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/*!
\title Scalability
\page scalability.html
\brief How to develop applications that scale well on devices with different
screen configurations and UI conventions.
\ingroup best-practices
When you develop applications for several different mobile device platforms,
you face the following challenges:
\list
\li Mobile device platforms support devices with varying screen
configurations: size, aspect ratio, orientation, and density.
\li Different platforms have different UI conventions and you need to
meet the users' expectations on each platform.
\endlist
Qt Quick enables you to develop applications that can run on different types
of devices, such as tablets and handsets. In particular, they can cope
with different screen configurations. However, there is always a certain
amount of fixing and polishing needed to create an optimal user experience
for each target platform.
You need to consider scalability when:
\list
\li You want to deploy your application to more than one device
platform, such as Android and iOS, or more than one
device screen configuration.
\li Your want to be prepared for new devices that might appear on the
market after your initial deployment.
\endlist
To implement scalable applications using \l{Qt Quick}:
\list
\li Design UIs using \e {Qt Quick Controls} that provide sets of UI controls.
\li Define layouts using \e {Qt Quick Layouts}, which can resize their
items.
\li Use \e {property binding} to implement use cases
not covered by the layouts. For example, to display alternative
versions of images on screens with low and high pixel density or
automatically adapt view contents according to the current screen
orientation.
\li Select a reference device and calculate a \e {scaling ratio} for
adjusting image and font sizes and margins to the actual screen
size.
\li Load platform-specific assets using \e {file selectors}.
\li Load components on demand by using a \e {Loader}.
\endlist
Consider the following patterns when designing your application:
\list
\li The contents of a view might be quite similar on all
screen sizes, but with an expanded content area. If you use the
ApplicationWindow QML type from Qt Quick Controls, it will
automatically calculate the window size based on the sizes of its
content items. If you use Qt Quick Layouts to position the content
items, they will automatically resize the items pushed to them.
\li The contents of an entire page in a smaller
device could form a component element of a layout in a
larger device. Therefore, consider making that a separate
component (that is, defined in a separate QML file), and in the
smaller device, the view will simply contain an instance of
that component. On the larger device, there may be enough
space to use loaders to show additional items. For example, in an
email viewer, if the screen is large enough, it may be possible to
show the email list view, and the email reader view side by
side.
\li For games, you would typically want to create a game board that does not
scale, so as not to provide an unfair advantage to players on larger
screens. One solution is to define a \e {safe zone} that fits the screen
with the smallest supported aspect ratio (usually, 3:2), and add
decorative-only content in the space that will be hidden on a 4:3 or
16:9 screen.
\endlist
\section1 Resizing Application Windows Dynamically
\l{Qt Quick Controls} provide a set of UI controls to create user interfaces
in Qt Quick. Typically, you declare an ApplicationWindow control as the root
item of your application. The ApplicationWindow adds convenience for
positioning other controls, such as MenuBar, ToolBar, and StatusBar in a
platform independent manner. The ApplicationWindow uses the size constraints
of the content items as input when calculating the effective size
constraints of the actual window.
In addition to controls that define standard parts of application windows,
controls are provided for creating views and menus, as well as presenting or
receiving input from users. You can use \l{Qt Quick Controls 1 Styles} to
apply custom styling to the predefined controls. For examples of using the
styles, see \l{Qt Quick Controls 1 - Touch Gallery}.
Qt Quick Controls, such as the ToolBar, do not provide a layout
of their own, but require you to position their contents. For this, you can
use Qt Quick Layouts.
\section1 Laying Out Screen Controls Dynamically
\l{Qt Quick Layouts} provide ways of laying out screen controls in a row,
column, or grid, using the RowLayout, ColumnLayout, and GridLayout QML
types. The properties for these QML types hold their layout direction and
spacing between the cells.
You can use the \l{Layout} QML type to attach additional properties to the
items pushed to the layouts. For example, you can specify mininum, maximum,
and preferred values for item height, width, and size.
The layouts ensure that your UIs are scaled properly when windows and
screens are resized and always use the maximum amount of space available.
A specific use case for the GridLayout type is to use it as a row or a
column depending on the screen orientation.
