Add tutorials (#115)

These are the tutorials written a while ago, plus one chapter called
"Why QSkinny?". They will be part of the website once it is published.
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---
title: 1. What is QSkinny?
layout: docs
---
:doctitle: 1. What is QSkinny?
:notitle:
QSkinny is a UI framework based on the Qt graphic stack and written in
{cpp}. It allows users to write their UIs in {cpp} and/or QML.
.The Fendt Tractor GUI
image::https://camo.githubusercontent.com/3eea80daf41ce6a86f08c73353d05000363c4df0/68747470733a2f2f7777772e66656e64742e636f6d2f696e742f67656e6576612d6173736574732f7769646765742f32383239312f6e6577732d332d6c6f772e6a7067[Fendt Tractor GUI]
It is currently being used in the Fendt Tractor GUI project, see the
picture above. For the Fendt Tractor GUI there is no QML used at all;
the whole codebase is written in {cpp}. An overview of how QSkinny fits
into the Qt architecture is depicted below:
.QSkinny sits on top of QtQuick, while QML is optional
image::../images/architecture-simple.png[QSkinny architecture]

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---
title: 2. Why QSkinny?
layout: docs
---
:doctitle: 2. Why QSkinny?
:notitle:
The typical questions about QSkinny are: Why was QSkinny created? And why would
somebody use QSkinny and not QML?
Which technology to use always depends on the specific use case. However,
QSkinny does have some advantages:
== 1. It's {cpp}
QSkinny is written in {cpp}, so there is no new syntax or programming paradigm
to learn as is the case with QML. Of course QSkinny has concepts that
new programmers need to become familiar with, but they should be understandable
for people who know {cpp}. Especially programmers experienced with
QtWidgets should feel comfortable with QSkinny right away.
=== 1.1 Integration with other build systems / IDEs
While QtCreator is the natural choice of *IDE* for Qt programmers,
some people prefer other IDEs, e.g. Visual
Studio (Code), Eclipse, CLion etc. Such IDEs usually don't have language support
for QML like type completion and other features. So when using QML you are
either bound to using QtCreator, or use another IDE and live with the fact that
the IDE will not understand QML.
When it comes to *build systems*, some QML tools might be hard to integrate:
For instance in Visual Studio projects it is difficult to invoke the QML
compiler through the build system.
With QSkinny being written completely in {cpp}, it can be used with any IDE and
should integrate nicely with other build systems. QSkinny is using Qt-specific
concepts like signals and slots and invokable methods though.
=== 1.2 Use {cpp} tooling for your whole codebase
{cpp} has extensive tooling that assists with writing code, for instance:
- gdb and other debuggers
- valgrind
- address sanitizer and other sanitizers
- static code analysis tools
- code coverage tools (e.g. gcov)
- auto test frameworks
- (a lot more, e.g. clang tools)
E.g. QtCreator will let you know about potential problems in your code while
you type, e.g. "unused variable", "calling a virtual method from the constructor
of a class" etc., and it might even suggest an automatic fix for it.
QML does have some tooling, but its feature set is nowhere near the support of
{cpp}.
When writing your whole codebase in {cpp} with QSkinny, the tooling can be used
for the whole codebase, so also UI code can be debugged, auto tested for a
CI system, and so on.
In addition, {cpp} has concepts that QML as a declarative language doesn't,
like inheritance and overloading. This makes it easier to implement concepts
like event handling, see <<Styling>> below.
== 2. Easy data binding
When displaying data from a backend in a QML UI, that data needs to be in a
certain format: It needs to be made readable by Qt's Meta Object system via
`Q_PROPERTY`, `Q_INVOKABLE`, `Q_SIGNAL` and others.
Also, for each model that is used in QML there typically needs to be one
subclass of `QAbstractListModel`, which serves as an adapter class. The process
of subclassing and implementing virtual methods can be cumbersome, and lead to
lots of boilerplate code.
QSkinny doesn't need any adaptation layer per se, the data just needs to be
connected to the frontend with standard {cpp} functionality. Of course classes
like the aforementioned `QAbstractListModel` can be used when it makes sense,
but this is up to the user.
== 3. Layouts
Whe it comes to *layouts*, QSkinny has a complete concept of laying out the UI,
or in other words: The user can determine in a fine-grained way what happens
when there is too little or too much space available.
Concepts like size hints, size policies, stretch factors and others are concepts
that were already available in QtWidgets and Qt's Graphics View Framework, and
are now supported in QSkinny.
Why are layouts important? QML was created under the premise that in contrast to
desktop UIs, embedded UIs run as fullscreen window on an embedded board and
thus size changes will rarely happen.
This is true for many cases, however layout code gets important when one of the
following events happen:
- The UI needs to run on two or more screen sizes
- Language or style changes need to be supported
- The window is resized, e.g. when the Android virtual keyboard pops up
QSkinny allows the user to take the above use cases into account, but doesn't
force the developer to write overly complex code: A UI written with QSkinny can
be coded with fixed sizes for UI elements, as it is typically done in QML.
== [[Styling]] 4. Styling / Adding custom controls
Qt Quick Controls 2 support different styles, and it even comes with several
built-in styles like a Google Material style and a Microsoft Universal style.
One drawback with Qt Quick Controls 2 is that application developers can only
add custom types in QML, not in {cpp}. This makes it cumbersome for concepts
like event handling, as is noted in the Qt documentation:
https://doc.qt.io/qt-5/qtquickcontrols2-differences.html[Differences with Qt Quick Controls 1,role=external,window=_blank].
So an application developer who wants to add own types, as is common for medium
to large-scale projects, will have to implement these custom types in QML.
Since being able to use {cpp} for application logic of components seems to have been
one reason to create Qt Quick Controls 2 (another reason being performance
issues with Qt Quick Controls 1, see
https://www.qt.io/blog/2015/03/31/qt-quick-controls-for-embedded[Qt Quick Controls for Embedded,role=external,window=_blank]), allowing the user to write controls in {cpp} gives the user more flexibility.
QSkinny allows for implementing custom types in {cpp}; also both built-in
components like push buttons, sliders etc. as well as custom types can be easily
styled from {cpp}. The latter can be achieved by simply adding style
descriptions in user code.

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---
title: 3. Writing your first application
layout: docs
---
:doctitle: 3. Writing your first application
:notitle:
== Writing your first application
=== Building the QSkinny repository
In this chapter we will write a simple QSkinny application on Linux from scratch. As a prerequisite, a recent Qt version (>= 5.6) should be available and the directory of its `qmake` binary in the current `$PATH`. The we can build the QSkinny repository with the following commands:
[source,xml]
....
cd /home/user/dev/
git clone https://github.com/uwerat/qskinny.git
cd qskinny
qmake
make
....
