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-/****************************************************************************
-**
-** Copyright (C) 2011 Nokia Corporation and/or its subsidiary(-ies).
-** All rights reserved.
-** Contact: Nokia Corporation (qt-info@nokia.com)
-**
-** This file is part of the documentation of the Qt Toolkit.
-**
-** $QT_BEGIN_LICENSE:FDL$
-** No Commercial Usage
-** This file contains pre-release code and may not be distributed.
-** You may use this file in accordance with the terms and conditions
-** contained in the Technology Preview License Agreement accompanying
-** this package.
-**
-** GNU Free Documentation License
-** Alternatively, this file may be used under the terms of the GNU Free
-** Documentation License version 1.3 as published by the Free Software
-** Foundation and appearing in the file included in the packaging of this
-** file.
-**
-** If you have questions regarding the use of this file, please contact
-** Nokia at qt-info@nokia.com.
-** $QT_END_LICENSE$
-**
-****************************************************************************/
-
-
-
-/*!
-\page qml-intro.html
-\title Intro to Qt Quick
-
-\section1 Overview
-
-QML is a high level, scripted language. Its commands, more correctly \e elements,
-leverage the power and efficiency of the Qt libraries to make easy to use
-commands that perform intuitive functions. Draw a rectangle, display an image at
-a position and so on. Behind these elements are complex C++ libraries that
-efficiently perform the action. As with any graphical application, always
-consider that this ability to easily build graphically rich applications means
-that some care may be needed to prevent performance problems.
-
-The language also allows more flexibility of these commands by using
-Javascript rather than C++ to add new layers of logic to your application.
-Javascript is easier to learn than C++ and can be embedded into the QML
-files or imported from a separate file.
-
-\bold{In QML the types of various 'objects' are referred to as \l {QML
-Elements}{elements}}.
-
-An element usually has various \e properties that help define the element. For
-example, if we created an element called Circle then the radius of the circle
-would be a property.
-
-
-\section1 A First Look
-
-The basic syntax of an \l{QML Elements}{element} is
-
-\qml
-SomeElement {
- id: myObject
- // ... some other things here ...
-}
-\endqml
-
-Here we are defining a new object. We specify its 'type' first as SomeElement.
-Then within matching braces { ... } we specify the various parts of our
-element.
-
-The \c id is a unique identifier for the element, it must start with a lower
-case letter and only contain letters, numbers and underscores. It is this
-particular object's name. If this SomeElement \l {QML Elements}{element} was
-a Rectangle instead and it was one of many then the \e optional unique id
-would allow us to manipulate each element individually.
-
-Each visual element is ultimately based on, or inherits from, an element
-called \l Item. \l Item has certain properties and actions that may be
-useful. The properties have default values so you need only specify the
-ones you will need.
-
-Take a simple element such as a \l Rectangle. It has an \c id, we will call
-it \e myRectangle, it has a \c width and a \c height. Imagine that we
-want a rectangle that is 500 pixels by 400 pixels in the x and y directions
-(horizontal by vertical).
-
-We can implement this \l Rectangle with these properties this way
-
-\snippet doc/src/snippets/declarative/qml-intro/rectangle.qml document
-
-This is a valid QML script. To run it, copy it and save it to a file, say
-myexample.qml, and on the command line run the following command:
-
-\code
-qmlviewer myexample.qml
-\endcode
-
-On Mac OS X, open the "QMLViewer" application instead and open the
-\c myexample.qml file, or run it from the command line:
-
-\code
-QMLViewer.app/Contents/MacOS/QMLViewer myexample.qml
-\endcode
-
-It will create a very boring rectangle in its own window.
-
-
-\section1 Hello World!
-
-We can now add some color and text to make a Hello World QML program.
-
-\l Rectangle has the property \l{Rectangle::color}{color} to produce a
-background color.
-
-Text is handled by a different element called \l Text. We need to create a
-\l Text object inside the \l Rectangle and set its \l{Text::}{text}
-property to "Hello World!". So to set the text to "Hello world" and the
-background colour to light gray,
-
-\snippet doc/src/snippets/declarative/qml-intro/hello-world1.qml document
-
-
-\section1 Hello World Again
-
-From now on we will not always show the import statement for Qt but it
-should still be there when you create your QML scripts.
