ using the \l fillColor property, or a gradient, defined using one of the
+ \l ShapeGradient subtypes and set using the \l gradient property.
+ If both a color and a gradient are specified, the gradient is used.
+
+ The \l strokeColor, \l strokeWidth, and \l strokeStyle, properties specify
+ the appearance of the pie outline. The \l dashPattern and \l dashOffset
+ properties specify the appearance of dashed lines.
+
+ The \l capStyle property specifies whether line ends are square or
+ rounded.
+
+ Because a pie has curved edges, it may be appropriate to set the
+ \l antialiasing property to improve its appearance.
+
+ \section2 Example Usage
+
+ You can use the Pie component in \QDS to create different kinds of pies.
+
+ \image studio-pie.png
+
+ The QML code looks as follows:
+
+ \code
+ PieItem {
+ id: pieSlice
+ antialiasing: true
+ strokeColor: "gray"
+ fillColor: "light gray"
+ }
+
+ PieItem {
+ id: pie
+ end: 300
+ fillColor: "#d3d3d3"
+ strokeColor: "#808080"
+ antialiasing: true
+ }
+
+ PieItem {
+ id: pieRind
+ strokeWidth: 4
+ capStyle: 32
+ hideLine: true
+ end: 300
+ strokeColor: "#808080"
+ antialiasing: true
+ }
+ \endcode
+*/
+
+/*!
+ \qmlproperty ShapePath Pie::capStyle
+
+ The cap style of the line.
+
+ \value ShapePath.FlatCap
+ A square line end that does not cover the end point of the line.
+ \value ShapePath.SquareCap
+ A square line end that covers the end point and extends beyond it
+ by half the line width. This is the default value.
+ \value ShapePath.RoundCap
+ A rounded line end.
+
+ \sa Qt::PenCapStyle
+*/
+
+/*!
+ \qmlproperty ShapePath Pie::dashOffset
+
+ The starting point of the dash pattern for the line.
+
+ The offset is measured in terms of the units used to specify the dash
+ pattern. For example, a pattern where each stroke is four units long,
+ followed by a gap of two units, will begin with the stroke when drawn
+ as a line. However, if the dash offset is set to 4.0, any line drawn
+ will begin with the gap. Values of the offset up to 4.0 will cause part
+ of the stroke to be drawn first, and values of the offset between 4.0 and
+ 6.0 will cause the line to begin with part of the gap.
+
+ The default value is 0.
+
+ \sa QPen::setDashOffset()
+*/
+
+/*!
+ \qmlproperty ShapePath Pie::dashPattern
+
+ The dash pattern of the line specified as the dashes and the gaps between
+ them.
+
+ The dash pattern is specified in units of the pen's width. That is, a dash
+ with the length 5 and width 10 is 50 pixels long.
+
+ Each dash is also subject to cap styles, and therefore a dash of 1 with
+ square cap set will extend 0.5 pixels out in each direction resulting in
+ a total width of 2.
+
+ The default \l capStyle is \c {ShapePath.SquareCap}, meaning that a square
+ line end covers the end point and extends beyond it by half the line width.
+
+ The default value is (4, 2), meaning a dash of 4 * \l strokeWidth pixels
+ followed by a space of 2 * \l strokeWidth pixels.
+
+ \sa QPen::setDashPattern()
+*/
+
+/*!
+ \qmlproperty ShapePath Pie::fillColor
+
+ The pie fill color.
+
+ If \l hideLine is \c false, a pie slice is drawn using the values of the
+ \l begin and \l end properties and filled with this color.
+
+ If \l hideLine is \c true, just the pie rind is drawn and the area between
+ the \l begin and \l end points is filled.
+
+ A gradient for the fill can be specified by using \l gradient. If both a
+ color and a gradient are specified, the gradient is used.
+
+ When set to \c transparent, no filling occurs.
+
+ The default value is \c white.
+*/
+
+/*!
+ \qmlproperty ShapePath Pie::gradient
+
+ The gradient of the pie fill color.
+
+ By default, no gradient is enabled and the value is null. In this case, the
+ fill uses a solid color based on the value of \l fillColor.
+
+ When set, \l fillColor is ignored and filling is done using one of the
+ \l ShapeGradient subtypes.