This will produce the libraries `libqskinny.so` and others in the `qskinny/lib` directory. Optionally we could install the libraries to `/usr/local` via `make install`; for now we will use the ones from the local build at `/home/user/dev/qskinny/lib`. If you checked out the repository in another directory, you will have to adapt the include and library paths used below.
=== Compiling our first app
As a next step, we need to write our app. Let's start with a simple `main.cpp` file in a directory `myapp`:
.main.cpp
[source]
....
#include <SkinnyFont.h>
#include <QskWindow.h>
#include <QGuiApplication>
int main( int argc, char* argv[] )
{
QGuiApplication app( argc, argv );
SkinnyFont::init( &app );
QskWindow window;
window.show();
return app.exec();
}
....
For now this will just create an empty window (the `QskWindow`) without any controls. Next, we need to create a `myapp.pro` file in our `myapp` directory:
.myapp.pro
[source,xml]
....
TEMPLATE = app
TARGET = myapp
INCLUDEPATH += /home/user/dev/qskinny/support \
/home/user/dev/qskinny/src/common \
/home/user/dev/qskinny/src/controls \
/home/peter/temp/qskinny/src/layouts
LIBS += -L/home/user/dev/qskinny/lib -lqskinny -lqsktestsupport
SOURCES += \
main.cpp
....
Now we can compile our app:
[source,xml]
....
cd myapp
qmake
make
....
When running the app we will have to supply the `LD_LIBRARY_PATH`:
[source,xml]
....
LD_LIBRARY_PATH=/home/user/dev/qskinny/lib ./myapp
....
This should show just an empty window.
=== Adding UI controls
Now that we have our app running, we can add some UI controls to it by extending the `main.cpp` file we created earlier. We will add some additional include directives, and then create a horizontal layout containing two push buttons. The layout with the two buttons will be shown in the window. Below is the complete updated source file:
.main.cpp
[source]
....
#include <SkinnyFont.h>
#include <QskWindow.h>
#include <QskLinearBox.h>
#include <QskPushButton.h>
#include <QGuiApplication>
int main( int argc, char* argv[] )
{
QGuiApplication app( argc, argv );
SkinnyFont::init( &app );
auto* horizontalBox = new QskLinearBox( Qt::Horizontal );
auto* button1 = new QskPushButton( "button 1", horizontalBox );
auto* button2 = new QskPushButton( "button 2", horizontalBox );
QskWindow window;
window.addItem( horizontalBox );
window.show();
return app.exec();
}
....
Now the app is displaying the two buttons:
image::../images/writing-first-application.png[An app showing two buttons]
That's it; you just created a QSkinny application from scratch.
For information on how the controls and layouts above behave, see the next chapters.

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---
title: 4. Layouts
layout: docs
---
:doctitle: 4. Layouts
:notitle:
== Layouts
Layouts manage the position of UI elements on the screen, and how the
elements react to size changes (e.g. window resize).
=== Size hints
Size hints let the layouting code know how big UI elements are, and to
which size they may shrink or grow.
Size hints can be explicit or implicit. Explicit sizes are set by the
user via an API call through `setExplicitSizeHint()` ("This element is
of that size''), while implicit sizes are deduced from the elements
themselves. Explicit size hints always take precedence over implicit
ones.
For instance, the implicit size of a button is calculated from the
text width (which itself depends on the font) and possibly padding and
margins:
.implicit horizontal size hint of a button
image::../images/size-hints-calculation.png[implicit horizontal size hint of a button]
The implicit width of a composited UI element containing a
graphic on the left and a text on the right would be the sum of the elements
width, again with padding and margins.
Layouts, i.e. classes deriving from `QskBox`, are also controls
(i.e. `QskControl` instances), so they also have size hints. A layout
typically calculates its implicit size hint by summing up the size of
its children. For instace a horizontal layout containing three buttons
next to each other will calculate its implicit width by summing up the
widths of the buttons (spacing and margins again come on top).
There are three types of size hints: *Minimum*, *Preferred* and
*Maximum*.
* The *minimum size hint* of a UI element is used by layouting code to
determine how small an element can be.
* The *preferred size hint* is the natural size of an element, and will
be used in an ideal case, meaning there is enough space available.
* The *maximum size hint* is used by layouting code to determine how big
an element can be.
Minimum and maximum size hints of atomic controls like `QskPushButton`
or `QskTextLabel` are typically not used, instead size policies are used
to express how small or big a component can be (see next topic).
Minimum and maximum sizes, i.e. the methods `minimumSize()` and
`maximumSize()`, are typically used for layouts though.
So in total, a control can have up to 6 size hints: the three types
described above, and each one can have an implicit and an explicit hint.
==== Example
Below is an image with an implicit size hint with a width of 91 pixels
and a height of 39 pixels (91x39). The hint is determined by the size of
the text (71x19 pixels) plus margins (10 pixels each for top, right,
bottom, left). We dont need to set a size hint explicitly, the control
will be rendered correctly with the implicit size hint:
[source]
....
auto* label1 = new QskTextLabel( "control 1" );
label1->setMargins( 10 );
label1->setBackgroundColor( Qt::magenta );
....
.control without explicit size hint
image::../images/size-hints-1.png[Image without explicit size hint]
If we set an explicit size hint of 150x60 pixels ourselves for the
preferred size, the control will be rendered differently:
....
label1->setExplicitSizeHint( Qt::PreferredSize, { 150, 60 } );
....
.control with explicit size hint
image::../images/size-hints-2.png[Image with explicit size hint]
When dealing with standard controls or layouts, the size hints dont
need to be specified explicitly, as it can be deduced from its standard
values, as seen in the example above.
The actual size of a UI element also depends on its size policy, see the
next topic.
=== Size policies
Size policies define the way UI elements can change their size depending
on the available space. Imagine a UI with a top bar and a main content
area: When a status bar at the bottom is to be faded in, the top bar and
main content have less space to display. One way to deal with this would
be to leave the top bar at the same size and shrink the main area. This
can be achieved with size policies: The top bar would have a vertical
size policy of `Fixed`, while the main area would be `Preferred`,
meaning it can grow and shrink.
