The Conway’s Game of Life example shows how the QML TableView type can be used to display a C++ model that the user can pan around.
To run the example from Qt Creator, open the Welcome mode and select the example from Examples. For more information, visit Building and Running an Example.
TableView { id: tableView anchors.fill: parent rowSpacing: 1 columnSpacing: 1 ScrollBar.horizontal: ScrollBar {} ScrollBar.vertical: ScrollBar {} delegate: Rectangle { id: cell implicitWidth: 15 implicitHeight: 15 required property var model required property bool value color: value ? "#f3f3f4" : "#b5b7bf" MouseArea { anchors.fill: parent onClicked: parent.model.value = !parent.value } }
The example uses the TableView component to display a grid of cells. Each of these cells is drawn on the screen by the TableView’s
delegate, which is a Rectangle QML component. We read the cell’s value and we change it using model.value
when the user clicks it.
contentX: (contentWidth - width) / 2; contentY: (contentHeight - height) / 2;
When the application starts, the TableView is scrolled to its center by using its contentX
and contentY
properties to update the scroll position, and the
contentWidth
and contentHeight
to compute where the view should be scrolled to.
model: GameOfLifeModel { id: gameOfLifeModel }
class GameOfLifeModel : public QAbstractTableModel { Q_OBJECT QML_ELEMENT Q_ENUMS(Roles) public: enum Roles { CellRole }; QHash<int, QByteArray> roleNames() const override { return { { CellRole, "value" } }; } explicit GameOfLifeModel(QObject *parent = nullptr); int rowCount(const QModelIndex &parent = QModelIndex()) const override; int columnCount(const QModelIndex &parent = QModelIndex()) const override; QVariant data(const QModelIndex &index, int role = Qt::DisplayRole) const override; bool setData(const QModelIndex &index, const QVariant &value, int role = Qt::EditRole) override; Qt::ItemFlags flags(const QModelIndex &index) const override; Q_INVOKABLE void nextStep(); Q_INVOKABLE bool loadFile(const QString &fileName); Q_INVOKABLE void loadPattern(const QString &plainText); Q_INVOKABLE void clear(); private: static constexpr int width = 256; static constexpr int height = 256; static constexpr int size = width * height; using StateContainer = std::array<bool, size>; StateContainer m_currentState; int cellNeighborsCount(const QPoint &cellCoordinates) const; static bool areCellCoordinatesValid(const QPoint &coordinates); static QPoint cellCoordinatesFromIndex(int cellIndex); static std::size_t cellIndex(const QPoint &coordinates); };
The GameOfLifeModel
class extends QAbstractTableModel so it can be used as the model of our TableView component. Therefore,
it needs to implement some functions so the TableView component can interact with the model. As you can see in the private
part of the class, the model uses a fixed-size
array to store the current state of all the cells. We also use the QML_ELEMENT macro in order to expose the class to QML.
int GameOfLifeModel::rowCount(const QModelIndex &parent) const { if (parent.isValid()) return 0; return height; } int GameOfLifeModel::columnCount(const QModelIndex &parent) const { if (parent.isValid()) return 0; return width; }
Here, the rowCount
and columnCount
methods are implemented so the TableView component can know the size of the table. It simply returns the values of the
width
and height
constants.
QVariant GameOfLifeModel::data(const QModelIndex &index, int role) const { if (!index.isValid() || role != CellRole) return QVariant(); return QVariant(m_currentState[cellIndex({index.column(), index.row()})]); }
This method is called when the TableView component requests some data from the model. In our example, we only have one piece of data by cell: whether it is alive or not. This
information is represented by the CellRole
value of the Roles
enum in our C++ code; this corresponds to the value
property in the QML code (the link between these two is made by the
roleNames()
function of our C++ class).
The GameOfLifeModel
class can identify which cell was the data requested from with the index
parameter, which is a QModelIndex that contains a row and a
column.
bool GameOfLifeModel::setData(const QModelIndex &index, const QVariant &value, int role) { if (role != CellRole || data(index, role) == value) return false; m_currentState[cellIndex({index.column(), index.row()})] = value.toBool(); emit dataChanged(index, index, {role}); return true; }
The setData
method is called when a property’s value is set from the QML interface: in our example, it toggles a cell’s state when it is clicked. In the same way as the data()
function does, this
method receives an index
and a role
parameter. Additionally, the new value is passed as a QVariant, that we convert to a boolean using the toBool
function.
When we update the internal state of our model object, we need to emit a dataChanged
signal to tell the TableView component that it needs to update the displayed
data. In this case, only the cell that was clicked is affected, thus the range of the table that has to be updated begins and ends at the cell’s index.
void GameOfLifeModel::nextStep() { StateContainer newValues; for (std::size_t i = 0; i < size; ++i) { bool currentState = m_currentState[i]; int cellNeighborsCount = this->cellNeighborsCount(cellCoordinatesFromIndex(static_cast<int>(i))); newValues[i] = currentState == true ? cellNeighborsCount == 2 || cellNeighborsCount == 3 : cellNeighborsCount == 3; } m_currentState = std::move(newValues); emit dataChanged(index(0, 0), index(height - 1, width - 1), {CellRole}); }
This function can be called directly from the QML code, because it contains the Q_INVOKABLE macro in its definition. It plays an iteration of the game, either when the user clicks
the Next button or when the Timer emits a triggered()
signal.
Following the Conway’s Game of Life rules, a new state is computed for each cell depending on the current state of its neighbors. When the new state has been computed for the whole grid, it replaces the current state and a dataChanged signal is emitted for the whole table.
bool GameOfLifeModel::loadFile(const QString &fileName) { QFile file(fileName); if (!file.open(QIODevice::ReadOnly)) return false; QTextStream in(&file); loadPattern(in.readAll()); return true; } void GameOfLifeModel::loadPattern(const QString &plainText) { clear(); QStringList rows = plainText.split("\n"); QSize patternSize(0, rows.count()); for (QString row : rows) { if (row.size() > patternSize.width()) patternSize.setWidth(row.size()); } QPoint patternLocation((width - patternSize.width()) / 2, (height - patternSize.height()) / 2); for (int y = 0; y < patternSize.height(); ++y) { const QString line = rows[y]; for (int x = 0; x < line.length(); ++x) { QPoint cellPosition(x + patternLocation.x(), y + patternLocation.y()); m_currentState[cellIndex(cellPosition)] = line[x] == 'O'; } } emit dataChanged(index(0, 0), index(height - 1, width - 1), {CellRole}); }
When the application opens, a pattern is loaded to demonstrate how Conway’s Game of Life works. These two functions load the file where the pattern is stored and parse it. As in the nextStep
function, a
dataChanged
signal is emitted for the whole table once the pattern has been fully loaded.