+
+ \note The \l Gradient type cannot be used here. Rather, prefer using one of
+ the advanced subtypes, like \l LinearGradient.
+*/
+
+/*!
+ \qmlproperty ShapePath Pie::strokeColor
+
+ The color of the line.
+
+ When set to \c transparent, no line is drawn.
+
+ The default value is \c white.
+
+ \sa QColor
+*/
+
+/*!
+ \qmlproperty ShapePath Pie::strokeStyle
+
+ The style of the border line.
+
+ \value ShapePath.SolidLine
+ A solid line. This is the default value.
+ \value ShapePath.DashLine
+ Dashes separated by a few pixels.
+ The \l dashPattern property specifies the dash pattern.
+
+ \sa Qt::PenStyle
+*/
+
+/*!
+ \qmlproperty ShapePath Pie::strokeWidth
+
+ The width of the line.
+
+ When set to a negative value, no line is drawn.
+
+ The default value is 1.
+*/
+
+/*!
+ \qmlproperty real Pie::begin
+
+ The position in degrees where the pie begins.
+
+ The default value is 0.
+
+ To create a circle, set the value of this property to 0 and the value of the
+ \l end property to 360.
+*/
+
+/*!
+ \qmlproperty real Pie::end
+
+ The position in degrees where the pie ends.
+
+ To create a circle, set the value of this property to 360 and the value of
+ the \l begin property to 0.
+*/
+
+/*!
+ \qmlproperty real Pie::alpha
+
+ The area between \l begin and \l end.
+*/
+
+/*!
+ \qmlproperty bool Pie::antialiasing
+
+ Whether the pie should be antialiased.
+
+ Antialiasing might require more memory and slow down drawing the type.
+*/
+
+/*!
+ \qmlproperty bool Pie::hideLine
+
+ Whether to draw a pie slice or just the pie rind (similar to an \l Arc).
+*/
diff --git a/doc/qtdesignstudio/src/qtquickdesigner-components/components/qqs-components-rectangle.qdoc b/doc/qtdesignstudio/src/qtquickdesigner-components/components/qqs-components-rectangle.qdoc
new file mode 100644
index 0000000000..dc792addb4
--- /dev/null
+++ b/doc/qtdesignstudio/src/qtquickdesigner-components/components/qqs-components-rectangle.qdoc
@@ -0,0 +1,283 @@
+/****************************************************************************
+**
+** Copyright (C) 2019 The Qt Company Ltd.
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of the Qt Design Studio documentation.
+**
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see https://www.qt.io/terms-conditions. For further
+** information use the contact form at https://www.qt.io/contact-us.
+**
+** GNU Free Documentation License Usage
+** 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. Please review the following information to ensure
+** the GNU Free Documentation License version 1.3 requirements
+** will be met: https://www.gnu.org/licenses/fdl-1.3.html.
+**
+****************************************************************************/
+
+/*!
+ \qmltype Rectangle
+ \inqmlmodule QtQuick.Studio.Components
+ \since QtQuick.Studio.Components 1.0
+ \inherits ShapePath
+ \ingroup qtquickstudio-components
+
+ \brief A filled rectangle with an optional border.
+
+ Rectangle items are used to fill areas with solid color or gradients and
+ to provide a rectangular border.
+
+ Each Rectangle item is painted using either a solid fill color, specified
+ using the \l fillColor property, or a gradient, defined using one of the
+ \l ShapeGradient subtypes and set using the \l gradient property.
+ If both a color and a gradient are specified, the gradient is used.
+
+ An optional border can be added to a rectangle with its own color and
+ thickness by setting the \l strokeColor and \l strokeWidth properties.
+ Setting the color to \c transparent creates a border without a fill color.
+
+ Rounded rectangles can be drawn using the \l radius property. The radius
+ can also be specified separately for each corner. Because this introduces
+ curved edges to the corners of a rectangle, it may be appropriate to set
+ the \l antialiasing property to improve the appearance of the rectangle.
+
+ \section2 Example Usage
+
+ You can use the Rectangle component in \QDS to create different kinds of
+ rectangles.