The size policies of QSkinny correspond to the
*https://doc.qt.io/qt-5/qsizepolicy.html#Policy-enum[size policies from
QtWidgets]*:
[width="100%",cols="50%,50%",options="header",]
|=======================================================================
|`QskSizePolicy::Policy` |description
|`Fixed` |The control has a fixed size and can neither grow nor shrink.
|`Minimum` |The control cannot shrink beyond its minimum size, but it
can grow if needed.
|`Maximum` |The control cannot grow beyond its maximum size, but it can
shrink if needed.
|`Preferred` |The control can grow and shrink, but it should be of the
size given by `sizeHint()`.
|`MinimumExpanding` |The control cannot shrink beyond its minimum size,
but it can grow and should get as much space as possible.
|`Expanding` |The control can shrink and grow, and it should get as much
space as possible.
|`Ignored` |The `sizeHint()` is ignored, and the control will get as
much space as possible.
|`Constrained` |The size of the control depends on a constraint,
i.e. the width is depending on the height or vice versa. For this policy
and the other `Constrained*` ones below, `QskControl::widthForHeight()`
or `QskControl::heightForWidth()` will be queried.
|`ConstrainedMinimum` |The size of the control depends on a constraint,
but it can grow if needed.
|`ConstrainedMaximum` |The size of the control depends on a constraint,
but it can shrink if needed.
|`ConstrainedPreferred` |The size of the control depends on a
constraint, but it can grow and srhink if needed.
|`ConstrainedMinimumExpanding` |The size of the control depends on a
constraint, but it can grow and should get as much space as possible.
|`ConstrainedExpanding` |The size of the control depends on a
constraint, and it should get as much space as possible.
|=======================================================================
All the `Constrained*` policies correspond to Qts
https://doc.qt.io/qt-5/qsizepolicy.html#hasHeightForWidth[QSizePolicy::hasHeightForWidth()]
or
https://doc.qt.io/qt-5/qsizepolicy.html#hasWidthForHeight[QSizePolicy::hasWidthForHeight()]
flag. E.g. if a control has a horizontal size policy of `Constrained`
and a vertical size policy of `Fixed`, it will call `widthForHeight()`
to determine the width that corresponds to the height.
==== Example
Below is an example of two buttons with different size policies. In this
case only the horizontal size policies are considered; the vertical size
policies behave correspondingly.
[source]
....
auto horizontalBox = new QskLinearBox( Qt::Horizontal );
auto* label1 = new QskTextLabel( "size policy: fixed" );
label1->setSizePolicy( Qt::Horizontal, QskSizePolicy::Fixed );
horizontalBox->addItem( label1 );
auto* label2 = new QskTextLabel( "size policy: minimum" );
label2->setSizePolicy( Qt::Horizontal, QskSizePolicy::Minimum );
horizontalBox->addItem( label2 );
...
....
By default the width of the buttons is determined by its text plus its
margins:
.Size policies with preferred size
image::../images/size-policies-horizontal-minimum-1.png[Fixed vs. Minimum size policy]
After growing the window horizontally, the button with the Fixed
horizontal size policy keeps its width, while the button with the
Minimum policy will grow:
.Size policies when increasing window width
image::../images/size-policies-horizontal-minimum-2.png[Fixed vs. Minimum size policy]
When shrinking the window below its original size, both buttons stay
with their width: The one on the left because of its `Fixed` size policy,
and the one on the right because it wont shrink below its original size
due to the `Minimum` size policy.
.Size policies when shrinking window width
image::../images/size-policies-horizontal-minimum-3.png[Fixed vs. Minimum size policy]
If we change the policy of the right button to `Preferred`, it will shrink
below its original size (even though the text is too wide now):
....
label2->setSizePolicy( Qt::Horizontal, QskSizePolicy::Preferred );
label2->setText( "size policy: preferred" );
....
.Size policies when changing to preferred size policy
image::../images/size-policies-horizontal-minimum-4.png[Fixed vs. Minimum size policy]
=== Types of layouts
There are different types of layouts that can group UI elements
together. Internally, layouts use the `layoutRect()` method to determine
the available space to place its children.
==== Linear layouts (QskLinearBox)
A linear layout can group elements either horizontally or vertically, as
in the images below.
[source]
....
auto horizontalBox = new QskLinearBox( Qt::Horizontal );
auto* label1 = new QskTextLabel( "control 1" );
horizontalBox->addItem( label1 );
auto* label2 = new QskTextLabel( "control 2" );
horizontalBox->addItem( label2 );
auto* label3 = new QskTextLabel( "control 3" );
horizontalBox->addItem( label3 );
...
....
.Horizontal layout
image::../images/layout-horizontal.png[Horizontal layout]
[source]
....
auto verticalBox = new QskLinearBox( Qt::Vertical );
auto* label1 = new QskTextLabel( "control 1" );
verticalBox->addItem( label1 );
auto* label2 = new QskTextLabel( "control 2" );
verticalBox->addItem( label2 );
auto* label3 = new QskTextLabel( "control 3" );
verticalBox->addItem( label3 );
...
....
.Vertical layout
image::../images/layout-vertical.png[Vertical layout]
==== Grid layouts (QskGridBox)
Grid layouts are like linear layouts, but 2 dimensional, and support
laying out UI controls in a grid, including spanning columns and rows.
[source]
....
auto* gridBox = new QskGridBox;
auto* label1 = new QskTextLabel( "control 1" );
gridBox->addItem( label1, 0, 0 ); // last two arguments are row and column
auto* label2 = new QskTextLabel( "control 2" );
gridBox->addItem( label2, 0, 1 );
auto* label3 = new QskTextLabel( "control 3" );
gridBox->addItem( label3, 0, 2 );
auto* label4 = new QskTextLabel( "control 4" );
gridBox->addItem( label4, 1, 0, 1, 2 ); // additional arguments are rowSpan and columnSpan
auto* label5 = new QskTextLabel( "control 5" );
gridBox->addItem( label5, 1, 2 );
auto* label6 = new QskTextLabel( "control 6" );
gridBox->addItem( label6, 2, 0 );
auto* label7 = new QskTextLabel( "control 7" );
gridBox->addItem( label7, 2, 1, 1, 2 );
....
.Grid layout
image::../images/layout-grid.png[Grid layout]
==== Stack layouts (QskStackBox)
Stack layouts allow for items to be arranged on top of each other.
Usually there is one current (visible) item, while the rest of the items
are hidden below the current one:
[source]
....
auto* stackBox = new QskStackBox;
auto* label1 = new QskTextLabel( "control 1" );
label1->setBackgroundColor( Qt::blue );
stackBox->addItem( label1 );
auto* label2 = new QskTextLabel( "control 2" );
label2->setBackgroundColor( Qt::cyan );
stackBox->addItem( label2 );
auto* label3 = new QskTextLabel( "control 3" );
label3->setBackgroundColor( Qt::magenta );
stackBox->addItem( label3 );
stackBox->setCurrentIndex( 2 );
...
....