\image scalability-gridlayout.png
The following code snippet uses
the \c flow property to set the flow of the grid from left to right (as a
row) when the screen width is greater than the screen height and from top to
bottom (as a column) otherwise:
\code
ApplicationWindow {
id: root
visible: true
width: 480
height: 620
GridLayout {
anchors.fill: parent
anchors.margins: 20
rowSpacing: 20
columnSpacing: 20
flow: width > height ? GridLayout.LeftToRight : GridLayout.TopToBottom
Rectangle {
Layout.fillWidth: true
Layout.fillHeight: true
color: "#5d5b59"
Label {
anchors.centerIn: parent
text: "Top or left"
color: "white"
}
}
Rectangle {
Layout.fillWidth: true
Layout.fillHeight: true
color: "#1e1b18"
Label {
anchors.centerIn: parent
text: "Bottom or right"
color: "white"
}
}
}
}
\endcode
Constantly resizing and recalculating screens comes with a performance cost.
Mobile and embedded devices might not have the power required to recalculate
the size and position of animated objects for every frame, for example. If
you run into performance problems when using layouts, consider using some
other methods, such as bindings, instead.
Here are some things not to do with layouts:
\list
\li Do not have bindings to the x, y, width, or height properties of items
in a Layout, since this would conflict with the goal of the Layout, and
also cause binding loops.
\li Do not define complex JavaScript functions that are regularly
evaluated. This will cause poor performance, particularly
during animated transitions.
\li Do not make assumptions about the container size, or about
the size of child items. Try to make flexible layout
definitions that can absorb changes in the available space.
\li Do not use layouts if you want the design to be pixel perfect. Content
items will be automatically resized and positioned depending on the
space available.
\endlist
\section1 Using Bindings
If Qt Quick Layouts do not fit your needs, you can fall back to using
\l{Property Binding}{property binding}. Binding enables objects to
automatically update their properties in response to changing attributes in
other objects or the occurrence of some external event.
When an object's property is assigned a value, it can either be assigned a
static value, or bound to a JavaScript expression. In the former case, the
property's value will not change unless a new value is assigned to the
property. In the latter case, a property binding is created and the
property's value is automatically updated by the QML engine whenever the
value of the evaluated expression changes.
This type of positioning is the most highly dynamic. However, constantly
evaluating JavaScript expressions comes with a performance cost.
You can use bindings to handle low and high pixel density on platforms that
do not have automatic support for it (like \macos and iOS do).
The following code snippet uses the \l{Screen}{Screen.PixelDensity}
attached property to specify different images to display on screens with
low, high, or normal pixel density:
\code
Image {
source: {
if (Screen.PixelDensity < 40)
"image_low_dpi.png"
else if (Screen.PixelDensity > 300)
"image_high_dpi.png"
else
"image.png"
}
}
\endcode
On \macos and iOS, you can provide alternative resources with double the size
and the \e @2x identifier for icons and images and place them in the
resource file. On Retina displays, the @2x versions are used automatically.
For example, the following code snippet will try to load \e artwork@2x.png
on Retina displays:
\code
Image {
source: "artwork.png"
}
\endcode
\section1 Handling Pixel Density
Some QML types, such as \l Image, BorderImage, and \l Text, are
automatically scaled according to the properties specified for them.
If the width and height of an Image are not specified, it automatically uses
the size of the source image, specified using the \c source property. By
default, specifying the width and height causes the image to be scaled to
that size. This behavior can be changed by setting the \c fillMode property,
allowing the image to be stretched and tiled instead. However, the original
image size might appear too small on high DPI displays.
A BorderImage is used to create borders out of images by scaling or tiling
parts of each image. It breaks a source image into 9 regions that are scaled
or tiled according to property values. However, the corners are not scaled
at all, which can make the results less than optimal on high DPI displays.
A \l Text QML type attempts to determine how much room is needed and set the
\c width and \c height properties accordingly, unless they are explicitly
set. The \c fontPointSize property sets the point size in a
device-independent manner. However, specifying fonts in points and other
sizes in pixels causes problems, because points are independent of the
display density. A frame around a string that looks correct on low DPI
displays is likely to become too small on high DPI displays, causing the
text to be clipped.