+
+ \image studio-rectangle.png
+
+ The QML code looks as follows:
+
+ \code
+ RectangleItem {
+ id: rectangle
+ gradient: RadialGradient {
+ focalRadius: 0
+ centerY: 38.5
+ focalY: 38.5
+ centerX: 51.5
+ centerRadius: 38.5
+ GradientStop {
+ position: 0
+ color: "#ffffff"
+ }
+
+ GradientStop {
+ position: 1
+ color: "#000000"
+ }
+ focalX: 51.5
+ }
+ bottomRightRadius: 0
+ topLeftRadius: 0
+ strokeColor: "gray"
+ }
+
+ RectangleItem {
+ id: rectangle1
+ gradient: LinearGradient {
+ y1: 0
+ y2: 77
+ x2: 103
+ x1: 0
+ GradientStop {
+ position: 0
+ color: "#ffffff"
+ }
+
+ GradientStop {
+ position: 1
+ color: "#000000"
+ }
+ }
+ topRightRadius: 0
+ bottomLeftRadius: 0
+ strokeColor: "#808080"
+ }
+
+ RectangleItem {
+ id: rectangle2
+ topLeftRadius: 0
+ bottomRightRadius: 0
+ fillColor: "#d3d3d3"
+ strokeColor: "#808080"
+ }
+
+ RectangleItem {
+ id: rectangle3
+ fillColor: "#000000"
+ gradient: LinearGradient {
+ y1: 0
+ y2: 77
+ x2: 103
+ x1: 0
+ GradientStop {
+ position: 0
+ color: "#000000"
+ }
+
+ GradientStop {
+ position: 1
+ color: "#fdf9f9"
+ }
+ }
+ topRightRadius: 0
+ bottomLeftRadius: 0
+ strokeColor: "#808080"
+ }
+ \endcode
+*/
+
+/*!
+ \qmlproperty int Rectangle::radius
+
+ The radius used to draw rounded corners.
+
+ If radius is non-zero, the corners will be rounded, otherwise they will
+ be sharp. The radius can also be specified separately for each corner by
+ using the \l bottomLeftRadius, \l bottomRightRadius, \l topLeftRadius, and
+ \l topRightRadius properties.
+*/
+
+/*!
+ \qmlproperty int Rectangle::bottomLeftRadius
+
+ The radius of the bottom left rectangle corner.
+*/
+
+/*!
+ \qmlproperty int Rectangle::bottomRightRadius
+
+ The radius of the bottom right rectangle corner.
+*/
+
+/*!
+ \qmlproperty int Rectangle::topLeftRadius
+
+ The radius of the top left rectangle corner.
+*/
+
+/*!
+ \qmlproperty int Rectangle::topRightRadius
+
+ The radius of the top right rectangle corner.
+*/
+
+/*!
+ \qmlproperty ShapePath Rectangle::dashOffset
+
+ The starting point of the dash pattern for the rectangle border.
+
+ The offset is measured in terms of the units used to specify the dash
+ pattern. For example, a pattern where each stroke is four units long,
+ followed by a gap of two units, will begin with the stroke when drawn
+ as a line. However, if the dash offset is set to 4.0, any line drawn
+ will begin with the gap. Values of the offset up to 4.0 will cause part
+ of the stroke to be drawn first, and values of the offset between 4.0 and
+ 6.0 will cause the line to begin with part of the gap.
+
+ The default value is 0.
+
+ \sa QPen::setDashOffset()
+*/
+
+/*!
+ \qmlproperty ShapePath Rectangle::dashPattern
+
+ The dash pattern of the rectangle border specified as the dashes and the
+ gaps between them.
+
+ The dash pattern is specified in units of the pen's width. That is, a dash
+ with the length 5 and width 10 is 50 pixels long.
+
+ The default value is (4, 2), meaning a dash of 4 * \l strokeWidth pixels
+ followed by a space of 2 * \l strokeWidth pixels.
+
+ \sa QPen::setDashPattern()
+*/
+
+/*!
+ \qmlproperty ShapePath Rectangle::fillColor
+
+ The rectangle fill color.
+
+ A gradient for the fill can be specified by using \l gradient. If both a
+ color and a gradient are specified, the gradient is used.
+
+ When set to \c transparent, no filling occurs.
+
+ The default value is \c white.
+*/
+
+/*!
+ \qmlproperty ShapePath Rectangle::gradient
+
+ The gradient of the rectangle fill color.