.Stack layout (symbolized)
image::../images/layout-stack.png[Stack layout]
In this example, "control 3" is stacked on top of the blue and the
cyan control. Controls in a stacked layout can be of different sizes.
NOTE: The image above is just for illustrating purposes. In practice
the topmost control ("control 3" here) is completely covering the ones
below it.
==== QskControl::autoLayoutChildren()
When the `QskControl::autoLayoutChildren()` flag is set, the control will
recalculate the geometry of its children whenever the item is updating
its layout.
=== Stretch factors
Stretch factors allow layouts to keep a size ratio for their elements.
Lets say a horizontal layout contains two elements, and when filling up
additional space, the second element should always have twice the width
of the first element. Then the first element should have a stretch
factor of 1 and the second element a factor of 2.
Stretch factors are set on the layout rather than on the controls
itself:
[source]
....
auto horizontalBox = new QskLinearBox( Qt::Horizontal );
auto* label1 = new QskTextLabel( "stretch factor 1" );
horizontalBox->addItem( label1 );
horizontalBox->setStretchFactor( label1, 1 );
auto* label2 = new QskTextLabel( "stretch factor 2" );
horizontalBox->addItem( label2 );
horizontalBox->setStretchFactor( label2, 2 );
...
....
When the layout has all the space it needs (but not more), both elements
are rendered with their preferred size:
.Stretch factors with preferred size
image::../images/stretch-factors-1.png[Stretch factors preferred size]
When the layout gets more width, the stretch factors come into play:
.A stretch factor of 1:2
image::../images/stretch-factors-2.png[Stretch factors increasing width]
No matter how wide the layout is, the aspect ratio of 1:2 will always be
kept, meaning that the label on the left will get 33% of the space, and
the label on the right 67%:
.A stretch factor of 1:2 with different widths
image::../images/stretch-factors-3.png[Stretch factors even more width]
Stretch factors in QSkinny are the same as in the Qt Graphics View
Framework, see
https://doc.qt.io/qt-5/qgraphicslinearlayout.html#stretch-factor-in-qgraphicslinearlayout[Stretch
Factor in QGraphicsLinearLayout].
=== Nesting layouts
In a real-world application it is typical to nest several layouts in
each other. The example below depicts a UI with a top bar and menu items
on the left:
.A UI with nested layouts
image::../images/nesting-layouts.png[Nested layouts]
The code to produce the above UI could look like this (setting colors
etc. omitted for brevity):
[source]
....
auto* outerBox = new QskLinearBox( Qt::Vertical );
auto* topBar = new QskLinearBox( Qt::Horizontal, outerBox );
auto* topLabel1 = new QskTextLabel( "top bar label 1", topBar );
auto* topLabel2 = new QskTextLabel( "top bar label 2", topBar );
auto* topLabel3 = new QskTextLabel( "top bar label 3", topBar );
auto* mainBox = new QskLinearBox( Qt::Horizontal, outerBox );
auto* menuBox = new QskLinearBox( Qt::Vertical, mainBox );
auto* menuLabel1 = new QskTextLabel( "menu 1", menuBox );
auto* menuLabel2 = new QskTextLabel( "menu 2", menuBox );
auto* menuLabel3 = new QskTextLabel( "menu 3", menuBox );
auto* mainText = new QskTextLabel( "here main area", mainBox );
...
....
Here we have an outer vertical layout which divides the content into a
top bar and a main box. The top bar itself consists of a horizontal
layout with 3 buttons, while the main area is split into a left part
with menu buttons and a right part for the main area. That left part
with the menu buttons is again a vertical layout.
The following diagram makes the layouts visible:
.The layout structure of the UI
image::../images/nesting-layouts-architecture.png[Nested layouts architecture]
=== Anchoring in QSkinny
TODO

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---
title: 5. Skins
layout: docs
---
:doctitle: 5. Skins
:notitle:
== Skins, Skin hints and Skinlets
Skins, Skin hints and Skinlets allow the user to define how specific
controls looke like. Controls are drawn on the screen by the
skinlet, and therefore it will read information from both the control
itself as well as read the skin hints from the skin:
.Skinlets query the control and the skin
image::../images/skins-1.png[Styling controls]
For instance, a button skinlet will read the margins from the skin and
the text to render from the button.
=== Skins
Skins are a way to define a look and feel for a whole set of UI
controls, e.g. a night time vs. day time skin, skins for different
brands or an Android Material skin. They contain all kinds of properties
(i.e. skin hints) like colors, margins, fonts and more.
[source]
....
class MySkin : public QskSkin
{
public:
MySkin( QObject* parent = nullptr ) : QskSkin( parent )
{
// here define the skin with skin hints
}
};
....
The example below shows different implementations for a push button: One
has a traditional desktop skin, the other is a flat button with a skin
often found in mobile devices.
.desktop style button
image::../images/skinlets-button-1.png[desktop style button]
.flat button
image::../images/skinlets-button-2.png[flat button]
=== Skin hints
Each instance of a button will have unique properties like its text or
icon file name, but all buttons will have common properties like the
(default) background color and font size. These common properties are
called skin hints, and are defined in a skin. Skin hints are either
colors, e.g. the background color of a button, metrics (e.g. padding) or
flags (e.g. text alignment).
Skin hints being part of a skin means that each skin can have different
skin hints:
All buttons in a day time-like skin would have a light background color
and dark text color, while a night time skin would have a dark
background color and light text color by default.
Extending the `MySkin` example from above, here is an example of some
skin hints for a push button, setting the padding to 10 pixels, the
background color to magenta and the text color to black:
[source]
....
class MySkin : public QskSkin
{
public:
MySkin( QObject* parent = nullptr ) : QskSkin( parent )
{
setGradient( QskPushButton::Panel, Qt::magenta );
setMargins( QskPushButton::Panel | QskAspect::Padding, 10 );
setColor( QskPushButton::Text, Qt::black );
}
};
....
.A button styled with skin hints
image::../images/skin-hints.png[Button with skin hints]
When writing a new skin, a developer needs to know which hints to set
for which control. This usually depends on the control itself; however,
since usually controls are broken down into the three primitives box,
text and graphic, the methods for rendering each of them will take the
following skin hints into account:
[cols=",",options="header",]
|=======================================================================
|Primitive |Skin hint from QskAspect
|Text |`Alignment` +
`Color` +
`TextColor` +
`StyleColor` +
`LinkColor` +
`Style` +
`FontRole`
|Graphic |`Alignment` +
`GraphicRole`
|Box | `Margin` +
`Metric` \| `Border` +
`Color` \| `Border` +
`Color` +
`Metric` \| `Shape`
|=======================================================================
Some special cases exist where elements other than the primitives above
are used.
