/**************************************************************************** ** ** Copyright (C) 2010 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 qmlsyntax.html \title QML Syntax \ingroup QML Reference \contentspage QML Reference \tableofcontents QML is a declarative language designed to describe the user interface of a program: both what it looks like, and how it behaves. In QML, a user interface is specified as a tree of objects with properties. JavaScript is used as a scripting language in QML, so you may want to learn a bit more about it (\l{Javascript Guide}) before diving deeper into QML. \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 {propertyname: 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. */