Specifies how to change the anchors of an item in a state |
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Specifies how to reparent an Item in a state change |
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Describes new property bindings or values for a state |
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Defines configurations of objects and properties |
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Specifies how to run a script in a state |
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Provides built-in state support for non-Item types |
Many user interface designs are state driven; interfaces have configurations that differ depending on the current state. For example, a traffic signal will configure its flags or lights depending on its state. While
in the signal's stop
state, a red light will turn on while the yellow and the green lights will turn off. In the caution
state, the yellow light is on while the other lights are turned off.
In QML, states are a set of property configurations defined in a State type. Different configurations could, for example:
All Item-based objects have a state
property, and can specify additional states by adding new State
objects to the item's states property. Each state within a component has a unique name
, an empty string being the default. To change the current state of an item, set the state property to the name of the state.
Non-Item objects may use states through the StateGroup type.
To create a state, add a State object to the item's states property, which holds a list of states for that item.
A warning signal
component may have two states, the NORMAL
and the CRITICAL
state. Suppose that in the NORMAL
state, the color
of the signal should be
green
and the warning flag
is down. Meanwhile, in the CRITICAL
state, the color
should be red
and the flag is up
. We may model the states using the
State
type and the color and flag configurations with the PropertyChanges
type.
Rectangle { id: signal width: 200; height: 200 state: "NORMAL" states: [ State { name: "NORMAL" PropertyChanges { target: signal; color: "green"} PropertyChanges { target: flag; state: "FLAG_DOWN"} }, State { name: "CRITICAL" PropertyChanges { target: signal; color: "red"} PropertyChanges { target: flag; state: "FLAG_UP"} } ] }
The PropertyChanges type will change the values of object properties. Objects are referenced through their id. Objects
outside the component are also referenced using the id
property, exemplified by the property change to the external flag
object.
Further, the state may change by assigning the state
property with the appropriate signal state. A state switch could be in a MouseArea type, assigning a different
state whenever the signal receives a mouse click.
Rectangle { id: signalswitch width: 75; height: 75 color: "blue" MouseArea { anchors.fill: parent onClicked: { if (signal.state == "NORMAL") signal.state = "CRITICAL" else signal.state = "NORMAL" } } }
The State type is not limited to performing modifications on property values. It can also:
Every Item based component has a state
property and a default state. The default state is the empty string (""
) and contains all of an item's initial
property values. The default state is useful for managing property values before state changes. Setting the state
property to an empty string will load the default state.
when
PropertyFor convenience, the State type has a when
property that can bind to expressions to change the state whenever the bound expression evaluates to true
. The
when
property will revert the state back to the default state when the expression evaluates to false.
Rectangle { id: bell width: 75; height: 75 color: "yellow" states: State { name: "RINGING" when: (signal.state == "CRITICAL") PropertyChanges {target: speaker; play: "RING!"} } }
The bell
component will change to the RINGING
state whenever the signal.state
is CRITICAL
.
State changes induce abrupt value changes. The Transition type allow smoother changes during state changes. In transitions, animations and interpolation behaviors are definable. The Animation and Transitions article has more information about creating state animations.
The States and Transitions example demonstrates how to declare a basic set of states and apply animated transitions between them.
Using Qt Quick Behaviors with States explains a common problem when using Behaviors to animate state changes.
In order for Transition to correctly animate state changes, it is sometimes necessary for the engine to fast forward and rewind a state (that is, internally set and unset the state) before it is finally applied. The process is as follows:
In some cases this may cause unintended behavior. For example, a state that changes a view's model or a Loader's sourceComponent will set these properties multiple times (to apply, rewind, and then reapply), which can be relatively expensive.
State fast forwarding should be considered an implementation detail, and may change in later versions.