==== States and animations
Skin hints can also depend on the state a control is in: Buttons for
instance can be in a `Pressed` or `Hovered` state. For such cases, skin
hints cannot only be set on a subcontrol, but also be made dependent on
a specific state. In the example below we define the background color of
the button to be magenta in the default state and cyan in the `Hovered`
state.
When dealing with states, QSkinny allows for animations between those (and other entities
like skins). The example below adds a different color for the `Hovered`
state and an animation when transitioning between the background colors.
The duration is set to be one second (1000 milliseconds in the
`setAnimation()` call below). Now when a user will hover over the
button, there will be a smooth animation from magenta to cyan
interpolating between the colors. Without the `setAnimation()` call, the
button would just switch to magenta when hovered right away.
[source]
....
class MySkin : public QskSkin
{
public:
MySkin( QObject* parent = nullptr ) : QskSkin( parent )
{
setGradient( QskPushButton::Panel, Qt::magenta );
setMargins( QskPushButton::Panel | QskAspect::Padding, 10 );
setColor( QskPushButton::Text, Qt::black );
setGradient( QskPushButton::Panel | QskPushButton::Hovered, Qt::cyan );
setAnimation( QskPushButton::Panel | QskAspect::Color, 1000 );
}
};
....
.button in normal state
image::../images/skin-hints-states-1.png[button in normal state]
.button in hovered state
image::../images/skin-hints-states-2.png[button in hovered state]
==== Local skin hints
It is possible to set local skin hints on specific controls to override
skin-wide settings:
[source]
....
auto* label1 = new QskTextLabel( "control 1" );
label1->setMargins( 20 );
label1->setBackgroundColor( Qt::blue );
....
In general it is recommended to set the skin hints in the skin rather
than on the control locally, in order to separate the style from the
implementation, and to allow switching between skins. How to write
controls that are themable is explained in the section about
link:Writing-own-controls.html[writing own controls].
Taking animations and local skin hints into account, the architecture
diagram now looks like this:
.Skinlets can also read from local skinlets and animators
image::../images/skins-2.png[Animators and local skin hints]
=== Skinlets
A skinlet is in charge of drawing a control on the screen, similar to a
Delegate in QML. It will read all the hints it needs from either the
control itself or the skin, then it will draw the subcontrols that
represent the control: In the sample case of a button, the skinlet will
first draw the background panel, potentially consisting of a rectangle
with a fill color. Then it will draw the text of the button, and last it
will draw an icon, in case the button has one set.
Each skin can have a different skinlet to draw a control. Often the
skinlet is the same across different skins and the skins only differ in
skin hints, e.g. buttons having different fonts. However, it is also
possible to have completely different skinlets per skin. This ensures a
separation of application code instantiating the controls itself from
the visual representation of the controls.
QSkinny already contains implementations of many common controls like
text labels, buttons and so on. However, some custom controls might
need to be written from scratch, including the skinlet; for an
explanation on how to do this, see the example of
link:Writing-own-controls.html[writing own controls].
For a closer look at how the skinlet draws the controls in the scene
graph, see link:scene-graph.html[scene graph representations of controls].
Of course each app has different controls and therefore there are also
different skinlets, so a more complete version of the architecture
diagram looks like this:
.There is one skinlet for each atomic control
image::../images/skins-3.png[Animators and local skin hints]
=== Skin factories and switching between skins
Skins are usually not created by the user directly, but by a skin
factory. Such a factory keeps track of the skins registered in the
system, and handles creating a new skin when the user switches them
during application lifetime.
When having two skins called `MySkin` and `OtherSkin` in an app, the
corresponding skin factory might look like this:
[source]
....
class MySkinFactory : public QskSkinFactory
{
Q_OBJECT
public:
QStringList skinNames() const override
{
return { "MySkin", "OtherSkin" };
}
QskSkin* createSkin( const QString& skinName ) override
{
if ( skinName == "MySkin" )
return new MySkin;
if ( skinName == "OtherSkin" )
return new OtherSkin;
return nullptr;
}
};
....
That skin factory has to be registered during app start; it is also a
good idea to set a default skin right away:
[source]
....
int main( int argc, char* argv[] )
{
auto* skinFactory = new MySkinFactory;
qskSkinManager->registerFactory( "MySkinFactory", skinFactory );
QGuiApplication app( argc, argv );
qskSetup->setSkin( "MySkin" );
...
QskWindow window;
window.show();
return app.exec();
}
....
Now we can define the `OtherSkin` and define different skin hints for
e.g. push buttons. Here we define the background color and padding to be
different; also we configure buttons to have a blue border:
[source]
....
class OtherSkin : public QskSkin
{
public:
OtherSkin( QObject* parent = nullptr ) : QskSkin( parent )
{
setGradient( QskPushButton::Panel, Qt::cyan );
setMargins( QskPushButton::Panel | QskAspect::Padding, 15 );
setBoxBorderColors( QskPushButton::Panel, Qt::blue );
setBoxBorderMetrics( QskPushButton::Panel, 1 );
}
};
....
Switching between skins will change the look of `QskPushButton`
instances:
.button in `MySkin` (as above)
image::../images/skin-hints-states-1.png[button in normal state]
.button in `OtherSkin`
image::../images/skin-factory.png[Styling controls]

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---
title: 6. (Scalable) graphics
layout: docs
---
:doctitle: 6. (Scalable) graphics
:notitle:
== (Scalable) graphics
QSkinny offers support for scalable graphics, i.e. rendering SVGs that
adapt to a specific size. This means that when a graphic is embedded in
a layout, it can change its size when the layout is growing or
shrinking, while still maintaining a correct aspect ratio.
Imagine the following code, which produces the image depicted below:
[source]
....
auto horizontalBox = new QskLinearBox( Qt::Horizontal );
horizontalBox->setPreferredSize( { 200, 75 } );
QImage image1( ":/images/cloud.svg" );
QskGraphic graphic1 = QskGraphic::fromImage( image1 );
auto* label1 = new QskGraphicLabel( graphic1, horizontalBox );
label1->setSizePolicy( QskSizePolicy::ConstrainedPreferred, QskSizePolicy::Expanding );
QImage image2( ":/images/train.svg" );
QskGraphic graphic2 = QskGraphic::fromImage( image2 );
auto* label2 = new QskGraphicLabel( graphic2, horizontalBox );
label2->setSizePolicy( QskSizePolicy::ConstrainedPreferred, QskSizePolicy::Expanding );
...
....