+
+ By default, no gradient is enabled and the value is null. In this case, the
+ fill uses a solid color based on the value of \l fillColor.
+
+ When set, \l fillColor is ignored and filling is done using one of the
+ \l ShapeGradient subtypes.
+
+ \note The \l Gradient type cannot be used here. Rather, prefer using one of
+ the advanced subtypes, like \l LinearGradient.
+*/
+
+/*!
+ \qmlproperty ShapePath Rectangle::strokeColor
+
+ The color used to draw the border of the rectangle.
+
+ When set to \c transparent, no line is drawn.
+
+ The default value is \c white.
+
+ \sa QColor
+*/
+
+/*!
+ \qmlproperty ShapePath Rectangle::strokeStyle
+
+ The style of the rectangle border.
+
+ \value ShapePath.SolidLine
+ A solid line. This is the default value.
+ \value ShapePath.DashLine
+ Dashes separated by a few pixels.
+ The \l dashPattern property specifies the dash pattern.
+
+ \sa Qt::PenStyle
+*/
+
+/*!
+ \qmlproperty ShapePath Rectangle::strokeWidth
+
+ The width of the border of the rectangle.
+
+ A width of 1 creates a thin line. For no line, use a negative value or a
+ transparent color.
+
+ \note The width of the rectangle's border does not affect the geometry of
+ the rectangle itself or its position relative to other items if anchors are
+ used.
+
+ The border is rendered within the rectangle's boundaries.
+*/
+
+/*!
+ \qmlproperty bool Rectangle::antialiasing
+
+ Whether the Rectangle should be antialiased. Antialiasing might
+ require more memory and slow down drawing the type.
+*/
diff --git a/doc/qtdesignstudio/src/qtquickdesigner-components/components/qqs-components-svgPath.qdoc b/doc/qtdesignstudio/src/qtquickdesigner-components/components/qqs-components-svgPath.qdoc
new file mode 100644
index 0000000000..3a460382b2
--- /dev/null
+++ b/doc/qtdesignstudio/src/qtquickdesigner-components/components/qqs-components-svgPath.qdoc
@@ -0,0 +1,212 @@
+/****************************************************************************
+**
+** Copyright (C) 2019 The Qt Company Ltd.
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of the Qt Design Studio documentation.
+**
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see https://www.qt.io/terms-conditions. For further
+** information use the contact form at https://www.qt.io/contact-us.
+**
+** GNU Free Documentation License Usage
+** 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. Please review the following information to ensure
+** the GNU Free Documentation License version 1.3 requirements
+** will be met: https://www.gnu.org/licenses/fdl-1.3.html.
+**
+****************************************************************************/
+
+/*!
+ \qmltype SvgPath
+ \inqmlmodule QtQuick.Studio.Components
+ \since QtQuick.Studio.Components 1.0
+ \inherits ShapePath
+ \ingroup qtquickstudio-components
+
+ \brief A path defined using an SVG path data string.
+
+ The SvgPath type uses an SVG path data string to draw a path as a line.
+
+ The \l strokeColor, \l strokeWidth, and \l strokeStyle, properties specify
+ the appearance of the path. The \l dashPattern and \l dashOffset properties
+ specify the appearance of dashed lines.
+
+ The \l capStyle property specifies whether line ends are square or
+ rounded.
+
+ The \l joinStyle property specifies how to connect two path segments.
+ If the path segments enclose areas, they can be painted using either
+ a solid fill color, specified using the \l fillColor property, or a
+ gradient, defined using one of the \l ShapeGradient subtypes and set
+ using the \l gradient property. If both a color and a gradient are
+ specified, the gradient is used.
+
+ If the path has curves, it may be appropriate to set the \l antialiasing
+ property to improve its appearance.
+
+ \note Mixing SvgPath with other types of elements is not always supported.
+ For example, when \l Shape is backed by \c GL_NV_path_rendering, a
+ \l ShapePath can contain one or more SvgPath elements, or one or more
+ elements of other types, but not both.
+*/
+
+/*!
+ \qmlproperty ShapePath SvgPath::capStyle
+
+ The cap style of the line.
+
+ \value ShapePath.FlatCap
+ A square line end that does not cover the end point of the line.
