}
/*!
- \qmlmethod void QtQuick.XmlListModel2::XmlListModel::errorString()
+ \qmlmethod QtQuick.XmlListModel2::XmlListModel::errorString()
Returns a string description of the last error that occurred
if \l status is XmlListModel::Error.
//TODO: Move docs (and inheritence) to real base when docs can propagate. Currently this pretends to be the base class!
/*!
- \qmlsignal QtQuick.Particles2::Affector::affectParticles(Array particles, real dt)
+ \qmlsignal QtQuick.Particles2::Affector::onAffectParticles(Array particles, real dt)
This handler is called when particles are selected to be affected. particles contains
an array of particle objects which can be directly manipulated.
/*!
- \qmlmethod void QtQuick.Particles2::ItemParticle::freeze(Item item)
+ \qmlmethod QtQuick.Particles2::ItemParticle::freeze(Item item)
Suspends the flow of time for the logical particle which item represents, allowing you to control its movement.
*/
/*!
- \qmlmethod void QtQuick.Particles2::ItemParticle::unfreeze(Item item)
+ \qmlmethod QtQuick.Particles2::ItemParticle::unfreeze(Item item)
Restarts the flow of time for the logical particle which item represents, allowing it to be moved by the particle system again.
*/
/*!
- \qmlmethod void QtQuick.Particles2::ItemParticle::take(Item item, bool prioritize)
+ \qmlmethod QtQuick.Particles2::ItemParticle::take(Item item, bool prioritize)
Asks the ItemParticle to take over control of item. It will be emitted when there is a logical particle available.
head of the queue.
*/
/*!
- \qmlmethod void QtQuick.Particles2::ItemParticle::give(Item item)
+ \qmlmethod QtQuick.Particles2::ItemParticle::give(Item item)
Orders the ItemParticle to give you control of the item. It will cease controlling it and the item will lose its association to the logical particle.
*/
non-rectangular area.
*/
/*!
- \qmlsignal QtQuick.Particles2::Affector::affected(real x, real y)
+ \qmlsignal QtQuick.Particles2::Affector::onAffected(real x, real y)
This handler is called when a particle is selected to be affected. It will not be called
if a particle is considered by the Affector but not actually altered in any way.
In the special case where an Affector has no possible effect (e.g. Affector {}), affected
will be emitted for all particles being considered if you connect to it. This allows you to
- execute arbitrary code in response to particles (use the \l {QtQuick.Particles2::Affector::affectParticles}
- {affectParticles} signal handler if you want to execute code which affects the particles
+ execute arbitrary code in response to particles (use the Affector::onAffectParticles
+ signal handler if you want to execute code which affects the particles
themselves). As this executes JavaScript code per particle, it is not recommended to use this
signal with a high-volume particle system.
\qmlproperty real QtQuick.Particles2::TrailEmitter::emitRatePerParticle
*/
/*!
- \qmlsignal QtQuick.Particles2::TrailEmitter::emitFollowParticles(Array particles, Particle followed)
+ \qmlsignal QtQuick.Particles2::TrailEmitter::onEmitFollowParticles(Array particles, Particle followed)
This handler is called when particles are emitted from the \a followed particle. \a particles contains an array of particle objects which can be directly manipulated.
*/
/*!
- \qmlmethod void QtQuick2::DragEvent::accept()
- \qmlmethod void QtQuick2::DragEvent::accept(enumeration action)
+ \qmlmethod QtQuick2::DragEvent::accept()
+ \qmlmethod QtQuick2::DragEvent::accept(enumeration action)
Accepts the drag event.
}
/*!
- \qmlproperty Qt::MouseButtons MouseArea::acceptedButtons
+ \qmlproperty Qt::MouseButtons QtQuick2::MouseArea::acceptedButtons
This property holds the mouse buttons that the mouse area reacts to.
To specify that the MouseArea will react to multiple buttons,
/*!
- \qmlproperty QtQuick2::Qt::CursorShape MouseArea::cursorShape
+ \qmlproperty Qt::CursorShape QtQuick2::MouseArea::cursorShape
This property holds the cursor shape for this mouse area.
Note that on platforms that do not display a mouse cursor this may have
no effect.
}
/*!
- \qmlproperty enumeration ShaderEffectSource::wrapMode
+ \qmlproperty enumeration QtQuick2::ShaderEffectSource::wrapMode
This property defines the OpenGL wrap modes associated with the texture.
Modifying this property makes most sense when the item is used as a
}
/*!