.graphics with preferred size
image::../images/scalable-graphics-1.png[Scalable graphics default]
When resizing the window, the graphics will scale according to the size
available in the layout:
.graphics bounded by width
image::../images/scalable-graphics-2.png[Scalable graphics bounded by width]
.graphics bounded by height
image::../images/scalable-graphics-3.png[Scalable graphics bounded by height]
Since we set the horizontal size policy of the graphics to
`ConstrainedPreferred`, the scaling is done through QskGraphics
`widthForHeight()` methods to maintain the correct aspect ratio. If we
had set the vertical policy to `ConstrainedPreferred` and the horizontal
one to e.g. `Expanding`, the layout would have queried the
`heightForWidth()` method instead.
Of course non-scalable graphics like PNGs and JPGs are also supported:
[source]
....
QImage image( "background.jpg" );
QskGraphic graphic = QskGraphic::fromImage( image );
...
....

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---
title: 7. Parents and parent items
layout: docs
---
:doctitle: 7. Parents and parent items
:notitle:
== Parents and parent items
Creating an app with QSkinny consists of creating controls, putting them
into layouts and nesting layouts and controls inside each other. The
nesting already creates some sort of a hierarchy in the app, see the
"Nesting layouts" section in the link:Layouts.html[layouts page]. In
more general terms, all controls are part of several hierarchies:
* The *object tree*. This is a tree of `QObject` instances which manages
lifetime: Objects created with a parent will get deleted whenever their
parent is deleted. For more information, see the Qt documentation on
https://doc.qt.io/qt-5/objecttrees.html[Object Trees & Ownership].
* The *item tree*. This is a tree of items displayed on the screen,
i.e. `QQuickItem` instances. Qt will traverse the item tree when
rendering items on the screen. The positioning of an item depends on its
parent item, e.g. layouts will position their child items according to
certain policies. In addition, visual items will inherit properties from
its parent item like visibility or opacity. The item tree is often
similar to the object tree, but not necessarily: Instances of
`QQuickItem` can have a parent item set, but have another parent, or no
parent at all. See also the Qt documentation on
https://doc.qt.io/qt-5/qtquick-visualcanvas-visualparent.html[Concepts -
Visual Parent in Qt Quick].
* The *scene graph*. The scene graph contains a representation of
graphic primitives like rectangles, textures (i.e. images) and text, to
allow efficient rendering on the screen with OpenGL or other backends.
This is described in more details in link:scene-graph.html[scene graph
representations of controls].
=== Example
Lets look at the "Nesting layouts" example from the
link:Layouts.html[layouts documentation]. The UI looks like this:
.UI with nested layouts
image::../images/nesting-layouts.png[Nested layouts]
The code for this UI is below:
[source]
....
auto* outerBox = new QskLinearBox( Qt::Vertical );
auto* topBar = new QskLinearBox( Qt::Horizontal, outerBox );
auto* topLabel1 = new QskTextLabel( "top bar label 1", topBar );
auto* topLabel2 = new QskTextLabel( "top bar label 2", topBar );
auto* topLabel3 = new QskTextLabel( "top bar label 3", topBar );
auto* mainBox = new QskLinearBox( Qt::Horizontal, outerBox );
auto* menuBox = new QskLinearBox( Qt::Vertical, mainBox );
auto* menuLabel1 = new QskTextLabel( "menu 1", menuBox );
auto* menuLabel2 = new QskTextLabel( "menu 2", menuBox );
auto* menuLabel3 = new QskTextLabel( "menu 3", menuBox );
auto* mainText = new QskTextLabel( "here main area", mainBox );
QskWindow window;
window.addItem( outerBox );
window.show();
....
==== Object tree
In the example above, when we created a new element, we always passed
the `QObject` parent as an argument to the constructor, which is good
practice. We do that for instance in this line:
[source]
....
auto* topLabel1 = new QskTextLabel( "top bar label 1", topBar );
....
This makes sure `topBar` is a parent of `topLabel1`. It means that when
`topBar` is deleted, it will automatically delete `topLabel1`, because
the latter is a child of the `topBar`.
Below is an image of the object tree, i.e. the `QObject` parent-child
relationship. The `QskWindow` is hereby the parent of the
`QQuickRootItem`, which itself is the parent of the `outer box`, and so
on. For information on how to obtain this tree, see
https://doc.qt.io/qt-5/qobject.html#dumpObjectTree[QObject::dumpObjectTree()].
.QObject tree (and item tree) of the nested layouts UI
image::../images/object-hierarchy.png[QObject hierarchy]
==== Item tree
The Item tree for the example above is identical to the object tree. As
described, we always pass the parent object in the constructor:
[source]
....
auto* topLabel1 = new QskTextLabel( "top bar label 1", topBar );
....
The line above will (in addition to the setting the parent) also ensure
that `topBar` will be a *parent item* of `topLabel1`; this is done by
the `QQuickItem` constructor.
Even if we had not passed the parent in the constructor, we could still
add the label to the `topBar` via an explicit call:
[source]
....
auto* topLabel1 = new QskTextLabel( "top bar label 1" );
topBar->addItem( topLabel1 );
....
The call to `addItem()` above sets the parent item of `topLabel1` to
`topBar` and thus the latter will display it as one of its children. In
this case it would also set the parent, because the `topLabel1` does not
have one yet. In other words, setting a parent item will also set the
parent *if* the parent is null.
So since the `topBar` is a parent item of `topLabel1`, it means that
`topLabel1` will inherit settings like visibility and opacity from
`topBar`. For instance, if we set the the visibility of the `topBar` to
false, all its child items will be invisible as well (which in this case
would be all top bar labels). If we set the opacity to 0.2, all its
child items will be almost transparent:
[source]
....
topBar->setOpacity( 0.2 );
....
.Changing opacity of an item will affect all its child items
image::../images/nesting-layouts-item-tree-1.png[Changing the item tree]
==== Difference in object trees and item trees
As an example for when the object tree and item tree differ, lets
decide to add a bottom bar to our UI and move our `topLabel1` from the
top bar to the bottom bar. This is easy:
[source]
....
auto* bottomBar = new QskLinearBox( Qt::Horizontal, outerBox );
topLabel1->setParentItem( bottomBar );
....
.Moving a label from the top bar to the bottom bar
image::../images/nesting-layouts-item-tree-2.png[Moving a label to the bottom bar]
Now we decide to get rid of our top bar altogether:
[source]
....
topBar->deleteLater();
....
This will also delete our label from the bottom bar:
.Deleting the top bar will delete all its children
image::../images/nesting-layouts-item-tree-3.png[Deleting the top bar]
The reason why the label from the bottom bar was also deleted is that
with the call to `setParentItem()` above we set a new parent item; the
parent, however, was still `topBar` (the call to `setParentItem()` did
not change the parent, because it was not null). So when the `topBar`
was deleted, it deleted all of its children, including the moved label
`topLabel1`.
