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 signal handler. 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.
For example, the MouseArea type from the 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 type has 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.
For example, the MouseArea type has a 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.
For example, the 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.
For example, 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 Component
attaching
type with a completed
signal has automatically been attached to the 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.
See Attached properties and attached signal handlers for more information on attached signal handlers.
Signals can be added to custom QML types through the signal
keyword.
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) }
See Signal Attributes for more details on writing signals for custom QML types.
Signal objects have a 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()
method:
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