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d826bce7b3
2 changed files with 32 additions and 108 deletions
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@ -12,28 +12,6 @@ Make sure to also read the [Item Size and Position](/docs/guide/size-position) a
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## How do I
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### Reduce memory usage
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The main thing you can do to reduce the memory usage of a given configuration
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is to use loaders. Loaders can be used to create objects only when needed,
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and destroy them when not needed.
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- Use @@QtQuick.Loader when the component being loaded inherits from @@QtQuick.Item.
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- Use @@Quickshell.LazyLoader in other cases.
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### Show widgets conditionally
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The @@QtQuick.Item.visible property can be used to change the visibility of an
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Item conditionally, as well as Loaders.
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Note that you can change out a loader's component conditionally:
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```qml
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@@QtQuick.Loader {
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readonly property Component thing1: ...
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readonly property Component thing2: ...
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sourceComponent: condition ? thing1 : thing2
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}
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```
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### Make a rounded window
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Rounded windows are simply transparent square ones with a rounded rectangle
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inside of them.
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@ -51,22 +29,3 @@ inside of them.
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}
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}
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```
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## Something is broken
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### There is a hole in my window
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If you set a Rectangle's color to `"transparent"` and touch its `border` property,
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you'll hit [QTBUG-137166](https://bugreports.qt.io/browse/QTBUG-137166), which
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causes everything under the transparent rectangle to become invisible.
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Adding a definition like `border.width: 0` seems to work around it, especially
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if the only border property you wanted to set was radius.
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### My window should not be opaque
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If a window is created with an opaque background color, Quickshell will use
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a window surface format that is opaque, which reduces the amount of processing
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the gpu must do to draw it. If you change the background color of your window
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between opaque and transparent colors, this may affect you.
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To tell Quickshell to always create a window capable of showing transparency,
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use @@Quickshell.QsWindow.surfaceFormat to set `opaque` to false.
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@ -2,6 +2,7 @@
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title: "QML Language"
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index: 10
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---
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import MD_Title from "@components/MD_Title.tsx"
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import Collapsible from "@components/Collapsible.astro";
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# {frontmatter.title}
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@ -14,7 +15,7 @@ This page explains what you need to know about QML to start using quickshell.
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Tutorial](https://doc.qt.io/qt-6/qml-tutorial.html)
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</span>
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## Structure
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## <MD_Title titleVar={2}> Structure </MD_Title>
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Below is a QML document showing most of the syntax.
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Keep it in mind as you read the detailed descriptions below.
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@ -86,17 +87,12 @@ import "myjs.js" as MyJs
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function dub(x: int): int {
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return x * 2
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}
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// Inline component
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component MyComponent: Object {
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// ...
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}
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}
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```
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### Imports
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### <MD_Title titleVar={3}> Imports </MD_Title>
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#### Manual imports
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#### <MD_Title titleVar={4}> Manual imports </MD_Title>
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Every QML File begins with a list of imports.
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Import statements tell the QML engine where
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@ -134,7 +130,7 @@ import "<filename>" as <Namespace>
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Note: All _Module_ and _Namespace_ names must start with an uppercase letter.
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Attempting to use a lowercase namespace is an error.
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##### Examples
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##### <MD_Title titleVar={5}> Examples </MD_Title>
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```qml
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import QtQuick
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@ -162,7 +158,7 @@ specifying a version at least when importing quickshell modules.
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syntax](https://doc.qt.io/qt-6/qtqml-syntax-imports.html)
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</span>
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#### Implicit imports
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#### <MD_Title titleVar={4}> Implicit imports </MD_Title>
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The QML engine will automatically import any [types](#creating-types) in neighboring files
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with names that start with an uppercase letter.
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@ -176,7 +172,7 @@ root
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In this example, `MyButton` will automatically be imported as a type usable from shell.qml
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or any other neighboring files.
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### Objects
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### <MD_Title titleVar={3}> Objects </MD_Title>
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Objects are instances of a type from an imported module.
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The name of an object must start with an uppercase letter.
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@ -195,12 +191,12 @@ Every object can contain [properties](#properties), [functions](#functions),
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and [signals](#signals). You can find out what properties are available for a type
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by looking it up in the [Type Reference](/docs/types/).
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#### Properties
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#### <MD_Title titleVar={4}> Properties </MD_Title>
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Every object may have any number of property assignments (only one per specific property).
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Each assignment binds the named property to the given expression.