- \qmlproperty Item ShaderEffectSource::sourceItem
+ \qmlproperty Item QtQuick2::ShaderEffectSource::sourceItem
This property holds the item to be rendered into the texture.
Setting this to null while \l live is true, will release the texture
/*!
- \qmlproperty rect ShaderEffectSource::sourceRect
+ \qmlproperty rect QtQuick2::ShaderEffectSource::sourceRect
This property defines which rectangular area of the \l sourceItem to
render into the texture. The source rectangle can be larger than
}
/*!
- \qmlproperty size ShaderEffectSource::textureSize
+ \qmlproperty size QtQuick2::ShaderEffectSource::textureSize
This property holds the requested size of the texture. If it is empty,
which is the default, the size of the source rectangle is used.
}
/*!
- \qmlproperty enumeration ShaderEffectSource::format
+ \qmlproperty enumeration QtQuick2::ShaderEffectSource::format
This property defines the internal OpenGL format of the texture.
Modifying this property makes most sense when the item is used as a
}
/*!
- \qmlproperty bool ShaderEffectSource::live
+ \qmlproperty bool QtQuick2::ShaderEffectSource::live
If this property is true, the texture is updated whenever the
\l sourceItem updates. Otherwise, it will be a frozen image, even if
}
/*!
- \qmlproperty bool ShaderEffectSource::hideSource
+ \qmlproperty bool QtQuick2::ShaderEffectSource::hideSource
If this property is true, the \l sourceItem is hidden, though it will still
be rendered into the texture. As opposed to hiding the \l sourceItem by
}
/*!
- \qmlproperty bool ShaderEffectSource::mipmap
+ \qmlproperty bool QtQuick2::ShaderEffectSource::mipmap
If this property is true, mipmaps are generated for the texture.
}
/*!
- \qmlproperty bool ShaderEffectSource::recursive
+ \qmlproperty bool QtQuick2::ShaderEffectSource::recursive
Set this property to true if the ShaderEffectSource has a dependency on
itself. ShaderEffectSources form a dependency chain, where one
}
/*!
- \qmlmethod ShaderEffectSource::scheduleUpdate()
+ \qmlmethod QtQuick2::ShaderEffectSource::scheduleUpdate()
Schedules a re-rendering of the texture for the next frame.
Use this to update the texture when \l live is false.
If it is possible to return to the goalState from the starting point of the goalState
it will continue to do so until goalState is set to "" or an unreachable state.
*/
-/*! \qmlmethod void QtQuick2::SpriteSequence::jumpTo(string sprite)
+/*! \qmlmethod QtQuick2::SpriteSequence::jumpTo(string sprite)
This function causes the SpriteSequence to jump to the specified sprite immediately, intermediate
sprites are not played. The \a sprite argument is the name of the sprite you wish to jump to.
}
/*!
- \qmlproperty real ParentChange::x
- \qmlproperty real ParentChange::y
- \qmlproperty real ParentChange::width
- \qmlproperty real ParentChange::height
- \qmlproperty real ParentChange::scale
- \qmlproperty real ParentChange::rotation
+ \qmlproperty real QtQuick2::ParentChange::x
+ \qmlproperty real QtQuick2::ParentChange::y
+ \qmlproperty real QtQuick2::ParentChange::width
+ \qmlproperty real QtQuick2::ParentChange::height
+ \qmlproperty real QtQuick2::ParentChange::scale
+ \qmlproperty real QtQuick2::ParentChange::rotation
These properties hold the new position, size, scale, and rotation
for the item in this state.
*/
}
/*!
- \qmlproperty Item ParentChange::target
+ \qmlproperty Item QtQuick2::ParentChange::target
This property holds the item to be reparented
*/
QQuickItem *QQuickParentChange::object() const
}
/*!
- \qmlproperty Item ParentChange::parent
+ \qmlproperty Item QtQuick2::ParentChange::parent
This property holds the new parent for the item in this state.
*/
QQuickItem *QQuickParentChange::parent() const
}
/*!
- \qmlproperty Item AnchorChanges::target
+ \qmlproperty Item QtQuick2::AnchorChanges::target
This property holds the \l Item for which the anchor changes will be applied.
*/
QQuickItem *QQuickAnchorChanges::object() const
}
/*!
