Application and user interface components need to communicate with each other. For example, a button needs to know that the user has clicked on it. The button may change colors to indicate its state or perform some logic. As well, application needs to know whether the user is clicking the button. The application may need to relay this clicking event to other applications.
QML has a signal and handler mechanism, where the signal is the event and the signal is responded to through a 信号处理程序 . When a signal is emitted, the corresponding signal handler is invoked. Placing logic such as scripts or other operations in the handler allows the component to respond to the event.
To receive a notification when a particular signal is emitted for a particular object, the object definition should declare a signal handler named on<Signal> where <Signal> is the name of the signal, with the first letter capitalized. The signal handler should contain the JavaScript code to be executed when the signal handler is invoked.
例如,
MouseArea
类型从
QtQuick
module has a
clicked
signal that is emitted whenever the mouse is clicked within the area. Since the signal name is
clicked
, the signal handler for receiving this signal should be named
onClicked
. In the example below, whenever the mouse area is clicked, the
onClicked
handler is invoked, applying a random color to the
Rectangle
:
import QtQuick 2.0 Rectangle { id: rect width: 100; height: 100 MouseArea { anchors.fill: parent onClicked: { rect.color = Qt.rgba(Math.random(), Math.random(), Math.random(), 1); } } }
Looking at the
MouseArea
documentation, you can see the
clicked
signal is emitted with a parameter named
mouse
which is a
MouseEvent
object that contains further details about the mouse click event. This name can be referred to in our
onClicked
handler to access this parameter. For example, the
MouseEvent
类型拥有
x
and
y
coordinates that allows us to print out the exact location where the mouse was clicked:
import QtQuick 2.0 Rectangle { id: rect width: 100; height: 100 MouseArea { anchors.fill: parent onClicked: { rect.color = Qt.rgba(Math.random(), Math.random(), Math.random(), 1); // access 'mouse' parameter console.log("Clicked mouse at", mouse.x, mouse.y) } } }
A signal is automatically emitted when the value of a QML property changes. This type of signal is a property change signal and signal handlers for these signals are written in the form on<Property>Changed where <Property> is the name of the property, with the first letter capitalized.
例如,
MouseArea
类型拥有
pressed
property. To receive a notification whenever this property changes, write a signal handler named
onPressedChanged
:
import QtQuick 2.0 Rectangle { id: rect width: 100; height: 100 MouseArea { anchors.fill: parent onPressedChanged: { console.log("Mouse area is pressed?", pressed) } } }
Even though the
MouseArea
documentation does not document a signal handler named
onPressedChanged
, the signal is implicitly provided by the fact that the
pressed
property exists.
In some cases it may be desirable to access a signal outside of the object that emits it. For these purposes, the
QtQuick
module provides the
Connections
type for connecting to signals of arbitrary objects. A
Connections
object can receive any signal from its specified
target
.
例如,
onClicked
handler in the earlier example could have been received by the root
Rectangle
instead, by placing the
onClicked
handler in a
Connections
object that has its
target
set to the
MouseArea
:
import QtQuick 2.0 Rectangle { id: rect width: 100; height: 100 MouseArea { id: mouseArea anchors.fill: parent } Connections { target: mouseArea onClicked: { rect.color = Qt.rgba(Math.random(), Math.random(), Math.random(), 1); } } }
An attached signal handler is a signal handler that receives a signal from an attaching type rather than the object within which the handler is declared.
例如, Component.onCompleted is an attached signal handler. This handler is often used to execute some JavaScript code when its creation process has been completed, as in the example below:
import QtQuick 2.0 Rectangle { width: 200; height: 200 color: Qt.rgba(Qt.random(), Qt.random(), Qt.random(), 1) Component.onCompleted: { console.log("The rectangle's color is", color) } }
The
onCompleted
handler is not responding to some
completed
signal from the
Rectangle
type. Instead, an object of the
组件
attaching type
采用
completed
signal has automatically been
attached
到
Rectangle
object by the QML engine, and the engine emits this signal when the object is fully created, thus triggering the
Component.onCompleted
signal handler.
Attached signal handlers allow objects to be notified of particular signals that are significant to each individual object. If there was no
Component.onCompleted
attached signal handler, for example, then an object could not receive this notification without registering for some special signal from some special object. The
attached signal handler
mechanism enables objects to receive particular signals without these extra processes.
见 Attached properties and attached signal handlers for more information on attached signal handlers.
Signals can be added to custom QML types through the
signal
关键词。
The syntax for defining a new signal is:
signal <name>[([<type> <parameter name>[, ...]])]
A signal is emitted by invoking the signal as a method.
For example, say the code below is defined in a file named
SquareButton.qml
. The root
Rectangle
object has an
activated
signal. When the child
MouseArea
is clicked, it emits the parent's
activated
signal with the coordinates of the mouse click:
// SquareButton.qml Rectangle { id: root signal activated(real xPosition, real yPosition) property int side: 100 width: side; height: side MouseArea { anchors.fill: parent onPressed: root.activated(mouse.x, mouse.y) } }
Now any objects of the
SquareButton
can connect to the
activated
signal using an
onActivated
signal handler:
// myapplication.qml SquareButton { onActivated: console.log("Activated at " + xPosition + "," + yPosition) }
见 信号属性 for more details on writing signals for custom QML types.
信号对象拥有
connect()
method to a connect a signal either to a method or another signal. When a signal is connected to a method, the method is automatically invoked whenever the signal is emitted. This mechanism enables a signal to be received by a method instead of a signal handler.
Below, the
messageReceived
signal is connected to three methods using the
connect()
方法:
Rectangle { id: relay signal messageReceived(string person, string notice) Component.onCompleted: { relay.messageReceived.connect(sendToPost) relay.messageReceived.connect(sendToTelegraph) relay.messageReceived.connect(sendToEmail) relay.messageReceived("Tom", "Happy Birthday") } function sendToPost(person, notice) { console.log("Sending to post: " + person + ", " + notice) } function sendToTelegraph(person, notice) { console.log("Sending to telegraph: " + person + ", " + notice) } function sendToEmail(person, notice) { console.log("Sending to email: " + person + ", " + notice) } }
In many cases it is sufficient to receive signals through signal handlers rather than using the connect() function. However, using the
connect
method allows a signal to be received by multiple methods as shown above, which would not be possible with signal handlers as they must be uniquely named. Also, the
connect
method is useful when connecting signals to
dynamically created objects
.
There is a corresponding
disconnect()
method for removing connected signals:
Rectangle { id: relay //... function removeTelegraphSignal() { relay.messageReceived.disconnect(sendToTelegraph) } }
By connecting signals to other signals, the
connect()
method can form different signal chains.
Rectangle { id: forwarder width: 100; height: 100 signal send() onSend: console.log("Send clicked") MouseArea { id: mousearea anchors.fill: parent onClicked: console.log("MouseArea clicked") } Component.onCompleted: { mousearea.clicked.connect(send) } }
Whenever the
MouseArea
clicked
signal is emitted, the
send
signal will automatically be emitted as well.
output: MouseArea clicked Send clicked