- Qt 6.4
- Qt Quick Demo - Photo Surface
- Qt 6.4.3 Reference Documentation

# Qt Quick Demo - Photo Surface

A QML app for touch devices that uses a Repeater with a FolderListModel to access content in a folder, and a PinchArea that contains a MouseArea to handle pinch gestures on the fetched content.

Photo Surface demonstrates how to use a Repeater with a FolderListModel and a FolderDialog to access images from a folder selected by a user and how to handle dragging, rotation and pinch zooming within the same item using a PinchArea that contains a MouseArea.

All the app code is contained in one QML file, `photosurface.qml`. Inline JavaScript code is used to place, rotate, and scale images on the photo surface.

#### Running the Example

To run the example from Qt Creator, open the Welcome mode and select the example from Examples. For more information, visit Building and Running an Example.

#### Creating the Main Window

To create the main window for the Photo Surface app, we use the Window QML type as the root item. It automatically sets up the window for use with Qt Quick graphical types:

     Window {
         id: root
         visible: true
         width: 1024; height: 600
         color: "black"
         property int highestZ: 0
         property real defaultSize: 200
         property var currentFrame: undefined

To use the Window type, we must import it:

     import QtQuick.Window

#### Accessing Folder Contents

We use a Repeater QML type together with the FolderListModel to display GIF, JPG, and PNG images located in a folder:

             Repeater {
                 model: FolderListModel {
                     id: folderModel
                     objectName: "folderModel"
                     showDirs: false
                     nameFilters: imageNameFilters
                 }

To use the FolderListModel type, we must import it:

     import Qt.labs.folderlistmodel

We use a FolderDialog to enable users to select the folder that contains the images:

         FolderDialog {
             id: folderDialog
             title: "Choose a folder with some images"
             folder: picturesLocation
             onAccepted: folderModel.folder = folder + "/"
         }

To use the FolderDialog type, we add the following import statement:

     import Qt.labs.platform

We use the `folderDialog.open()` function to open the file dialog when the app starts:

     Component.onCompleted: folderDialog.open()

Users can also click the folder dialog icon to open it. We use an Image QML type to display the icon. Inside the Image type, we use a MouseArea with the `onClicked` signal handler to call the `folderDialog.open()` function:

         Image {
             anchors.top: parent.top
             anchors.left: parent.left
             anchors.margins: 10
             source: "resources/folder.png"
             MouseArea {
                 anchors.fill: parent
                 anchors.margins: -10
                 onClicked: folderDialog.open()
                 hoverEnabled: true
                 onPositionChanged: {
                     tooltip.visible = false
                     hoverTimer.start()
                 }
                 onExited: {
                     tooltip.visible = false
                     hoverTimer.stop()
                 }

#### Displaying Images on the Photo Surface

We use a Rectangle as a delegate for a Repeater to provide a frame for each image that the FolderListModel finds in the selected folder. We use JavaScript `Math()` methods to place the frames randomly on the photo surface and to rotate them at random angles, as well as to scale the images:

                 Rectangle {
                     id: photoFrame
                     width: image.width * (1 + 0.10 * image.height / image.width)
                     height: image.height * 1.10
                     scale: defaultSize / Math.max(image.sourceSize.width, image.sourceSize.height)
                     Behavior on scale { NumberAnimation { duration: 200 } }
                     Behavior on x { NumberAnimation { duration: 200 } }
                     Behavior on y { NumberAnimation { duration: 200 } }
                     border.color: "black"
                     border.width: 2
                     smooth: true
                     antialiasing: true
                     Component.onCompleted: {
                         x = Math.random() * root.width - width / 2
                         y = Math.random() * root.height - height / 2
                         rotation = Math.random() * 13 - 6
                     }

#### Handling Pinch Gestures

We use a PinchArea that contains a MouseArea in the photo frames to handle dragging, rotation and pinch zooming of the frame:

                     PinchArea {
                         anchors.fill: parent
                         pinch.target: photoFrame
                         pinch.minimumRotation: -360
                         pinch.maximumRotation: 360
                         pinch.minimumScale: 0.1
                         pinch.maximumScale: 10
                         pinch.dragAxis: Pinch.XAndYAxis
                         onPinchStarted: setFrameColor();

We use the `pinch` group property to control how the photo frames react to pinch gestures. The `pinch.target` sets `photoFrame` as the item to manipulate. The rotation properties specify that the frames can be rotated at all angles and the scale properties specify that they can be scaled between `0.1` and `10`.

In the MouseArea's `onPressed` signal handler, we raise the selected photo frame to the top by increasing the value of its `z` property. The root item stores the z value of the top-most frame. The border color of the photo frame is controlled in the `onEntered` signal handler to highlight the selected image:

                         MouseArea {
                             id: dragArea
                             hoverEnabled: true
                             anchors.fill: parent
                             drag.target: photoFrame
                             scrollGestureEnabled: false  // 2-finger-flick gesture should pass through to the Flickable
                             onPressed: {
                                 photoFrame.z = ++root.highestZ;
                                 parent.setFrameColor();
                             }
                             onEntered: parent.setFrameColor();

To enable you to test the example on the desktop, we use the MouseArea's `onWheel` signal handler to simulate pinch gestures by using a mouse:

                             onWheel: {
                                 if (wheel.modifiers & Qt.ControlModifier) {
                                     photoFrame.rotation += wheel.angleDelta.y / 120 * 5;
                                     if (Math.abs(photoFrame.rotation) < 4)
                                         photoFrame.rotation = 0;
                                 } else {
                                     photoFrame.rotation += wheel.angleDelta.x / 120;
                                     if (Math.abs(photoFrame.rotation) < 0.6)
                                         photoFrame.rotation = 0;
                                     var scaleBefore = photoFrame.scale;
                                     photoFrame.scale += photoFrame.scale * wheel.angleDelta.y / 120 / 10;
                                 }
                             }

The `onWheel` signal handler is called in response to mouse wheel gestures. Use the vertical wheel to zoom and Ctrl and the vertical wheel to rotate frames. If the mouse has a horizontal wheel, use it to rotate frames.

Example project @ code.qt.io

See also QML Applications.