Signal and Handler Event System
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 a script or other operations in the handler allows the component to respond to the event.
Receiving signals with signal handlers
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 Button type from the Qt Quick Controls module has a clicked
signal, which is emitted whenever the button is clicked. In this case, the signal handler for receiving this signal should be onClicked
. In the example below, whenever the button is clicked, the onClicked
handler is invoked, applying a random color to the parent Rectangle:
import QtQuick import QtQuick.Controls Rectangle { id: rect width: 250; height: 250 Button { anchors.bottom: parent.bottom anchors.horizontalCenter: parent.horizontalCenter text: "Change color!" onClicked: { rect.color = Qt.rgba(Math.random(), Math.random(), Math.random(), 1); } } }
Note: Even though signal handlers look a bit like JavaScript functions, you should not call them directly. If you need to share code between signal handlers and other functionality, refactor it into a separate function. Otherwise always emit the signal if you want the signal handler to be called. There can be multiple handlers, in different scopes, for the same signal.
Property change signal handlers
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 Rectangle { id: rect width: 100; height: 100 TapHandler { onPressedChanged: console.log("taphandler pressed?", pressed) } }
Even though the TapHandler documentation does not document a signal handler named onPressedChanged
, the signal is implicitly provided by the fact that the pressed
property exists.
Signal parameters
Signals might have parameters. To access those, you should assign a function to the handler. Both arrow functions and anonymous functions work.
For the following examples, consider a Status component with an errorOccurred signal (see Adding signals to custom QML types for more information about how signals can be added to QML components).
// Status.qml import QtQuick Item { id: myitem signal errorOccurred(message: string, line: int, column: int) }
Status { onErrorOccurred: (mgs, line, col) => console.log(`${line}:${col}: ${msg}`) }
Note: The names of the formal parameters in the function do not have to match those in the signal.
If you do not need to handle all parameters, it is possible to omit trailing ones:
Status { onErrorOccurred: message => console.log(message) }
It is not possible to leave out leading parameters you are interested in, however you can use some placeholder name to indicate to readers that they are not important:
Status { onErrorOccurred: (_, _, col) => console.log(`Error happened at column ${col}`) }
Note: Instead of using a function, it is possible, but discouraged, to use a plain code block. In that case all signal parameters get injected into the scope of the block. However, this can make code difficult to read as it's unclear where the parameters come from, and results in slower lookups in the QML engine. Injecting parameters in this way is deprecated, and will cause runtime warnings if the parameter is actually used.
Using the Connections type
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 button
:
import QtQuick import QtQuick.Controls Rectangle { id: rect width: 250; height: 250 Button { id: button anchors.bottom: parent.bottom anchors.horizontalCenter: parent.horizontalCenter text: "Change color!" } Connections { target: button function onClicked() { rect.color = Qt.rgba(Math.random(), Math.random(), Math.random(), 1); } } }
Attached signal handlers
An attached signal handler 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. It is often used to execute some JavaScript code when its creation process is complete. Here is an example:
import QtQuick 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 a 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. The engine emits this signal when the Rectangle object is 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, 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 extra code.
See Attached properties and attached signal handlers for more information on attached signal handlers.
Adding signals to custom QML types
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, the code below is defined in a file named SquareButton.qml
. The root Rectangle object has an activated
signal, which is emitted whenever the child TapHandler is tapped
. In this particular example the activated signal is emitted with the x and y coordinates of the mouse click:
// SquareButton.qml import QtQuick Rectangle { id: root signal activated(real xPosition, real yPosition) property point mouseXY property int side: 100 width: side; height: side TapHandler { id: handler onTapped: root.activated(root.mouseXY.x, root.mouseXY.y) onPressedChanged: root.mouseXY = handler.point.position } }
Now any objects of the SquareButton
can connect to the activated
signal using an onActivated
signal handler:
// myapplication.qml SquareButton { onActivated: (xPosition, yPosition) => console.log(`Activated at {xPosition}, ${yPosition}`) }
See Signal Attributes for more details on writing signals for custom QML types.
Connecting signals to methods and signals
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:
import QtQuick 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: string, notice: string) { console.log(`Sending to post: ${person}, ${notice}`) } function sendToTelegraph(person: string, notice: string) { console.log(`Sending to telegraph: ${person}, ${notice}`) } function sendToEmail(person: string, notice: string) { 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 earlier, 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) } }
Signal to signal connect
By connecting signals to other signals, the connect()
method can form different signal chains.
import QtQuick Rectangle { id: forwarder width: 100; height: 100 signal send() onSend: console.log("Send clicked") TapHandler { id: mousearea anchors.fill: parent onTapped: console.log("Mouse clicked") } Component.onCompleted: { mousearea.tapped.connect(send) } }
Whenever the TapHandler's tapped
signal is emitted, the send
signal will automatically be emitted as well.
output: MouseArea clicked Send clicked
Note: Connections to function objects will stay alive as long as the sender of the signal is alive. This behavior is analogous to the 3-argument version of QObject::connect() in C++.
Window { visible: true width: 400 height: 400 Item { id: item property color globalColor: "red" Button { text: "Change global color" onPressed: { item.globalColor = item.globalColor === Qt.color("red") ? "green" : "red" } } Button { x: 150 text: "Clear rectangles" onPressed: repeater.model = 0 } Repeater { id: repeater model: 5 Rectangle { id: rect color: "red" width: 50 height: 50 x: (width + 2) * index + 2 y: 100 Component.onCompleted: { if (index % 2 === 0) { item.globalColorChanged.connect(() => { color = item.globalColor }) } } } } } }
In the contrived example above, the goal is to flip the color of every even rectangle to follow some global color. To achieve this, for every even rectangle, a connection is made between the globalColorChanged signal and a function to set the rectangle's color. This works as expected while the rectangles are alive. However, once the clear button is pressed, the rectangles are gone but the function handling the signal is still called every time the signal is emitted. This can be seen by the error messages thrown by the function trying to run in the background when changing the global color.
In the current setup, the connections would only be destroyed once the item holding globalColor is destroyed. To prevent the connections from lingering on, they can be explicitly disconnected when the rectangles are being destroyed.