The level of high DPI support and the techniques used by the supported
platforms varies from platform to platform. The following sections describe
different approaches to scaling screen contents on high DPI displays.
For more information about high DPI support in Qt and the supported
platforms, see \l{High DPI Displays}.
\section2 High DPI Scaling on \macos and iOS
On \macos and iOS, applications use high DPI scaling that is an alternative to
the traditional DPI scaling. In the traditional approach, the application is
presented with an DPI value used to multiply font sizes, layouts, and so on.
In the new approach, the operating system provides Qt with a scaling ratio
that is used to scale graphics output: allocate larger buffers and set a
scaling transform.
The advantage of this approach is that that vector graphics and fonts scale
automatically and existing applications tend to work unmodified. For raster
content, high-resolution alternative resources are needed, however.
Scaling is implemented for the QtQuick and QtWidgets stacks, as well as
general support in QtGui and the Cocoa platform plugin.
The OS scales window, event, and desktop geometry. The Cocoa platform plugin
sets the scaling ratio as QWindow::devicePixelRatio() or
QScreen::devicePixelRatio(), as well as on the backing store.
For QtWidgets, QPainter picks up \c devicePixelRatio() from the backing
store and interprets it as a scaling ratio.
However, in OpenGL pixels are always device pixels. For example, geometry
passed to glViewport() needs to be scaled by devicePixelRatio().
The specified font sizes (in points or pixels) do not change and strings
retain their relative size compared to the rest of the UI. Fonts are
scaled as a part of painting, so that a size 12 font effectively becomes a
size 24 font with 2x scaling, regardless of whether it is specified in
points or in pixels. The \e px unit is interpreted as device independent
pixels to ensure that fonts do not appear smaller on a high DPI display.
\section2 Calculating Scaling Ratio
You can select one high DPI device as a reference device and calculate
a scaling ratio for adjusting image and font sizes and margins to the actual
screen size.
The following code snippet uses reference values for DPI, height, and
width from the Nexus 5 Android device, the actual screen size returned by
the QRect class, and the logical DPI value of the screen returned by the
\c qApp global pointer to calculate a scaling ratio for image sizes and
margins (\c m_ratio) and another for font sizes (\c m_ratioFont):
\code
qreal refDpi = 216.;
qreal refHeight = 1776.;
qreal refWidth = 1080.;
QRect rect = QGuiApplication::primaryScreen()->geometry();
qreal height = qMax(rect.width(), rect.height());
qreal width = qMin(rect.width(), rect.height());
qreal dpi = QGuiApplication::primaryScreen()->logicalDotsPerInch();
m_ratio = qMin(height/refHeight, width/refWidth);
m_ratioFont = qMin(height*refDpi/(dpi*refHeight), width*refDpi/(dpi*refWidth));
\endcode
For a reasonable scaling ratio, the height and width values must be set
according to the default orientation of the reference device, which in this
case is the portrait orientation.
The following code snippet sets the font scaling ratio to \c 1 if it would
be less than one and thus cause the font sizes to become too small:
\code
int tempTimeColumnWidth = 600;
int tempTrackHeaderWidth = 270;
if (m_ratioFont < 1.) {
m_ratioFont = 1;
\endcode
You should experiment with the target devices to find edge cases that
require additional calculations. Some screens might just be too short or
narrow to fit all the planned content and thus require their own layout. For
example, you might need to hide or replace some content on screens with
atypical aspect ratios, such as 1:1.