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##### Property bindings
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##### <MD_Title titleVar={5}> Property bindings </MD_Title>
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Expressions are snippets of javascript code assigned to a property. The last (or only) line
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can be the return value, or an explicit return statement (multiline expressions only) can be used.
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@ -239,7 +235,7 @@ on is updated, the expression is re-evaluated and the property is updated.
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Note that it is an error to try to assign to a property that does not exist.
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(See: [property definitions](#property-definitions))
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##### Property definitions
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##### <MD_Title titleVar={5}> Property definitions </MD_Title>
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Properties can be defined inside of objects with the following syntax:
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@ -271,7 +267,7 @@ Properties can be defined inside of objects with the following syntax:
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Defining a property with the same name as one provided by the current object will override
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the property of the type it is derived from in the current context.
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##### The default property
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##### <MD_Title titleVar={5}> The default property </MD_Title>
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Types can have a _default property_ which must accept either an object or a list of objects.
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@ -306,7 +302,7 @@ would put a single object in:
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}
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```
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##### The `id` property
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##### <MD_Title titleVar={5}> The `id` property </MD_Title>
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Every object has a special property called `id` that can be assigned to give
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the object a name it can be referred to throughout the current file. The id must be lowercase.
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@ -334,7 +330,7 @@ definition rules. The name `id` is always reserved for the id property.
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</Collapsible>
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##### Property access scopes
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##### <MD_Title titleVar={5}> Property access scopes </MD_Title>
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Properties are "in scope" and usable in two cases.
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@ -347,9 +343,6 @@ or make sure the property you are accessing is from the current object using `th
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The `parent` property is also defined for all objects, but may not always point to what it
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looks like it should. Use the `id` property if `parent` does not do what you want.
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In general, you should only access properties of the *current* object without an id. For
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all other objects, you should refer to them by id when accessing properties.
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```qml
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@@QtQuick.Item {
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property string rootDefinition
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@ -391,7 +384,7 @@ all other objects, you should refer to them by id when accessing properties.
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Resolution](https://doc.qt.io/qt-6/qtqml-documents-scope.html)
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</span>
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#### Functions
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#### <MD_Title titleVar={4}> Functions </MD_Title>
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Functions in QML can be declared everywhere [properties](#properties) can, and follow
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the same [scoping rules](#property-access-scopes).
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@ -431,7 +424,7 @@ In this example, every time the button is clicked, the label's count increases
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by one, as `clicks` is changed, which triggers a re-evaluation of `text` through
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`makeClicksLabel`.
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##### Lambdas
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##### <MD_Title titleVar={5}> Lambdas </MD_Title>
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Functions can also be values, and you can assign them to properties or pass them to
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other functions (callbacks). There is a shorter way to write these functions, known
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@ -492,7 +485,7 @@ An overcomplicated click counter using a lambda callback:
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}
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```
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#### Signals
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#### <MD_Title titleVar={4}> Signals </MD_Title>
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A signal is basically an event emitter you can connect to and receive updates from.
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They can be declared everywhere [properties](#properties) and [functions](#functions)
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@ -503,7 +496,7 @@ can, and follow the same [scoping rules](#property-access-scopes).
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System](https://doc.qt.io/qt-6/qtqml-syntax-signals.html)
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</span>
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##### Signal definitions
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##### <MD_Title titleVar={5}> Signal definitions </MD_Title>
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A signal can be explicitly defined with the following syntax:
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@ -511,7 +504,7 @@ A signal can be explicitly defined with the following syntax:
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signal <name>(<paramname>: <type>[, ...])
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```
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##### Making connections
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##### <MD_Title titleVar={5}> Making connections </MD_Title>
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Signals all have a `connect(<function>)` method which invokes the given function
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or signal when the signal is emitted.
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@ -551,7 +544,7 @@ When the button is clicked, the button emits the @@QtQuick.Controls.Button.click
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signal which we connected to `updateText`. The signal then invokes `updateText`
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which updates the counter and the text on the label.
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##### Signal handlers
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##### <MD_Title titleVar={5}> Signal handlers </MD_Title>
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Signal handlers are a more concise way to make a connections, and prior examples have used them.
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@ -583,7 +576,7 @@ this time using the implicit signal handler property to handle @@QtQuick.Control
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}
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```
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##### Indirect signal handlers
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##### <MD_Title titleVar={5}> Indirect signal handlers </MD_Title>
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When it is not possible or not convenient to directly define a signal handler, before resorting
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to `.connect`ing the properties, a @@QtQml.Connections object can be used to access them.