-
-To make our Hello World example a little nicer set the position of the text
-to be at pixel position x = 100, y = 100 within the displayed window. This
-position belongs to the \l Text element so we set the position inside its
-definition. Note that we separate different QML statements on the same line
-with a semi-colon, or we could have simply put each statement on a new line
-
-\snippet doc/src/snippets/declarative/qml-intro/hello-world2.qml updated text
-
-Not only did we reposition the text, but the text was altered by adding
-HTML tags to change the font size. The text color was also changed from the
-default black to dark green by using a standard string for the color's SVG
-name.
-
-We could also have used a hexadecimal string for the RGB (red-green-blue, as
-#rrggbb) values of the color similar to the method used in HTML. For
-example, mostly blue with a green tint,
-
-\snippet doc/src/snippets/declarative/qml-intro/hello-world3.qml updated text
-
-All of these changes occurred within the \l Text object which is the scope
-of these property changes.
-
-Other objects may use the information but it belongs to the element where
-the property has been defined.
-
-
-\section1 Images
-
-To add an image to our little application we use the \l Image element. An
-\l Image uses a path to an image file, and has properties to control
-the aspect ratio, the image size, to tile the area amongst others. The
-source of the image, the path to the file, is a URL. Therefore the file can
-be local: \e {mydir/myimage1.png}. Or it can be remote:
-\e {"http://www.example.com/images/myimage1.png"}.
-
-\snippet doc/src/snippets/declarative/qml-intro/hello-world4.qml added an image
-
-This displays the image, as we would expect, at the top left of the window.
-The position of the default x = 0, y = 0 coordinate. The example here uses
-a PNG file, but it could have been one of various supported formats,
-including JPG and GIF.
-
-Let us reposition the image and enlarge it. Place it at the same 'x' offset
-as the "Hello world again" text, but put it another 50 pixels below the
-text, also make it 150 by 150 pixels in size,
-
-\snippet doc/src/snippets/declarative/qml-intro/hello-world5.qml positioning the image
-
-Adding the Hello World example, with the text and the image example we can
-write a simple piece of QML that starts to look a bit better.
-
-\snippet doc/src/snippets/declarative/qml-intro/hello-world5.qml document
-
-The result is still quite simple
-
-\image qml-intro-helloa.png
-
-
-\section1 Anchors: Aligning Elements
-
-Using absolute positioning, such as saying x = 100 and y = 150, works well
-until the user or developer stretches or increases the size of the window.
-Then the positions need to be recalculated. What would be nice would be a
-relative means of positioning of objects in a window or rectangle. For
-example, we want to place an image at the bottom of a rectangle, we would
-like to specify the image's location as the 'bottom of the window', not a
-specific coordinate. We can do this with the anchors property, which
-objects inherit from Item.
-
-The anchors property is really a property group. It is a collection of
-related properties. It has properties within it which can be used by means
-of the dot notation.
-
-The dot notation uses object \c{id}s and property names to use a particular
-object or property. Say I have a rectangle r1, which contains a rectangle
-r2, which contains an Item item1, which has an 'x' property I want to
-change. I just use the dot notation to identify it: r1.r2.item1.x
-
-If we want to position an image at the bottom of the rectangle it is
-inside. I have to specify that the bottom of the image is also at the
-bottom of the rectangle
-
-\snippet doc/src/snippets/declarative/qml-intro/anchors1.qml document
-
-This places the logo at the bottom left of the window.
-
-\image qml-intro-anchors1.png "A simple anchor"
-
-We would like it centered and not touching the bottom of the window, for
-aesthetic reasons. For the centering we use the horizontalCenter property,
-and to prevent the touching of the image to the bottom of the rectangle,
-the bottomMargin property is used. So the new actions for the script are
-
- \list
- \o set the bottom of the image (anchors.bottom) to be the bottom of the window
- \o move the image to be in the horizontal center of the window
- \o set a margin of 10 pixels so that the image does not touch the bottom window border
- \endlist
-
-Encoded into QML the script becomes
-
-\snippet doc/src/snippets/declarative/qml-intro/anchors2.qml document
-
-Run this and resize the window. You will see that now the position of the
-image adjusts during the resize.