+ \value ShapePath.SquareCap
+ A square line end that covers the end point and extends beyond it
+ by half the line width. This is the default value.
+ \value ShapePath.RoundCap
+ A rounded line end.
+
+ \sa Qt::PenCapStyle
+*/
+
+/*!
+ \qmlproperty ShapePath SvgPath::dashOffset
+
+ The starting point of the dash pattern for the line.
+
+ The offset is measured in terms of the units used to specify the dash
+ pattern. For example, a pattern where each stroke is four units long,
+ followed by a gap of two units, will begin with the stroke when drawn
+ as a line. However, if the dash offset is set to 4.0, any line drawn
+ will begin with the gap. Values of the offset up to 4.0 will cause part
+ of the stroke to be drawn first, and values of the offset between 4.0 and
+ 6.0 will cause the line to begin with part of the gap.
+
+ The default value is 0.
+
+ \sa QPen::setDashOffset()
+*/
+
+/*!
+ \qmlproperty ShapePath SvgPath::dashPattern
+
+ The dash pattern of the line specified as the dashes and the gaps between
+ them.
+
+ The dash pattern is specified in units of the pen's width. That is, a dash
+ with the length 5 and width 10 is 50 pixels long.
+
+ Each dash is also subject to cap styles, and therefore a dash of 1 with
+ square cap set will extend 0.5 pixels out in each direction resulting in
+ a total width of 2.
+
+ The default \l capStyle is \c {ShapePath.SquareCap}, meaning that a square
+ line end covers the end point and extends beyond it by half the line width.
+
+ The default value is (4, 2), meaning a dash of 4 * \l strokeWidth pixels
+ followed by a space of 2 * \l strokeWidth pixels.
+
+ \sa QPen::setDashPattern()
+*/
+
+/*!
+ \qmlproperty ShapePath SvgPath::fillColor
+
+ The fill color of enclosed path segments.
+
+ A gradient for the fill can be specified by using \l gradient. If both a
+ color and a gradient are specified, the gradient is used.
+
+ When set to \c transparent, no filling occurs.
+
+ The default value is \c white.
+*/
+
+/*!
+ \qmlproperty ShapePath SvgPath::gradient
+
+ The gradient of the fill color.
+
+ By default, no gradient is enabled and the value is null. In this case, the
+ fill uses a solid color based on the value of \l fillColor.
+
+ When set, \l fillColor is ignored and filling is done using one of the
+ \l ShapeGradient subtypes.
+
+ \note The \l Gradient type cannot be used here. Rather, prefer using one of
+ the advanced subtypes, like \l LinearGradient.
+*/
+
+/*!
+ \qmlproperty ShapePath SvgPath::joinStyle
+
+ The join style used to connect two path segments.
+
+ \value ShapePath.MiterJoin
+ The outer edges of the lines are extended to meet at an angle, and
+ this area is filled.
+ \value ShapePath.BevelJoin
+ The triangular notch between the two lines is filled.
+ This is the default value.
+ \value ShapePath.RoundJoin
+ A circular arc between the two lines is filled.
+
+ \sa Qt::PenJoinStyle
+*/
+
+/*!
+ \qmlproperty ShapePath SvgPath::strokeColor
+
+ The color of the line.
+
+ When set to \c transparent, no line is drawn.
+
+ The default value is \c white.
+
+ \sa QColor
+*/
+
+/*!
+ \qmlproperty ShapePath SvgPath::strokeStyle
+
+ The style of the line.
+
+ \value ShapePath.SolidLine
+ A solid line. This is the default value.
+ \value ShapePath.DashLine
+ Dashes separated by a few pixels.
+ The \l dashPattern property specifies the dash pattern.
+
+ \sa Qt::PenStyle
+*/
+
+/*!
+ \qmlproperty ShapePath SvgPath::strokeWidth
+
+ The width of the line.
+
+ When set to a negative value, no line is drawn.
+
+ The default value is 1.
+*/
+
+/*!
+ \qmlproperty string SvgPath::path
+
+ The SVG path data string specifying the path.
+
+ For more information, see \l{https://www.w3.org/TR/SVG/paths.html#PathData}
+ {W3C SVG Path Data}.
+*/
+
+/*!
+ \qmlproperty bool SvgPath::antialising
+
+ Whether the path should be antialiased.