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}
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```
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##### Property change signals
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##### <MD_Title titleVar={5}> Property change signals </MD_Title>
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Every property has an associated signal, which powers QML's [reactive bindings](#reactive-bindings).
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The signal is named `<propertyname>Changed` and works exactly the same as any other signal.
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@ -680,7 +673,7 @@ And the function can also be inlined to an expression:
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You can also remove the return statement if you wish.
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##### Attached objects
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##### <MD_Title titleVar={5}> Attached objects </MD_Title>
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Attached objects are additional objects that can be associated with an object
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as decided by internal library code. The documentation for a type will
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@ -702,7 +695,7 @@ which is attached to every object and often used to run code when an object init
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In this example, the text property is set inside the `Component.onCompleted` attached signal handler.
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#### Creating types
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#### <MD_Title titleVar={4}> Creating types </MD_Title>
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Every QML file with an uppercase name is implicitly a type, and can be used from
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neighboring files or imported (See [Imports](#imports).)
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@ -748,35 +741,7 @@ are not visible outside the file.
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}
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```
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##### Inline Components
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Inline components work the same as any other type, but are created inside
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another QML file. These components only work within the file, and can reference
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IDs inside the file.
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While inline components can be created anywhere inside a QML file, they are
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scoped to the file itself and cannot be nested.
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Example of an inline component:
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```qml
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@@QtQuick.Layouts.ColumnLayout {
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id: layout
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property real textPointSize: 10
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MyText { text: "Thing 1" }
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MyText { text: "Thing 2" }
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MyText { text: "Thing 3" }
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component MyText: @@QtQuick.Text {
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// applied to all MyText instances
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color: "red"
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// references an id outside of the component
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font.pointSize: layout.textPointSize
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}
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}
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```
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##### Singletons
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##### <MD_Title titleVar={5}> Singletons </MD_Title>
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QML Types can be easily made into a singleton, meaning there is only one instance
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of the type.
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@ -797,9 +762,9 @@ import ...
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once a type is a singleton, its members can be accessed by name from neighboring
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files.
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## Concepts
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## <MD_Title titleVar={2}> Concepts </MD_Title>
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### Reactive bindings
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### <MD_Title titleVar={3}> Reactive bindings </MD_Title>
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<span class="small">
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This section assumes knowledge of: [Properties](#properties),
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@ -814,7 +779,7 @@ are then re-evaluated and so forth.
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Bindings can be created in two different ways:
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##### Automatic bindings
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##### <MD_Title titleVar={5}> Automatic bindings </MD_Title>
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A reactive binding occurs automatically when you use one or more properties in the definition
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of another property. .
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@ -833,7 +798,7 @@ of another property. .
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In this example, the button's @@QtQuick.Controls.Button.text property is re-evaluated
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every time the button is clicked, because the `clicks` property has changed.
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###### Avoiding creation
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###### <MD_Title titleVar={6}> Avoiding creation </MD_Title>
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To avoid creating a binding, do not use any other properties in the definition of a property.
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@ -851,7 +816,7 @@ as assignments to properties do not create binding.
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}
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```
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##### Manual bindings
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##### <MD_Title titleVar={5}> Manual bindings </MD_Title>
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Sometimes (not often) you need to create a binding inside of a function, signal, or expression.
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If you need to change or attach a binding at runtime, the `Qt.binding` function can be used to
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@ -883,7 +848,7 @@ In this example, `boundText`'s `text` property is bound to the button's pressed
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when the button is first clicked. When you press or unpress the button the text will
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be updated.
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##### Removing bindings
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##### <MD_Title titleVar={5}> Removing bindings </MD_Title>
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To remove a binding, just assign a new value to the property without using `Qt.binding`.
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@ -906,7 +871,7 @@ When the button is first pressed, the text will be updated, but once `onClicked`
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the text will be unbound, and even though it contains a reference to the `pressed` property,
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it will not be updated further by the binding.
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### Lazy loading
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### <MD_Title titleVar={3}> Lazy loading </MD_Title>
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Often not all of your interface needs to load immediately. By default the QML
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engine initializes every object in the scene before showing anything onscreen.
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|
@ -914,7 +879,7 @@ For parts of the interface you don't need to be immediately visible, load them
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asynchronously using a @@Quickshell.LazyLoader.
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See its documentation for more information.
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#### Components
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#### <MD_Title titleVar={4}> Components </MD_Title>
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Another delayed loading mechanism is the @@QtQml.Component type.
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This type can be used to create multiple instances of objects or lazily load them. It's used by types such
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