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In QML, a user interface is specified as a tree of objects with properties. This introduction is meant for those with little or no programming experience. JavaScript is used as a scripting language in QML, so you may want to learn a bit more about it (\l{JavaScript: The Definitive Guide}) before diving deeper into QML. It's also helpful to have a basic understanding of other web technologies like HTML and CSS, but it's not required. \section1 Basic QML Syntax QML looks like this: \code import QtQuick 1.0 Rectangle { width: 200 height: 200 color: "blue" Image { source: "pics/logo.png" anchors.centerIn: parent } } \endcode Objects are specified by their type, followed by a pair of braces. Object types always begin with a capital letter. In the above example, there are two objects, a \l Rectangle, and an \l Image. Between the braces, we can specify information about the object, such as its properties. Properties are specified as \c {property: value}. In the above example, we can see the Image has a property named \c source, which has been assigned the value \c "pics/logo.png". The property and its value are separated by a colon. Properties can be specified one-per-line: \code Rectangle { width: 100 height: 100 } \endcode or you can put multiple properties on a single line: \code Rectangle { width: 100; height: 100 } \endcode When multiple property/value pairs are specified on a single line, they must be separated by a semicolon. The \c import statement imports the \c Qt \l{QML Modules}{module}, which contains all of the standard \l {QML Elements}. Without this import statement, the \l Rectangle and \l Image elements would not be available. \section1 Expressions In addition to assigning values to properties, you can also assign expressions written in JavaScript. \code Rotation { angle: 360 * 3 } \endcode These expressions can include references to other objects and properties, in which case a \e binding is established: when the value of the expression changes, the property the expression has been assigned to is automatically updated to that value. \code Item { Text { id: text1 text: "Hello World" } Text { id: text2 text: text1.text } } \endcode In the example above, the \c text2 object will display the same text as \c text1. If \c text1 is changed, \c text2 is automatically changed to the same value. Note that to refer to other objects, we use their \e id values. (See below for more information on the \e id property.) \section1 QML Comments Commenting in QML is similar to JavaScript. \list \o Single line comments start with // and finish at the end of the line. \o Multiline comments start with /* and finish with *\/ \endlist \snippet doc/src/snippets/declarative/comments.qml 0 Comments are ignored by the engine. They are useful for explaining what you are doing; for referring back to at a later date, or for others reading your QML files. Comments can also be used to prevent the execution of code, which is sometimes useful for tracking down problems. \code Text { text: "Hello world!" //opacity: 0.5 } \endcode In the above example, the Text object will have normal opacity, since the line opacity: 0.5 has been turned into a comment. \section1 Properties \target intro-properties \section2 Property naming Properties begin with a lowercase letter (with the exception of \l{Attached Properties}). \section2 Property types QML supports properties of many types (see \l{QML Basic Types}). The basic types include int, real, bool, string, color, and lists. \code Item { x: 10.5 // a 'real' property ... state: "details" // a 'string' property focus: true // a 'bool' property } \endcode QML properties are what is known as \e type-safe. That is, they only allow you to assign a value that matches the property type. For example, the \c x property of item is a real, and if you try to assign a string to it you will get an error. \badcode Item { x: "hello" // illegal! } \endcode \section3 The \c id property Each object can be given a special unique property called an \e id. No other object within the same \l{QML Documents}{QML document} can have the same \c id value. Assigning an id enables the object to be referred to by other objects and scripts. The first Rectangle element below has an \e id, "myRect". The second Rectangle element defines its own width by referring to \tt myRect.width, which means it will have the same \tt width value as the first Rectangle element. \code Item { Rectangle { id: myRect width: 100 height: 100 } Rectangle { width: myRect.width height: 200 } } \endcode Note that an \e id must begin with a lower-case letter or an underscore, and cannot contain characters other than letters, numbers and underscores. \section2 List properties List properties look like this: \code Item { children: [ Image {}, Text {} ] } \endcode The list is enclosed in square brackets, with a comma separating the list elements. In cases where you are only assigning a single item to a list, you can omit the square brackets: \code Image { children: Rectangle {} } \endcode \section2 Default properties Each object type can specify one of its list or object properties as its default property. If a property has been declared as the default property, the property tag can be omitted. For example this code: \code State { changes: [ PropertyChanges {}, PropertyChanges {} ] } \endcode can be simplified to: \code State { PropertyChanges {} PropertyChanges {} } \endcode because \c changes is the default property of the \c State type. \section2 Grouped Properties \target dot properties In some cases properties form a logical group and use a 'dot' or grouped notation to show this. Grouped properties can be written like this: \qml Text { font.pixelSize: 12 font.bold: true } \endqml or like this: \qml Text { font { pixelSize: 12; bold: true } } \endqml In the element documentation grouped properties are shown using the 'dot' notation. \section2 Attached Properties \target attached-properties Some objects attach properties to another object. Attached Properties are of the form \e {Type.property} where \e Type is the type of the element that attaches \e property. For example: \code Component { id: myDelegate Text { text: "Hello" color: ListView.isCurrentItem ? "red" : "blue" } } ListView { delegate: myDelegate } \endcode The \l ListView element attaches the \e ListView.isCurrentItem property to each delegate it creates. Another example of attached properties is the \l Keys element which attaches properties for handling key presses to any visual Item, for example: \code Item { focus: true Keys.onSelectPressed: console.log("Selected") } \endcode \section2 Signal Handlers Signal handlers allow actions to be taken in response to an event. For instance, the \l MouseArea element has signal handlers to handle mouse press, release and click: \code MouseArea { onPressed: console.log("mouse button pressed") } \endcode All signal handlers begin with \e "on". Some signal handlers include an optional parameter, for example the MouseArea onPressed signal handler has a \e mouse parameter: \code MouseArea { acceptedButtons: Qt.LeftButton | Qt.RightButton onPressed: if (mouse.button == Qt.RightButton) console.log("Right mouse button pressed") } \endcode */