+
+ Antialiasing might require more memory and slow down drawing the type.
+*/
diff --git a/doc/qtdesignstudio/src/qtquickdesigner-components/components/qqs-components-triangle.qdoc b/doc/qtdesignstudio/src/qtquickdesigner-components/components/qqs-components-triangle.qdoc
new file mode 100644
index 0000000000..a8431b2f06
--- /dev/null
+++ b/doc/qtdesignstudio/src/qtquickdesigner-components/components/qqs-components-triangle.qdoc
@@ -0,0 +1,287 @@
+/****************************************************************************
+**
+** Copyright (C) 2019 The Qt Company Ltd.
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of the Qt Design Studio documentation.
+**
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see https://www.qt.io/terms-conditions. For further
+** information use the contact form at https://www.qt.io/contact-us.
+**
+** GNU Free Documentation License Usage
+** 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. Please review the following information to ensure
+** the GNU Free Documentation License version 1.3 requirements
+** will be met: https://www.gnu.org/licenses/fdl-1.3.html.
+**
+****************************************************************************/
+
+/*!
+ \qmltype Triangle
+ \inqmlmodule QtQuick.Studio.Components
+ \since QtQuick.Studio.Components 1.0
+ \inherits ShapePath
+ \ingroup qtquickstudio-components
+
+ \brief A triangle.
+
+ The Triangle type can be used to draw triangles with different dimensions
+ and shapes. The type is enclosed in an invisible \l Rectangle type. The size
+ of the triagle is determined by the size of the bounding rectangle. The
+ dimensions of the triangle can be changed to make it elongated or squatter
+ with space around it by using the \l leftMargin, \l topMargin,
+ \l rightMargin, and \l bottomMargin properties. The margins are set between
+ the triangle and the edges of the parent rectangle.
+
+ Each Triangle item is painted using either a solid fill color, specified
+ using the \l fillColor property, or a gradient, defined using one of the
+ \l ShapeGradient subtypes and set using the \l gradient property.
+ If both a color and a gradient are specified, the gradient is used.
+
+ An optional border can be added to a triangle with its own color and
+ thickness by setting the \l strokeColor and \l strokeWidth properties.
+ Setting the color to \c transparent creates a border without a fill color.
+
+ \section2 Example Usage
+
+ You can use the Triangle component in \QDS to create triangles in different
+ shapes and colors.
+
+ \image studio-triangle.png
+
+ The QML code looks as follows:
+
+ \code
+ TriangleItem {
+ id: triangle
+ strokeColor: "gray"
+ fillColor: "light gray"
+ }
+
+ TriangleItem {
+ id: squatTriangle
+ bottomMargin: 10
+ topMargin: 30
+ fillColor: "#d3d3d3"
+ strokeColor: "#808080"
+ }
+
+ TriangleItem {
+ id: elongatedTriangle
+ leftMargin: 15
+ rightMargin: 15
+ fillColor: "#d3d3d3"
+ strokeColor: "#808080"
+ }
+
+ TriangleItem {
+ id: pear
+ radius: 20
+ fillColor: "light gray"
+ bottomMargin: 10
+ arcRadius: 20
+ strokeColor: "#808080"
+ }
+ \endcode
+*/
+
+/*!
+ \qmlproperty ShapePath Triangle::dashOffset
+
+ The starting point of the dash pattern for the triangle border.
+
+ The offset is measured in terms of the units used to specify the dash
+ pattern. For example, a pattern where each stroke is four units long,
+ followed by a gap of two units, will begin with the stroke when drawn
+ as a line. However, if the dash offset is set to 4.0, any line drawn
+ will begin with the gap. Values of the offset up to 4.0 will cause part
+ of the stroke to be drawn first, and values of the offset between 4.0 and
+ 6.0 will cause the line to begin with part of the gap.
+
+ The default value is 0.
+
+ \sa QPen::setDashOffset()
+*/
+
+/*!
+ \qmlproperty ShapePath Triangle::dashPattern
+
+ The dash pattern of the triangle border specified as the dashes and the
+ gaps between them.
+
+ The dash pattern is specified in units of the pen's width. That is, a dash
+ with the length 5 and width 10 is 50 pixels long.
