第二卷如何更快速的放弃,注重的是C++和QML的交互
<1>记事本。。
(1) 先测试下不在QML创建C++对象,仅仅在main.cpp添加一个属性函数供调用. 注意只使用槽函数来做到。
TextStreamLoader.h
#ifndef TEXTSTREAMLOADER_H
#define TEXTSTREAMLOADER_H #include <QObject>
#include <QTextStream>
#include <QDebug>
class TextStreamLoader : public QObject
{
Q_OBJECT
public:
explicit TextStreamLoader(QObject *parent = );
void test2(){qDebug()<<"test 2 without slots";}
signals:
void signal_readFile(QString buffer);
void signal_error(QString errorMsg);
void signal_saveFile(QString file,QString buffer);
public slots:
void slot_readFile(QString file);
void slot_saveFile(QString file,QString buffer);
void slot_test(){qDebug() << "test C++";}
QString slot_getBuffer(); private:
QString _buffer;
}; #endif // TEXTSTREAMLOADER_H
TextStreamLoader.cpp
#include "TextStreamLoader.h"
#include <QFile>
#include <QUrl>
TextStreamLoader::TextStreamLoader(QObject *parent) : QObject(parent)
{
qDebug() << "Construct the TextStreamLoader";
connect(this,&TextStreamLoader::signal_saveFile,
this,&TextStreamLoader::slot_saveFile);
} void TextStreamLoader::slot_readFile(QString file) // read a file to the _buffer
{ QUrl url(file);
QString localFile = url.toLocalFile(); QFile rfile(localFile);
if(!rfile.open(QIODevice::ReadOnly))
{
QString errorMsg = "Could not open " + file + "\n";
qDebug() << errorMsg;
emit signal_error(errorMsg);
return ;
} QTextStream in(&rfile);
_buffer = in.readAll();
emit signal_readFile(_buffer); rfile.close(); } void TextStreamLoader::slot_saveFile(QString file, QString buffer)
{
QUrl url(file);
QString localFile = url.toLocalFile();
QFile wfile(localFile);
if(!wfile.open(QFile::WriteOnly))
{
QString errorMsg = "Could not open " + localFile + "\n";
qDebug() <<errorMsg;
emit signal_error(errorMsg);
return ;
} QTextStream out(&wfile);
out << buffer;
wfile.close();
} QString TextStreamLoader::slot_getBuffer()
{
return _buffer;
}
main.cpp
#include <QGuiApplication>
#include <QQmlApplicationEngine>
#include <QQmlContext>
#include "TextStreamLoader.h"
int main(int argc, char *argv[])
{
QGuiApplication app(argc, argv); QQmlApplicationEngine engine;
QQmlContext *context = engine.rootContext(); // 注意对象是在C++里构建
TextStreamLoader stream_01;
context->setContextProperty("stream_01",&stream_01);
// 构建完C++对象 // 加载我们的QML界面,只能调用槽函数
qDebug() << "load the main.qml";
engine.load(QUrl(QStringLiteral("qrc:/main.qml"))); qDebug() <<engine.rootObjects()[]->objectName(); // this will be debug "Houdini" return app.exec();
}
main.qml 用最简单的测试下我们的TextStreamLoader 里面的 "test()槽函数",一定要是槽函数才能被调用。
main.qml全部都是通过调用C++的对象的槽函数,而C++对象是在main.cpp创建,所以在qml随时可以访问 槽函数。
import QtQuick 2.6
import QtQuick.Window 2.2
import QtQuick.Controls 2.1
import QtQuick.Dialogs 1.2
Window
{
id:root
objectName: "Houdini"
visible: true
width: 640
height: 480
title: qsTr("Hello World")
color:"#202020"
function loadTextToTextEdit(text)
{
textEdit.clear()
var buffer = stream_01.slot_getBuffer()
textEdit.append(buffer) }
function saveTextToDisk(file,buffer)
{
stream_01.slot_saveFile(file,buffer)
} Column
{
id:mainLayout
padding: 5
spacing: 10
Row
{
id:buttonLayout
spacing: 10
Button
{
id:loadButton
text:"load file"
highlighted: true
onClicked:
{
openDialog.open()
}
}
Button
{
id:saveButton
highlighted: true
text:"save file"
onClicked:
{
saveDialog.open()
}
} }
Rectangle
{
height: 1
width: root.width
id:menuRect
color:"brown"
} Flickable
{
id:flick
width: root.width; height: root.height;
contentWidth: textEdit.paintedWidth
contentHeight: textEdit.paintedHeight