-
-\image qml-intro-anchors2.png "Image Centered at the Bottom"
-
-You can also add another object say a block of descriptive text and place
-it above or below the image or to the side. This code places some text just
-above the image
-
-\snippet doc/src/snippets/declarative/qml-intro/anchors3.qml adding some text
-
-\image qml-intro-anchors3.png
-
-\note \e anchors is a property group, to be used within the object. When
-referencing these properties from another object we use the property
-directly, instead of saying:
-
-\qml
-Item {
- anchors.bottom: myRectangle.anchors.top // Wrong
-}
-\endqml
-
-we use
-
-\qml
-Item {
- anchors.bottom: myRectangle.top // Correct
-}
-\endqml
-
-
-\section1 Transformations
-
-We can transform a graphical object to get additional effects. Rotate a
-piece of text by 180 degrees to display upside-down text. Rotate an image
-by 90 degrees to lay it on its side. These transformations require
-additional information.
-
-For rotation, the additional information includes: the origin relative to
-the object being rotated, the axis of rotation, and the angle in degrees to
-rotate the image through in a clockwise direction. The axis does not have
-to be the z-axis, the line between your eyes and the image, it could be
-along the vertical y-axis or the horizontal x-axis. We have three
-dimensions to play with. For simplicity in this example we will rotate
-about the z-axis by 90 degrees in a negative direction, anti-clockwise.
-
-Rotation of text was also suggested. It could also be useful to scale the
-text. We can do both. The \l {Item::transform}{transform} property is a
-\e list of \l Transform elements, so using the list syntax
-\c{myList: [ listElement1, listElement2, ... } ]}
-we can produce a list of transformations.
-
-The text will be rotated by 45 degrees anti-clockwise and scaled
-vertically by a factor of 1.5 and by 1.2 horizontally.
-
-Using the example above as the basis for this we have,
-
-\snippet doc/src/snippets/declarative/qml-intro/transformations1.qml document
-
-The code block in \c image1 starting with \c transform specifies that the
-\l {Item::transform}{transform} property will be a Rotation through -90
-degrees, which is anti-clockwise, about the z-axis running through the
-center of the image at (75,75), since the image is 150 x 150 pixels.
-
-The other transformation available is \l Translate. This produces a change
-in position of the item.
-
-\note In a list of transformations the order of the transformations is
-important. In the above example try swapping around the Scale transform with
-the Rotation transform, remember to remove or add the comma. The results are
-acceptable for our little test but not the same.
-
-
-\section1 Animations
-
-Animation in QML is done by animating properties of objects. Properties
-that are numbers, colors, Rectangles, points and directions. In QML these
-are \l {QML Basic Types} named as real, int, color, rect, point, size, and
-vector3d. There are a number of different ways to do animation. Here we
-will look at a few of them.
-
-\section2 Number Animation
-
-Previously we have used a rotation transformation to change the orientation
-of an image. We could easily animate this rotation so that instead of a
-straight rotation counter-clockwise of 90 degrees we could rotate the image
-through a full 360 degrees in an animation. The axis of rotation wont
-change, the position of the center of the image will not change, only the
-angle will change. Therefore, a NumberAnimation of a rotation's angle should
-be enough for the task. If we wish for a simple rotation about the center
-of the image then we can use the \c rotation property that is inherited
-from \l Item. The rotation property is a real number that specifies the
-angle in a clockwise direction for the rotation of the object. Here is the
-code for our animated rotating image.
-
-\snippet doc/src/snippets/declarative/qml-intro/number-animation1.qml document
-
-The \c {transformOrigin: Item.Center} is redundant since this is the default
-axis of rotation anyway. But if you change \c Center to \c BottomRight you
-will see an interesting variation.