After we moved the label to the bottom bar, the object tree was
different from the item tree, hence we got a surprising result when
deleting the top bar. It is a good idea to try to keep the trees the
same, and be aware of the existence of both of them.
If we reparent our label to the bottom bar before deleting the top bar,
we get the desired effect:
[source]
....
topLabel1->setParent( bottomBar );
topLabel1->setParentItem( bottomBar );
topBar->deleteLater();
....
.Reparenting the label will keep it alive when deleting the top bar
image::../images/nesting-layouts-item-tree-4.png[Reparenting the item]

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---
title: 8. Using QSkinny and QML
layout: docs
---
:doctitle: 8. Using QSkinny and QML
:notitle:
== QSkinny - Using QSkinny and QML
Combining QSkinny and QML is possible: Since both QML elements and
QSkinny controls derive from `QQuickItem`, they can be combined and
arranged in a common app. The
https://github.com/uwerat/qskinny/tree/master/examples/buttons[QSkinny
buttons example] shows how QSkinny controls can be used from QML.
When using a QSkinny control, all the methods exposed as either properties,
slots or invokables can be used in QML. For example, the QSkinny control
`QskLinearBox` defines the following properties:
[source]
....
class QSK_EXPORT QskLinearBox : public QskIndexedLayoutBox
{
Q_PROPERTY( Qt::Orientation orientation READ orientation WRITE setOrientation NOTIFY orientationChanged FINAL )
Q_PROPERTY( qreal spacing READ spacing WRITE setSpacing RESET resetSpacing NOTIFY spacingChanged FINAL )
...
};
....
The `QskLinearBox` class is registered to QML as `Qsk.LinearBox` via
Qts `qmlRegisterType`, so the exposed properties `orientation` and
`spacing` can be used like this:
[source]
....
Qsk.LinearBox
{
orientation: Qt.Horizontal
spacing: 10
// here define elements inside the box
...
}
....
The full Buttons example is depicted below.
.The buttons example shows how to mix QSkinny and QML
image::../images/buttons-example.png[Buttons example]
For more information on using C++ classes from QML, see the article about exposing attributes of {cpp} types to QML in the
https://doc.qt.io/qt-5/qtqml-cppintegration-exposecppattributes.html[Qt documentation].

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---
title: 9. Writing own controls
layout: docs
---
:doctitle: 9. Writing own controls
:notitle:
== Writing own controls
Writing own controls is either done by subclassing or compositing an
existing displayable control like `QskTextLabel`, or by writing a
completely new class including a skinlet, which is typically derived
directly from `QskControl`.
=== Subclassing existing controls
Lets say an app is displaying a text label with a specific style at
several different places, then it makes sense to subclass `QskTextLabel`
and set the needed properties like font size etc. in the derived class:
[source]
....
class TextLabel : public QskTextLabel
{
Q_OBJECT
public:
TextLabel( const QString& text, QQuickItem* parent = nullptr ) : QskTextLabel( text, parent )
{
setMargins( 15 );
setBackgroundColor( Qt::cyan );
}
};
....
.A subclassed control with local skin hints
image::../images/subclassing-existing-controls.png[Subclassing existing controls]
Then there is no need to set the margins and background color for every
instance of the custom text label.
=== Making custom classes skinnable
To make custom classes like the `TextLabel` class above skinnable, we
need to define our own subcontrols and style them in our skin, in
contrast to setting the values directly in the class. To be able to set
specific values for our `TextLabel` class that are different from the
generic `QskTextLabel`, we need to define our own subcontrols and
substitute the generic subcontrols for them in an overriden method
`effectiveSubcontrol()`:
[source]
....
class TextLabel : public QskTextLabel
{
QSK_SUBCONTROLS( Panel )
TextLabel( const QString& text, QQuickItem* parent = nullptr ) : QskTextLabel( text, parent )
{
}
QskAspect::Subcontrol effectiveSubcontrol( QskAspect::Subcontrol subControl ) const override final
{
if ( subControl == QskTextLabel::Panel )
return TextLabel::Panel;
return subControl;
}
...
}
....
When the skinlet is drawing a `TextLabel` instance, it queries it for
its subcontrols through `effectiveSubcontrol()` in order to style them
properly. Now that we substitute the `QskTextLabel::Panel` for our
`TextLabel::Panel`, we can style it accordingly in our skin, so we dont
need to set the local skin hints in the constructor of `TextLabel`
anymore.
[source]
....
class MySkin : public QskSkin
{
public:
MySkin( QObject* parent = nullptr ) : QskSkin( parent )
{
setGradient( TextLabel::Panel, Qt::cyan );
setMargins( TextLabel::Panel | QskAspect::Padding, 15 );
}
};
....
.A subclassed control with skin hints defined in the skin
image::../images/subclassing-existing-controls.png[Subclassing existing controls]
The styling described above has the same effect as in the simpler
example, but now the `TextLabel` control can be given a different style
depending on the skin.
In our class we only set a custom skin hint for the panel, but as
`QskTextLabel` also has a `Text` subcontrol, we could of course also
define our own one for the text.
=== Compositing controls
Controls can also be composited; e.g. when writing a class with a text
label on the left and a graphic on the right side, it could look like
this:
[source]
....
class TextAndGraphic : public QskLinearBox
{
Q_OBJECT
public:
TextAndGraphic( const QString& text, const QString& graphicName, QQuickItem* parent = nullptr )
: QskLinearBox( Qt::Horizontal, parent ),
m_textLabel( new QskTextLabel( text, this ) )
{
addItem( m_textLabel );
QImage image( QString( ":/images/%1.svg" ).arg( graphicName ) );
auto graphic = QskGraphic::fromImage( image );
m_graphicLabel = new QskGraphicLabel( graphic );
m_graphicLabel->setExplicitSizeHint( Qt::PreferredSize, { 30, 30 } );
addItem( m_graphicLabel );
setAutoLayoutChildren( true );
...
}
private:
QskTextLabel* m_textLabel;
QskGraphicLabel* m_graphicLabel;
};
....
This allows for easy instantiation of the class with a text and a file
name for the graphic:
[source]
....
auto* textAndGraphic = new TextAndGraphic( "Text", "cloud" );
....
.A composited control
image::../images/compositing-controls.png[Compositing controls]
=== Writing controls with a skinlet
QSkinny already comes with controls like text labels, list views,
buttons etc. When there is a completely new control to be written that
cannot be subclassed or composited, the skinlet for the class needs to
be implemented as well.