clip: true
function ensureVisible(r)
{
if (contentX >= r.x)
contentX = r.x;
else if (contentX+width <= r.x+r.width)
contentX = r.x+r.width-width;
if (contentY >= r.y)
contentY = r.y;
else if (contentY+height <= r.y+r.height)
contentY = r.y+r.height-height;
}
TextEdit
{
width: flick.width
height: flick.height
anchors.margins: 10
focus: true
id:textEdit
text: ""
color:"brown"
font.family: "Helvetica"
font.pointSize: 10
font.bold: true
cursorVisible: true
selectByKeyboard: true
selectByMouse: true
wrapMode:TextEdit.WrapAnywhere
onCursorRectangleChanged: flick.ensureVisible(cursorRectangle) }
} }
FileDialog
{
id:openDialog
title: "Please choose a file"
folder: shortcuts.home
onAccepted:
{
console.log("You chose: " + openDialog.fileUrls)
stream_01.slot_readFile(openDialog.fileUrls)
var buffer = stream_01.slot_getBuffer()
loadTextToTextEdit(buffer) }
onRejected:
{
console.log("Canceled")
}
}
FileDialog
{
id:saveDialog
title:"Save to a file"
folder: shortcuts.home
selectExisting : false
onAccepted:
{
console.log("Save file : " + saveDialog.fileUrls)
var text = textEdit.text;
saveTextToDisk(saveDialog.fileUrl,text); }
onRejected:
{
console.log("Canceled")
} } }
(2)
这次变化使用了QML里的connections.
可以调用C++里的signal,signal带参数也可以传递过来。注意查看新的main.qml
代码区别就是读取用的C++信号读取的。
保存时用的信号在QML发射,然后调用C++的信号槽链接,来执行slot_saveFile()函数。
main.qml:
import QtQuick 2.6
import QtQuick.Window 2.2
import QtQuick.Controls 2.1
import QtQuick.Dialogs 1.2
Window
{
id:root
objectName: "Houdini"
visible: true
width:
height:
title: qsTr("Hello World")
color:"#202020"
function loadTextToTextEdit(text)
{
textEdit.clear()
var buffer = stream_01.slot_getBuffer()
textEdit.append(buffer) }
function saveTextToDisk(file,buffer)
{
stream_01.slot_saveFile(file,buffer)
} Column
{
id:mainLayout
padding:
spacing:
Row
{
id:buttonLayout
spacing:
Button
{
id:loadButton
text:"load file"
highlighted: true
onClicked:
{
openDialog.open()
}
}
Button
{
id:saveButton
highlighted: true
text:"save file"
onClicked:
{
saveDialog.open()
}
} }
Rectangle
{
height:
width: root.width
id:menuRect
color:"brown"
} Flickable
{
id:flick
width: root.width; height: root.height;
contentWidth: textEdit.paintedWidth
contentHeight: textEdit.paintedHeight
clip: true
function ensureVisible(r)
{
if (contentX >= r.x)
contentX = r.x;
else if (contentX+width <= r.x+r.width)
contentX = r.x+r.width-width;
if (contentY >= r.y)
contentY = r.y;
else if (contentY+height <= r.y+r.height)
contentY = r.y+r.height-height;
}
TextEdit
{
width: flick.width
height: flick.height
anchors.margins:
focus: true
id:textEdit
text: ""
color:"brown"
font.family: "Helvetica"
font.pointSize:
font.bold: true
cursorVisible: true
selectByKeyboard: true
selectByMouse: true
wrapMode:TextEdit.WrapAnywhere
onCursorRectangleChanged: flick.ensureVisible(cursorRectangle) }
} } Connections
{
target: stream_01
onSignal_readFile://当读取文件的时候回触发这个信号
{
var readText = buffer //buffer是signal_readFile(buffer)参数
textEdit.clear()
textEdit.append(readText)
}
} // 读取文件的窗口
FileDialog
{
id:openDialog
title: "Please choose a file"
folder: shortcuts.home
onAccepted:
{
console.log("You chose: " + openDialog.fileUrl) //这句话会触发signal_readFile信号
stream_01.slot_readFile(openDialog.fileUrl)
}
onRejected:
{
console.log("Canceled")
}
}
//保存文件窗口
FileDialog
{
id:saveDialog
title:"Save to a file"
folder: shortcuts.home
selectExisting : false
onAccepted:
{ console.log("Save file : " + saveDialog.fileUrl)
var text = textEdit.text; //保存触发信号,在C++中这个信号会触发保存