-
-Also if instead the \l Rotation transformation had been used then we would have
-more control over the various parameters. We could vary the axis, to be not
-just a different offset from the z-axis but along the y-axis, x-axis or
-combination. For example, if the task had been to animate the rotation
-about the y-axis passing through the center of the image then the following
-code would do it.
-
-\snippet doc/src/snippets/declarative/qml-intro/number-animation2.qml document
-
-Here there is a rectangle 600 by 400 pixels. Placed within that rectangle
-is an image 100 by 100 pixels. It is rotated about the center of the image
-about the y-axis so that it looks as if it is rotating about an invisible
-vertical string holding it up. The time it takes to complete the rotation is 3
-seconds (3,000 milliseconds). The NumberAnimation is applied to the angle
-taking it from 0 (no change) to 360 degrees, back where it started.
-Strictly speaking it isn't necessary to go from 0 to 360 since the same
-location is duplicated, but it makes it easier to read in this example and
-it has no visible effect on the animation. The number of loops that the
-animation will execute is set to \c {Animation.Infinite} which means that the
-animation is in an endless loop.
-
-To see an interesting variation. Change the axis to \c {axis { x:1; y:1; z:1
-}}. This is a line coming from the center of the image downwards to the
-right and out of the screen. Although the change is simple the rotation
-seems complex.
-
-\section2 Sequential Animation
-
-For a more complex animation we will need two images. The first image will
-be placed at the center of a window (Rectangle) and the second image will
-be at the upper left of the window. The animation will move the second
-image from the top left of the window to the bottom right. In doing so we
-will be animating the position and the size of the image.
-
-First create two images
-
-\snippet doc/src/snippets/declarative/qml-intro/sequential-animation1.qml document
-
-We will add to 'image1' a SequentialAnimation from x = 20 to the target of
-x = 450. The 'from' values will be used because we will be repeating the
-animation, so the object needs to know where the original position is, both
-x and y. The SequentialAnimation of x will set it to repeat by indicating
-that the number of animation loops is infinite, meaning that the 'loop'
-counter will be set to a value Animation.Infinite that indicates an endless
-cycle. Also there will be a NumberAnimation to vary the numeric property
-between the x values and over a given duration. After the NumberAnimation
-there will be a PauseAnimation that will pause the animation for 500
-milliseconds (half a second) simply for the visual effect.
-
-\snippet doc/src/snippets/declarative/qml-intro/sequential-animation2.qml adding a sequential animation
-
-A similar block of code is written for the animation of the 'y' value of
-the position.
-
-We will also animate the scale of the object, so as it goes from top left
-to bottom right of the window it will become smaller until about midway,
-and then become larger. To complete the animation we will set the 'z'
-values of the images. 'z' is the stacking order, the z-axis effectively
-points out from the screen to your eyes with the default value of 'z' being
-0. So if we set the Rectangle to have z with value zero, just to be sure,
-and image1 to 1 and image2 to 2 then image2 will be in the foreground and
-image1 in the background. When image1 passes image2 it will pass behind it.
-The completed code looks like
-
-\snippet doc/src/snippets/declarative/qml-intro/sequential-animation3.qml document
-
-The \c {easing.type} has many options, expressed as a string. It specifies the
-kind of equation that describes the acceleration of the property value, not
-necessarily position, over time.
-
-For example, \e InOutQuad means that at the start and the end of the animation the
-'velocity' is low but the acceleration or deceleration is high. Much like a car
-accelerating from stop, and decelerating to stop at the end of a journey,
-with the maximum speed being in the middle. Examine the \l {PropertyAnimation::easing.type}
-{easing} documentation and the various graphs that show the effect. The horizontal
-axis, 'progress', can be thought of as time. The vertical axis is the value
-of the particular property.
-
-In discussing animation we need to describe three objects: State, MouseArea
-and Signals. Although independent of the animation elements, animation
-delivers some of the best examples that illustrate these new elements.
-
-
-
-\section2 Animation Summary
-
-\table
- \header
- \o Name
- \o Description
- \row
- \o PropertyAnimation
- \o a property value on a target object is varied to a specified value over a given time.