The scaling ratio can be applied to all sizes in a QQmlPropertyMap to
scale images, fonts, and margins:
\code
m_sizes = new QQmlPropertyMap(this);
m_sizes->insert(QLatin1String("trackHeaderHeight"), QVariant(applyRatio(270)));
m_sizes->insert(QLatin1String("trackHeaderWidth"), QVariant(applyRatio(tempTrackHeaderWidth)));
m_sizes->insert(QLatin1String("timeColumnWidth"), QVariant(applyRatio(tempTimeColumnWidth)));
m_sizes->insert(QLatin1String("conferenceHeaderHeight"), QVariant(applyRatio(158)));
m_sizes->insert(QLatin1String("dayWidth"), QVariant(applyRatio(150)));
m_sizes->insert(QLatin1String("favoriteImageHeight"), QVariant(applyRatio(76)));
m_sizes->insert(QLatin1String("favoriteImageWidth"), QVariant(applyRatio(80)));
m_sizes->insert(QLatin1String("titleHeight"), QVariant(applyRatio(60)));
m_sizes->insert(QLatin1String("backHeight"), QVariant(applyRatio(74)));
m_sizes->insert(QLatin1String("backWidth"), QVariant(applyRatio(42)));
m_sizes->insert(QLatin1String("logoHeight"), QVariant(applyRatio(100)));
m_sizes->insert(QLatin1String("logoWidth"), QVariant(applyRatio(286)));
m_fonts = new QQmlPropertyMap(this);
m_fonts->insert(QLatin1String("six_pt"), QVariant(applyFontRatio(9)));
m_fonts->insert(QLatin1String("seven_pt"), QVariant(applyFontRatio(10)));
m_fonts->insert(QLatin1String("eight_pt"), QVariant(applyFontRatio(12)));
m_fonts->insert(QLatin1String("ten_pt"), QVariant(applyFontRatio(14)));
m_fonts->insert(QLatin1String("twelve_pt"), QVariant(applyFontRatio(16)));
m_margins = new QQmlPropertyMap(this);
m_margins->insert(QLatin1String("five"), QVariant(applyRatio(5)));
m_margins->insert(QLatin1String("seven"), QVariant(applyRatio(7)));
m_margins->insert(QLatin1String("ten"), QVariant(applyRatio(10)));
m_margins->insert(QLatin1String("fifteen"), QVariant(applyRatio(15)));
m_margins->insert(QLatin1String("twenty"), QVariant(applyRatio(20)));
m_margins->insert(QLatin1String("thirty"), QVariant(applyRatio(30)));
\endcode
The functions in the following code snippet apply the scaling ratio to
fonts, images, and margins:
\code
int Theme::applyFontRatio(const int value)
{
return int(value * m_ratioFont);
}
int Theme::applyRatio(const int value)
{
return qMax(2, int(value * m_ratio));
}
\endcode
This technique gives you reasonable results when the screen sizes of the
target devices do not differ too much. If the differences are huge, consider
creating several different layouts with different reference values.
\section1 Loading Files Depending on Platform
You can use the QQmlFileSelector to apply a QFileSelector to QML file
loading. This enables you to load altenative resources depending on the
platform on which the application is run. For example, you can use the
\c +android file selector to load different image files
when run on Android devices.
You can use file selectors together with singleton objects to access a
single instance of an object on a particular platform.
File selectors are static and enforce a file structure where
platform-specific files are stored in subfolders named after the platform.
If you need a more dynamic solution for loading parts of your UI on demand,
you can use a Loader.
The target platforms might automate the loading of alternative resources for
different display densities in various ways. On iOS, the \e @2x filename
suffix is used to indicate high DPI versions of images. The \l Image QML
type and the QIcon class automatically load @2x versions of images and icons
if they are provided. The QImage and QPixmap classes automatically set the
\c devicePixelRatio of @2x versions of images to \c 2, but you need to add
code to actually use the @2x versions:
\code
if ( QGuiApplication::primaryScreen()->devicePixelRatio() >= 2 ) {
imageVariant = "@2x";
} else {
imageVariant = "";
}
\endcode
Android defines generalized screen sizes (small, normal, large, xlarge) and
densities (ldpi, mdpi, hdpi, xhdpi, xxhdpi, and xxxhdpi) for
which you can create alternative resources. Android detects the current
device configuration at runtime and loads the appropriate resources for your
application. However, beginning with Android 3.2 (API level 13), these size
groups are deprecated in favor of a new technique for managing screen sizes
based on the available screen width.