==== Writing the class
For demo purposes we create a class called `CustomShape` which shall
display an outer circle and an inner circle, with minimal API. There are
only 2 subcontrols that will be painted in the skinlet later:
[source]
....
class CustomShape : public QskControl
{
Q_OBJECT
public:
QSK_SUBCONTROLS( Panel, InnerShape )
CustomShape( QQuickItem* parent = nullptr ) : QskControl( parent )
{
}
};
....
==== Writing the skinlet
Writing the skinlet is the hard part of the work. We need the following
things in our skinlet:
* A definition of node roles. They typically correspond to subcontrols
from the control, so since in our case we have a subcontrol `Panel` and
`InnerShape`, there will be the node roles `PanelRole` and
`InnerShapeRole`. The node roles are often set in the constructor of the
class.
IMPORTANT: The constructor of the skinlet needs to be invokable!
[source]
....
class CustomShapeSkinlet : public QskSkinlet
{
Q_GADGET
public:
enum NodeRole
{
PanelRole, InnerShapeRole
};
Q_INVOKABLE CustomShapeSkinlet( QskSkin* skin = nullptr ) : QskSkinlet( skin )
{
setNodeRoles( { PanelRole, InnerShapeRole } );
}
....
* The enclosing rectangle for each subcontrol. This can be just the
`contentsRect`, but we can define it more accurately if we want by
applying some metrics. If the code below is hard to understand, the
important thing to take away from it is that different subcontrols can
have different enclosing rectangles.
[source]
....
QRectF subControlRect( const QskSkinnable* skinnable, const QRectF& contentsRect, QskAspect::Subcontrol subControl ) const override
{
const auto* customShape = static_cast< const CustomShape* >( skinnable );
if ( subControl == CustomShape::Panel )
{
return contentsRect;
}
else if ( subControl == CustomShape::InnerShape )
{
const auto margins = customShape->marginsHint( CustomShape::InnerShape );
return contentsRect.marginsRemoved( margins );
}
return QskSkinlet::subControlRect( skinnable, contentsRect, subControl );
....
* The code to actually draw the nodes. In our case of an outer circle
and an inner circle, the code for each subcontrol / node role is quite
similar. The method `updateSubNode()`, which is reimplemented from
`QQuickItem`, is called once for each node role. The code below again
might not be straight forward to understand, the gist of it is that for
each node role we draw a circle by creating a `BoxNode`.
[source]
....
protected:
QSGNode* updateSubNode( const QskSkinnable* skinnable, quint8 nodeRole, QSGNode* node ) const override
{
const auto* customShape = static_cast< const CustomShape* >( skinnable );
switch ( nodeRole )
{
case PanelRole:
{
auto panelNode = static_cast< QskBoxNode* >( node );
...
const auto panelRect = subControlRect( customShape, customShape->contentsRect(), CustomShape::Panel );
const qreal radius = panelRect.width() / 2;
panelNode->setBoxData( panelRect, shapeMetrics, borderMetrics, borderColors, gradient );
return panelNode;
}
case InnerShapeRole:
{
auto innerNode = static_cast< QskBoxNode* >( node );
...
const auto innerRect = subControlRect( customShape, customShape->contentsRect(), CustomShape::InnerShape );
const qreal radius = innerRect.width() / 2;
innerNode->setBoxData( innerRect, shapeMetrics, borderMetrics, borderColors, gradient );
return innerNode;
}
}
return QskSkinlet::updateSubNode( skinnable, nodeRole, node );
}
};
....
==== Connecting class and skinlet
In our skin, we need to declare that the skinlet above will be
responsible of drawing our control via `declareSkinlet`. Also, we can
style our control with skin hints:
[source]
....
class MySkin : public QskSkin
{
public:
MySkin( QObject* parent = nullptr ) : QskSkin( parent )
{
declareSkinlet< CustomShape, CustomShapeSkinlet >();
setGradient( CustomShape::Panel, Qt::blue );
setMargins( CustomShape::InnerShape, 20 );
setGradient( CustomShape::InnerShape, Qt::magenta );
}
};
....
SkinFactories etc. are again omitted here. Finally we can draw our
control; the effort might seem excessive, but we wrote the control with
all capabilities of styling; in addition, the control will react to size
changes properly. A simpler version with hardcoded values for margins,
colors etc. can be written with less code.
.A class with an own skinlet
image::../images/control-with-skinlet.png[Control with skinlet]

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---
title: 9. Scene graph representations of controls
layout: docs
---
:doctitle: 9. Scene graph representations of controls
:notitle:
== QSkinny - Scene graph representations of controls
Each control that is displayed on the screen consists of one or more
scene graph nodes. Those nodes can be either basic shapes like
rectangles, or they can contain other information like positioning (used
with transform nodes), opacity or clipping.
The source code below shows a minimal example displaying a button:
[source]
....
auto* button = new QskPushButton( "button" );
QskWindow window;
window.addItem( button );
window.show();
....
For this example, the scene graph will contain the following nodes:
.Scene graph representation of a button
image::../images/skins-sg-1.png[Scene graph nodes for a button]
The top two nodes (root and Quick root item) are created for every
QtQuick application. The button itself consists of 5 nodes in our case:
One root note (`button node`), one node just to group its children (just
labeled `node`), one geometry node for drawing the background (`panel
node`), one transform node for setting the position of the text and
another geometry node for displaying the text (`text node`).
For an explanation of the different scene graph node types, see the Qt
documentation of
https://doc.qt.io/qt-5/qsgnode.html#NodeType-enum[QSGNode::NodeType].
The example above is the simplest form of a button, in practice there
might be more nodes per control, for instance an opacity node or a clip
node.
Now we add more elements to the UI by putting the button inside a layout
(`QskBox`):
[source]
....
auto* box = new QskBox;
auto* button = new QskPushButton( "button", box );
QskWindow window;
window.addItem( box );
window.show();
....
Then the scene graph has the following structure:
.Scene graph representation of a button inside a box
image::../images/skins-sg-2.png[Scene graph nodes for a button in a box]
Here we can see that since the box is a parent of the button, the `box
node` is also a parent of the `button node` in the scene graph. Also, the
box has two child nodes: The button, which is the same as in the earlier
example, and a node for the panel of the box, in case the panel itself has a
background color.
In a more complicated UI with multiple elements and more advanced
layouts, the number of scene graph nodes can be quite high. This is why
QSkinny tries to create as little nodes as possible and reuse as many as
it can.

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---
title: Tutorials
excerpt: In this section you'll find the QSkinny tutorials.
layout: docs
---