stream_01.signal_saveFile(saveDialog.fileUrl,text) }
onRejected:
{
console.log("Canceled")
} } }
(3)Q_PROPERTY宏,如果你想暴露一些member给QML对象。
Q_OBJECT Q_PROPERTY(QString message READ message WRITE setMessage NOTIFY messageChanged)
public:
QString message(){return _msg;}
void setMessage(QString msg)
{
_msg = msg;
emit messageChanged();
}
类型如下:
Q_PROPERTY(任意类型 QML访问属性名 READ 读取函数名 WRITE 写的函数名 NOTIFY 信号触发)
<2>Q_INVOKABLE 宏,让QML可以随心所以调用函数。跟槽槽函数,信号一样调用。
<3>在C++修改QML对象的属性,从C++call javaScript
(1)修改qml root object的对象属性
qDebug() <<engine.rootObjects()[]->objectName(); // this will be debug "Houdini"
QObject *root_object = engine.rootObjects().value(); // houdini object ,it's the main object // set QML object property
//root_object->setProperty("x",600);
QQmlProperty::write(root_object, "x", ); // read QML object property
qDebug() << root_object->property("x").toInt();
qDebug() << QQmlProperty::read(root_object,"x").toInt(); // read root object child by name
//QObject *rect = root_object->findChild<QObject*>("rect");
(2) 假如qml root object 有个java函数:
function javefunctest(arg)
{
console.log(arg);
return "I'm jave script"
}
C++访问:
QObject *root_object = engine.rootObjects().value(); // houdini object ,it's the main object
QVariant firstArg("I am C++ arg");
QVariant retValue; // call the jave script
QMetaObject::invokeMethod(root_object,
"javefunctest",
Q_RETURN_ARG(QVariant,retValue),
Q_ARG(QVariant,firstArg)); qDebug() << "ret value is " << retValue;
输出:
qml: I am C++ arg
ret value is QVariant(QString, "I'm java script")
<4> EMCA:
(1) 基本类型
var flag =false //a boolean var x =1,y=2 var str = 'abc' / "abc" var test = {x:2,y:3} console.log(test.x) // console.log(test.y) // test// object (1) typeof()类型 关键字 To query the type of a variable, use the typeof keyword. typeof returns the name of the
type as a string. var x=1; typeof(x) //"number" typeof {x:1} //'object ' typeof typeof { x : 1 } // ’string’ 因为typeof()返回的是字符串. (2) 转换类型 1.3333333.toFixed(2) // ’1.33’
7..toString() // ’7’ (3) 可以显式的把boolean ,number,string转换成对象: typeof 1. // ’number’
typeof new Number(1.) // ’object’
typeof new String(’Hi!’) // ’object’ (4) Objects themselves can be expressed using an array or object literal. Arrays have no separate
type, but are specialized objects which use array indexes as properties:
var o = { name: ’Werner’, age: 84 } // allocate simple object
print(o.name, o[age])
// both notations are valid, but [] notation allows generated strings
var a = [’a’, ’b’, 7, 11.]
// an array, equivalent to {’0’: ’a’, ’1’: ’b’, ’2’: 7, ’3’: 11.}
typeof o, a // ’object’, ’object’
(2)函数
函数:所有的函数都会evaluates to something:
function f() {} //evaluates as 'undefined'
function f() {} +1 // evaluates as 1 ,because 'undefined' is casted to 0
(function f() {}) //evaluates to a function object
(function () {return 0;}) () /evaluates as 0
(3)
for loop :
i 作为了index
(4)
delete p.z // remove p.z
p.z //undefined
(5)在列表中存入,或者在json对象中存在函数
(6) 创建对象new关键字
(1)
(2)创建对象默认构造函数:
这个时候Point其实就是个类。
为Point类添加个函数.
Each function in JavaScript can be used as a constructor in combination with the new operator.
To support inheritance, each function has a default property named prototype. Objects
created from a constructor inherit all properties from the constructor’s prototype. Consider the
following example:
其实 prototype里面的方法属于派生出来的,如何检查一个方法,或者一个类对象是原有的:
<2>公司一个小项目
按钮效果模仿的是Google material design风格。流动起来。参考上篇有详细代码.
V2:
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