+
+ The default value is (4, 2), meaning a dash of 4 * \l strokeWidth pixels
+ followed by a space of 2 * \l strokeWidth pixels.
+
+ \sa QPen::setDashPattern()
+*/
+
+/*!
+ \qmlproperty ShapePath Triangle::fillColor
+
+ The triangle fill color.
+
+ A gradient for the fill can be specified by using \l gradient. If both a
+ color and a gradient are specified, the gradient is used.
+
+ When set to \c transparent, no filling occurs.
+
+ The default value is \c white.
+*/
+
+/*!
+ \qmlproperty ShapePath Triangle::gradient
+
+ The gradient of the triangle fill color.
+
+ By default, no gradient is enabled and the value is null. In this case, the
+ fill uses a solid color based on the value of \l fillColor.
+
+ When set, \l fillColor is ignored and filling is done using one of the
+ \l ShapeGradient subtypes.
+
+ \note The \l Gradient type cannot be used here. Rather, prefer using one of
+ the advanced subtypes, like \l LinearGradient.
+*/
+
+/*!
+ \qmlproperty enumeration Triangle::joinStyle
+
+ The join style used to connect two triangle line segments.
+
+ \value ShapePath.MiterJoin
+ The outer edges of the lines are extended to meet at an angle, and
+ this area is filled.
+ \value ShapePath.BevelJoin
+ The triangular notch between the two lines is filled.
+ This is the default value.
+ \value ShapePath.RoundJoin
+ A circular arc between the two lines is filled.
+
+ \sa Qt::PenJoinStyle
+*/
+
+/*!
+ \qmlproperty ShapePath Triangle::strokeColor
+
+ The color used to draw the border of the triangle.
+
+ When set to \c transparent, no line is drawn.
+
+ The default value is \c white.
+
+ \sa QColor
+*/
+
+/*!
+ \qmlproperty ShapePath Triangle::strokeStyle
+
+ The style of the triangle border.
+
+ \value ShapePath.SolidLine
+ A solid line. This is the default value.
+ \value ShapePath.DashLine
+ Dashes separated by a few pixels.
+ The \l dashPattern property specifies the dash pattern.
+
+ \sa Qt::PenStyle
+*/
+
+/*!
+ \qmlproperty ShapePath Triangle::strokeWidth
+
+ The width of the border of the rectangle.
+
+ A width of 1 creates a thin line. For no line, use a negative value or a
+ transparent color.
+
+ \note The width of the rectangle's border does not affect the geometry of
+ the rectangle itself or its position relative to other items if anchors are
+ used.
+
+ The border is rendered within the rectangle's boundaries.
+*/
+
+/*!
+ \qmlproperty int Triangle::radius
+
+ Defines the rotation of the triangle in degrees. The default value is 0.
+
+ This property can be used together with the \l radius property to
+ determine the shape of the triangle.
+
+ \sa arcRadius
+*/
+
+/*!
+ \qmlproperty real Triangle::arcRadius
+
+ The radius used to draw rounded corners.
+
+ If radius is non-zero, the corners will be rounded, otherwise they will
+ be sharp.
+
+ This property can be used together with the \l radius property to
+ determine the shape of the triangle.
+*/
+
+/*!
+ \qmlproperty real Triangle::leftMargin
+
+ The left margin between the triangle and the bounding rectangle.
+
+ Setting the left and right margins makes the triangle thinner and moves it
+ away from the edge.
+
+ \sa rightMargin, topMargin, bottomMargin
+*/
+
+/*!
+ \qmlproperty real Triangle::topMargin
+
+ The top margin between the triangle and the bounding rectangle.
+
+ Setting the top and bottom margins makes the triangle lower and moves it
+ away from the edge.
+
+ \sa bottomMargin, leftMargin, rightMargin
+*/
+
+/*!
+ \qmlproperty real Triangle::rightMargin
+
+ The left margin between the triangle and the bounding rectangle.
+
+ Setting the left and right margins makes the triangle thinner and moves it
+ away from the edge.
+
+ \sa leftMargin, topMargin, bottomMargin
+*/
+
+/*!
+ \qmlproperty real Triangle::bottomMargin
+
+ The top margin between the triangle and the bounding rectangle.
+
+ Setting the top and bottom margins makes the triangle shorter and moves it
+ away from the edge.