-
- \row
- \o NumberAnimation
- \o animate a numeric property from one value to another over a given time.
-
- \row
- \o PauseAnimation
- \o results in the task waiting for the specified duration, in milliseconds.
-
- \row
- \o SequentialAnimation
- \o allows us to list in order the animation events we want to occur, first A then B then C and so on.
-
- \row
- \o ParallelAnimation
- \o enables us to run different animations at the same time instead of sequentially.
-
-\endtable
-
-
-\section1 Using States
-
-A state is a defined set of values in the configuration of an object and
-often depends on the previous state. For example, a glass could be in a
-state we call 'HalfFull' if it is being filled with a liquid and has
-reached half of its total capacity. We could also have a state called
-HalfEmpty which is the state that occurs when the amount of liquid drops to
-half of the glass's capacity. Both states represent the same amount of
-liquid, but we consider them different. Likewise, states in a program
-represent not just values but may include how the current values were
-reached.
-
-When a state changes a \e transition occurs. This is an opportunity to make
-changes or take actions that depend on the movement to the new state. For
-example, if we had a scene in the country where the state variable has two
-states "daylight" and "night". Then when the state changes to "night" at
-this transition the sky would be made dark, stars would be shown, the
-countryside would be darkened. And when the state changes to "daylight" the
-opposite changes would be made: the sky is now blue, the scenery is green,
-there is a sun in the sky.
-
-Here is a simple QML program that shows the change of state in the above
-example. We have two rectangles, the top one is the 'sky' and the bottom
-one is the 'ground'. We will animate the change from daylight to night.
-There will be two states, but we only need to define one since 'daylight'
-will be the default state. We will just go to 'night' by clicking and
-holding the left mouse button down, releasing the mouse button will reverse
-the process
-
-\snippet doc/src/snippets/declarative/qml-intro/states1.qml document
-
-Several new things appear in this sample. Firstly, we use a \l MouseArea
-element to detect mouse clicks in the \e mainRectangle. Secondly, we use
-the list notation [ thing1 , thing2, ... ] to build a list of states and a
-list of transitions.
-
-\l MouseArea defines a region that will respond to mouse clicks. In this case
-we are only concerned with when the mouse is pressed or not pressed, not
-the particular button or other details. The area of the MouseArea is the
-entire main window, mainRectangle, so that clicking anywhere in this region
-will start the animation. Since we are using the 'pressed' mouse state,
-then the animation will move from 'daylight' to 'night' only while the mouse
-button remains pressed.
-
-When the button is released the 'daylight' state is entered and the
-transition from 'night' to 'daylight' is triggered causing the animation to
-run. The transition specifies the duration in milliseconds of the
-ColorAnimation, while the state specifies the color of the new state.
-
-The PropertyChanges command is the way that we nominate which properties
-will change in a change of state, and what new value the property will
-take. Since, for example, we want the 'sky' region to turn to dark blue and
-the 'ground' region to turn to black for the 'night' state, then the
-rectangles for those regions are the 'target' and the property in the target
-is 'color'.
-
-
-\section1 Signals
-
-Signals are simply events that can be hooked up to actions we want performed.
-In QML they are usually preceded by the word 'on', for example in the animation
-using a MouseArea the signal was \l {MouseArea::onPressed}{onPressed}. If
-you look at the C++ documentation you will see a lot of talk about
-\l {Signals & Slots}{Signals and Slots}. Signals are connected to Slots. The
-signal represents an event and the Slot is the function that does something
-based on that event. You can also have Signals connected to other Signals, so
-that one Signal (event) triggers another Signal (event), and so forth. It is
-nice to know this is what happens beneath the QML layer but not essential for
-using QML.
-
-Most elements do not have Signals associated with them. However, a few like
-the \l Audio element have many signals. Some of the \l Audio signals are
-used to represent events such as when the audio is stopped, play is pressed,
-paused, and reaching the end of the media. They allow the developer to connect,
- for example, the press of a user interface button (perhaps a MouseArea) to
- some QML that will handle this event.