- \qmlproperty AnchorLine AnchorChanges::anchors.left
- \qmlproperty AnchorLine AnchorChanges::anchors.right
- \qmlproperty AnchorLine AnchorChanges::anchors.horizontalCenter
- \qmlproperty AnchorLine AnchorChanges::anchors.top
- \qmlproperty AnchorLine AnchorChanges::anchors.bottom
- \qmlproperty AnchorLine AnchorChanges::anchors.verticalCenter
- \qmlproperty AnchorLine AnchorChanges::anchors.baseline
+ \qmlproperty AnchorLine QtQuick2::AnchorChanges::anchors.left
+ \qmlproperty AnchorLine QtQuick2::AnchorChanges::anchors.right
+ \qmlproperty AnchorLine QtQuick2::AnchorChanges::anchors.horizontalCenter
+ \qmlproperty AnchorLine QtQuick2::AnchorChanges::anchors.top
+ \qmlproperty AnchorLine QtQuick2::AnchorChanges::anchors.bottom
+ \qmlproperty AnchorLine QtQuick2::AnchorChanges::anchors.verticalCenter
+ \qmlproperty AnchorLine QtQuick2::AnchorChanges::anchors.baseline
These properties change the respective anchors of the item.
}
/*!
- \qmlmethod void QtQuick2::TextEdit::moveCursorSelection(int position, SelectionMode mode = TextEdit.SelectCharacters)
+ \qmlmethod QtQuick2::TextEdit::moveCursorSelection(int position, SelectionMode mode = TextEdit.SelectCharacters)
Moves the cursor to \a position and updates the selection according to the optional \a mode
parameter. (To only move the cursor, set the \l cursorPosition property.)
}
/*!
- \qmlmethod void QtQuick2::TextEdit::deselect()
+ \qmlmethod QtQuick2::TextEdit::deselect()
Removes active text selection.
*/
}
/*!
- \qmlmethod void QtQuick2::TextEdit::selectAll()
+ \qmlmethod QtQuick2::TextEdit::selectAll()
Causes all text to be selected.
*/
}
/*!
- \qmlmethod void QtQuick2::TextEdit::selectWord()
+ \qmlmethod QtQuick2::TextEdit::selectWord()
Causes the word closest to the current cursor position to be selected.
*/
}
/*!
- \qmlmethod void QtQuick2::TextEdit::select(int start, int end)
+ \qmlmethod QtQuick2::TextEdit::select(int start, int end)
Causes the text from \a start to \a end to be selected.
}
/*!
- \qmlmethod void QtQuick2::TextEdit::isRightToLeft(int start, int end)
+ \qmlmethod QtQuick2::TextEdit::isRightToLeft(int start, int end)
Returns true if the natural reading direction of the editor text
found between positions \a start and \a end is right to left.
}
/*!
- \qmlmethod void QtQuick2::TextEdit::insert(int position, string text)
+ \qmlmethod QtQuick2::TextEdit::insert(int position, string text)
Inserts \a text into the TextEdit at position.
*/
return d->lastSelectionEnd;
}
/*!
- \qmlmethod void QtQuick2::TextInput::select(int start, int end)
+ \qmlmethod QtQuick2::TextInput::select(int start, int end)
Causes the text from \a start to \a end to be selected.
}
/*!
- \qmlmethod void QtQuick2::TextInput::deselect()
+ \qmlmethod QtQuick2::TextInput::deselect()
Removes active text selection.
*/
}
/*!
- \qmlmethod void QtQuick2::TextInput::selectAll()
+ \qmlmethod QtQuick2::TextInput::selectAll()
Causes all text to be selected.
*/
}
/*!
- \qmlmethod void QtQuick2::TextInput::isRightToLeft(int start, int end)
+ \qmlmethod QtQuick2::TextInput::isRightToLeft(int start, int end)
Returns true if the natural reading direction of the editor text
found between positions \a start and \a end is right to left.
}
/*!
- \qmlmethod void QtQuick2::TextInput::insert(int position, string text)
+ \qmlmethod QtQuick2::TextInput::insert(int position, string text)
Inserts \a text into the TextInput at position.
*/
/*!
- \qmlmethod void QtQuick2::TextInput::selectWord()
+ \qmlmethod QtQuick2::TextInput::selectWord()
Causes the word closest to the current cursor position to be selected.
*/
}
/*!
- \qmlmethod void QtQuick2::TextInput::moveCursorSelection(int position, SelectionMode mode = TextInput.SelectCharacters)
+ \qmlmethod QtQuick2::TextInput::moveCursorSelection(int position, SelectionMode mode = TextInput.SelectCharacters)
Moves the cursor to \a position and updates the selection according to the optional \a mode
parameter. (To only move the cursor, set the \l cursorPosition property.)