+
+ \sa topMargin, leftMargin, rightMargin
+*/
+
+/*!
+ \qmlproperty bool Triangel::antialiasing
+
+ Whether the triangle should be antialiased.
+
+ Antialiasing might require more memory and slow down drawing the type.
+*/
diff --git a/doc/qtdesignstudio/src/qtquickdesigner-components/qtquickdesigner-components.qdoc b/doc/qtdesignstudio/src/qtquickdesigner-components/qtquickdesigner-components.qdoc
new file mode 100644
index 0000000000..82eef3cae7
--- /dev/null
+++ b/doc/qtdesignstudio/src/qtquickdesigner-components/qtquickdesigner-components.qdoc
@@ -0,0 +1,52 @@
+/****************************************************************************
+**
+** Copyright (C) 2019 The Qt Company Ltd.
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of the Qt Design Studio documentation.
+**
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see https://www.qt.io/terms-conditions. For further
+** information use the contact form at https://www.qt.io/contact-us.
+**
+** GNU Free Documentation License Usage
+** 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. Please review the following information to ensure
+** the GNU Free Documentation License version 1.3 requirements
+** will be met: https://www.gnu.org/licenses/fdl-1.3.html.
+**
+****************************************************************************/
+
+/*!
+ \contentspage {Qt Design Studio Manual}
+ \page qtquickdesigner-components-overview.html
+
+ \title Qt Quick Studio Components
+
+ The Qt Quick Studio Components module provides sets of components and
+ effects enhanced for creating animated UIs. The components inherit
+ \l {Qt Quick Shapes QML Types}. The effects inherit the types in the
+ \l {Qt Graphical Effects} module.
+
+ \section1 Using Studio Components
+
+ A set of ready-made studio components are available for creating differently
+ shaped objects, such as arcs, pies, or triangles, as well as objects with
+ particular abilities, such as being visibly \e flipped between their front
+ and back sides, like a card. The studio components are built on top of
+ \l {Qt Quick Shapes QML Types}, with some additional properties.
+
+ The following table summarizes the available studio components and contains
+ links to their documentation.
+
+ \annotatedlist qtquickstudio-components
+
+ \include qtdesignstudio-visual-effects.qdocinc qml visual effects
+
+*/
diff --git a/doc/qtdesignstudio/src/qtquickdesigner-components/qtquickstudiocomponents-qmlmodule.qdoc b/doc/qtdesignstudio/src/qtquickdesigner-components/qtquickstudiocomponents-qmlmodule.qdoc
new file mode 100644
index 0000000000..7f67c3daf2
--- /dev/null
+++ b/doc/qtdesignstudio/src/qtquickdesigner-components/qtquickstudiocomponents-qmlmodule.qdoc
@@ -0,0 +1,58 @@
+/****************************************************************************
+**
+** Copyright (C) 2019 The Qt Company Ltd.
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of the documentation of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:FDL$
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see https://www.qt.io/terms-conditions. For further
+** information use the contact form at https://www.qt.io/contact-us.
+**
+** GNU Free Documentation License Usage
+** 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. Please review the following information to ensure
+** the GNU Free Documentation License version 1.3 requirements
+** will be met: https://www.gnu.org/licenses/fdl-1.3.html.
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+/*!
+ \qmlmodule QtQuick.Studio.Components 1.0
+ \title Qt Quick Studio Components QML Types
+ \ingroup qmlmodules
+ \brief Provides components enhanced for creating animated UIs.
+
+ A set of ready-made studio components are available for creating differently
+ shaped objects, such as arcs, pies, or triangles, as well as objects with
+ particular abilities, such as being visibly \e flipped between their front
+ and back sides, like a card. The studio components are built on top of
+ \l {Qt Quick Shapes QML Types}, with some additional properties.
+
+ The QML types can be imported into your application using the following
+ import statements in your .qml file:
+
+ \badcode
+ import QtQuick.Studio.Components 1.0
+ \endcode
+
+ \omit
+ \\ TODO: Include the omitted text when the module becomes a Qt module.
+ Currently, the components are a part of Qt Design Studio.
+
+ To link against the module, add the following QT variable to your qmake .pro
+ file:
+
+ \badcode
+ QT += studiocomponents
+ \endcode
+ \endomit
+*/