-
-
-\section1 Analyzing An Example: Dial Control
-
-In the Qt \e {examples/declarative/ui-components} folder you will find a folder
-\e {dialcontrol} which contains the \e dialcontrol example.
-
-\image qml-dial.png "QML Dial example with Slider"
-
-In essence this small application has a sliding bar that you can slide using
-a mouse, and a graphical dial that responds to the position of the slider.
-
-The code for the example is in two parts: Dial.qml and dialcontrol.qml.
-
-\e {Dial.qml} can be found in the \e content sub-directory. It defines a \c Dial
-component similar to an odometer. Eventually, the example will hook up a slider
-component so that moving the slider will change the position of a needle on the
-dial.
-
-The code for the \c Dial, identified by the name of the file, contains four images
-in overlapping order: the background (numbers and divisions), the shadow of the
-needle, the needle itself, and finally the 'glass' overlay (containing
-transparent layers).
-
-The \c needle_shadow.png image has a \l Rotation assigned to the \e transform
-attribute of the \l Image. The rotation is set to match the angle of the needle
-image angle value \e {needleRotation.angle}. Both the needle and the
-needle_shadow have the same default \e x and \e y values but the rotation origin
-for the needle is slightly different so that a shadow will be evident as the
-needle moves.
-
-\snippet examples/declarative/ui-components/dialcontrol/content/Dial.qml needle_shadow
-
-And the needle
-
-\snippet examples/declarative/ui-components/dialcontrol/content/Dial.qml needle
-
-The final image is the overlay which simply has a position defined.
-
-\snippet examples/declarative/ui-components/dialcontrol/content/Dial.qml overlay
-
-\e {dialcontrol.qml} in the \e {examples/declarative/ui-components/dialcontrol} directory is the
-main file of the example. It defines the visual environment that the Dial
-will fit into. Because the \e Dial component and the images live in the \e
-content sub-directory we will have to import this into \e dialcontrol.qml. So the
-start of the file looks like
-
-\snippet examples/declarative/ui-components/dialcontrol/dialcontrol.qml imports
-
-The visual space is bound by a 300 by 300 pixel \l Rectangle which is given
-a gray color. Inside this rectangle is our component \e Dial and a \l Rectangle.
-Inside the rectangle called 'container' is another rectangle with the
-interesting name 'slider'.
-
-\snippet examples/declarative/ui-components/dialcontrol/dialcontrol.qml 0
-
-The Dial component, named 'dial, is \e anchored to the center of the main
-rectangle. The \c value attribute of 'dial' is set to a value based on the
-'slider' horizontal position and the 'container' width. So changes to the
-'slider' position will change the Dial \c value which is used in Dial to compute
-the rotation of the needle image. Notice this piece of code in Dial where
-the change in \c value modifies the position of the needle.
-
-\snippet examples/declarative/ui-components/dialcontrol/content/Dial.qml needle angle
-
-This is part of the \c needleRotation that rotates the needle and causes the
-rotation of its shadow. \l SpringAnimation is an element that modifies the value
-of that rotation \e angle and mimics the oscillatory behavior of a spring,
-with the appropriate \e spring constant to control the acceleration and the \e
-damping to control how quickly the effect dies away.
-
-The 'container' is light gray with a color gradient defined using
-\l GradientStop. The gradient is applied vertically. If you need a horizontal
-gradient then you could apply the vertical gradient and then rotate the item
-by 90 degrees.
-
-The 'slider' is dark gray and also has a vertical color gradient. The most
-important thing about the 'slider' is that it has a MouseArea defined, which
-specifies a \c {drag.target} on itself along the X-axis. With minimum
-and maximum values on the X-axis defined. So we can click on the 'slider' and
-drag it left and right within the confines of the 'container'. The motion of
-the 'slider' will then change the \c value attribute in \e Dial as discussed
-already.
-
-Also notice the use of a \c radius value for a rectangle. This produces rounded
-corners. That is how the 'container' and 'slider' are displayed with a
-pleasant rounded look.
-
-
-
-*/
-
-
-