\section1 Loading Components on Demand
A \l{Loader} can load a QML file (using the \c source property) or a Component
object (using the \c sourceComponent property). It is useful for delaying the
creation of a component until it is required. For example, when a component
should be created on demand, or when a component should not be created
unnecessarily for performance reasons.
You can also use loaders to react to situations where parts of your UI are
not needed on a particular platform, because the platform does not support
some functionality. Instead of displaying a view that is not needed
on the device the application is running on, you can determine that the
view is hidden and use loaders to display something else in its place.
\section1 Switching Orientation
The \l{Screen}{Screen.orientation} attached property contains the current
orientation of the screen, from the accelerometer (if available). On a
desktop computer, this value typically does not change.
If \c primaryOrientation follows \c orientation, it means that the screen
automatically rotates all content that is displayed, depending on how you
hold the device. If orientation changes even though \c primaryOrientation
does not change, the device might not rotate its own display. In that case,
you may need to use \l{QtQuick::Item::rotation}{Item.rotation} or
\l{QtQuick::Item::transform}{Item.transform} to rotate your content.
Application top-level page definitions and reusable component
definitions should use one QML layout definition for the layout
structure. This single definition should include the layout design
for separate device orientations and aspect ratios. The reason for
this is that performance during an orientation switch is critical,
and it is therefore a good idea to ensure that all of the
components needed by both orientations are loaded when the
orientation changes.
On the contrary, you should perform thorough tests if you choose
to use a \l{Loader} to load additional QML that is needed in separate
orientations, as this will affect the performance of the
orientation change.
In order to enable layout animations between the orientations, the
anchor definitions must reside within the same containing
component. Therefore the structure of a page or a component
should consist of a common set of child components, a common set
of anchor definitions, and a collection of states (defined in a
StateGroup) representing the different aspect ratios supported by
the component.
If a component contained within a page needs to be
hosted in numerous different form factor definitions, then the
layout states of the view should depend on the aspect ratio of the
page (its immediate container). Similarly, different instances of
a component might be situated within numerous different containers
in a UI, and so its layout states should be determined by the
aspect ratio of its parent. The conclusion is that layout states
should always follow the aspect ratio of the direct container (not
the "orientation" of the current device screen).
Within each layout \l{State}, you should define the relationships
between items using native QML layout definitions. See below for
more information. During transitions between the states (triggered
by the top level orientation change), in the case of anchor
layouts, AnchorAnimation elements can be used to control the
transitions. In some cases, you can also use a NumberAnimation on
e.g. the width of an item. Remember to avoid complex JavaScript
calculations during each frame of animation. Using simple anchor
definitions and anchor animations can help with this in the
majority of cases.
There are a few additional cases to consider:
\list
\li What if you have a single page that looks completely
different between landscape and portrait, that is, all of the
child items are different? For each page, have two child
components, with separate layout definitions, and make one
or other of the items have zero opacity in each state. You
can use a cross-fade animation by simply applying a
NumberAnimation transition to the opacity.
\li What if you have a single page that shares 30% or more of
the same layout contents between portrait and landscape? In
that case, consider having one component with landscape and
portrait states, and a collection of separate child items
whose opacity (or position) depends on the orientation
state. This will enable you to use layout animations for the
items that are shared between the orientations, whilst the
other items are either faded in/out, or animated on/off
screen.
\li What if you have two pages on a handheld device that need to
be on screen at the same time, for example on a larger form
factor device? In this case, notice that your view component
will no longer be occupying the full screen. Therefore it's
important to remember in all components (in particular, list
delegate items) should depend on the size of the containing
component width, not on the screen width. It may be
necessary to set the width in a Component.onCompleted()
handler in this case, to ensure that the list item delegate
has been constructed before the value is set.
\li What if the two orientations take up too much memory to have
them both in memory at once? Use a \l{Loader} if necessary, if
you cannot keep both versions of the view in memory at once,
but beware performance on the cross-fade animation during
layout switch. One solution could be to have two "splash
screen" items that are children of the Page, then you cross
fade between those during rotation. Then you can use a
\l{Loader} to load another child component that loads the actual
model data to another child Item, and cross-fade to that
when the \l{Loader} has completed.
\endlist
*/