Merge remote-tracking branch 'origin/5.0' into 6.0

Change-Id: I1244ca0b6193d00ded38e5d4c12b605f4e96fdae
This commit is contained in:
Eike Ziller
2021-09-30 09:00:11 +02:00
20 changed files with 400 additions and 23 deletions

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@@ -20,6 +20,7 @@ macro.Q3DS = "Qt 3D Studio"
macro.QA = "Qt Assistant"
macro.QB = "Qt Bridge"
macro.QBPS = "Qt Bridge for Adobe Photoshop"
macro.QBXD = "Qt Bridge for Adobe XD"
macro.QBSK = "Qt Bridge for Sketch"
macro.QBF = "Qt Bridge for Figma"
macro.QC = "$IDE_DISPLAY_NAME"

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@@ -52,11 +52,13 @@
\row
\li \inlineimage ai-logo.png
\li \inlineimage ps-logo.png
\li \inlineimage xd-logo.png
\li \inlineimage sketch-logo.png
\li \inlineimage figma-logo.png
\row
\li \l{Exporting Designs from Adobe Illustrator}{Adobe Illustrator}
\li \l{Exporting Designs from Adobe Photoshop}{Adobe Photoshop}
\li \l{Exporting Designs from Adobe XD}{Adobe XD}
\li \l{Exporting Designs from Sketch}{Sketch}
\li \l{Exporting Designs from Figma}{Figma}
\endtable

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@@ -26,7 +26,7 @@
/*!
\previouspage qtbridge-ps-setup.html
\page qtbridge-ps-using.html
\nextpage sketchqtbridge.html
\nextpage xdqtbridge.html
\title Using \QBPS

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@@ -26,7 +26,7 @@
// Note: The \page value is hard-coded as a link in Qt Bridge for Sketch.
/*!
\previouspage qtbridge-ps-using.html
\previouspage qtbridge-xd-using.html
\page sketchqtbridge.html
\nextpage qtbridge-sketch-setup.html

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@@ -0,0 +1,58 @@
/****************************************************************************
**
** Copyright (C) 2021 The Qt Company Ltd.
** Contact: https://www.qt.io/licensing/
**
** This file is part of the Qt Design Studio documentation.
**
** Commercial License Usage
** Licensees holding valid commercial Qt licenses may use this file in
** accordance with the commercial license agreement provided with the
** Software or, alternatively, in accordance with the terms contained in
** a written agreement between you and The Qt Company. For licensing terms
** and conditions see https://www.qt.io/terms-conditions. For further
** information use the contact form at https://www.qt.io/contact-us.
**
** GNU Free Documentation License Usage
** Alternatively, this file may be used under the terms of the GNU Free
** Documentation License version 1.3 as published by the Free Software
** Foundation and appearing in the file included in the packaging of
** this file. Please review the following information to ensure
** the GNU Free Documentation License version 1.3 requirements
** will be met: https://www.gnu.org/licenses/fdl-1.3.html.
**
****************************************************************************/
// Note: The \page value is hard-coded as a link in Qt Bridge for Adobe XD.
/*!
\previouspage qtbridge-ps-using.html
\page xdqtbridge.html
\nextpage qtbridge-xd-setup.html
\title Exporting Designs from Adobe XD
\note This is a \e {Technical Preview} release of the \QBXD. Some design
elements might not be exported and imported into \QDS as expected.
You can use \QBXD to export designs from Adobe XD to \e {.qtbridge}
format that you can \l{Importing 2D Assets}{import} to projects in \QDS.
\image qt-bridge-xd.png
The following topics describe setting up and using \QBXD:
\list
\li \l{Setting Up Qt Bridge for Adobe XD}
You must install and set up the \QBXD export plugin before you can use
it to export designs.
\li \l{Using Qt Bridge for Adobe XD}
To get the best results when you use \QB to export designs from
Adobe XD, you should follow the guidelines for working with
Adobe XD and organizing your assets.
\endlist
*/

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@@ -0,0 +1,57 @@
/****************************************************************************
**
** Copyright (C) 2021 The Qt Company Ltd.
** Contact: https://www.qt.io/licensing/
**
** This file is part of the Qt Bridge documentation.
**
** Commercial License Usage
** Licensees holding valid commercial Qt licenses may use this file in
** accordance with the commercial license agreement provided with the
** Software or, alternatively, in accordance with the terms contained in
** a written agreement between you and The Qt Company. For licensing terms
** and conditions see https://www.qt.io/terms-conditions. For further
** information use the contact form at https://www.qt.io/contact-us.
**
** GNU Free Documentation License Usage
** Alternatively, this file may be used under the terms of the GNU Free
** Documentation License version 1.3 as published by the Free Software
** Foundation and appearing in the file included in the packaging of
** this file. Please review the following information to ensure
** the GNU Free Documentation License version 1.3 requirements
** will be met: https://www.gnu.org/licenses/fdl-1.3.html.
**
****************************************************************************/
/*!
\previouspage xdqtbridge.html
\page qtbridge-xd-setup.html
\nextpage qtbridge-xd-using.html
\title Setting Up \QBXD
You can purchase a \QBXD license from the \l{https://marketplace.qt.io/}
{Qt Marketplace}, and then use the Qt Installer to have the \QBXD
plugin package copied to the following path in your Qt installation
folder:
\list
\li On Windows:
\c {Tools\QtDesignStudio\xd_bridge\qtbridge.xdx}
\li On \macos:
\c {QtDesignStudio/xd_bridge/qtbridge.xdx}.
\endlist
\note Install Adobe XD before installing the plugin.
To install the \QBXD plugin to Adobe XD, double-click \c qtbridge.xdx in the
\c xd_bridge folder in the installation directory of \QDS. Adobe XD will
automatically install \QBXD.
\note Since the plugin is not distributed through Adobe's marketplace, during
the installation Adobe XD might warn about the third-party developer.
\image qt-bridge-xd-warn.png
You can launch the plugin from \uicontrol Plugins > \uicontrol {\QB}.
*/

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@@ -0,0 +1,219 @@
/****************************************************************************
**
** Copyright (C) 2021 The Qt Company Ltd.
** Contact: https://www.qt.io/licensing/
**
** This file is part of the Qt Bridge documentation.
**
** Commercial License Usage
** Licensees holding valid commercial Qt licenses may use this file in
** accordance with the commercial license agreement provided with the
** Software or, alternatively, in accordance with the terms contained in
** a written agreement between you and The Qt Company. For licensing terms
** and conditions see https://www.qt.io/terms-conditions. For further
** information use the contact form at https://www.qt.io/contact-us.
**
** GNU Free Documentation License Usage
** Alternatively, this file may be used under the terms of the GNU Free
** Documentation License version 1.3 as published by the Free Software
** Foundation and appearing in the file included in the packaging of
** this file. Please review the following information to ensure
** the GNU Free Documentation License version 1.3 requirements
** will be met: https://www.gnu.org/licenses/fdl-1.3.html.
**
****************************************************************************/
/*!
\previouspage qtbridge-xd-setup.html
\page qtbridge-xd-using.html
\nextpage sketchqtbridge.html
\title Using \QBXD
\section1 Organizing Assets
To get the best results when you use \QBXD to export designs from Adobe XD
to \QDS, follow these guidelines when working with Adobe XD:
\list
\li Arrange your design into \e artboards and organize it into groups and
layers that are imported into \QDS as separate files.
\li Use descriptive and unique IDs to avoid duplicate asset names and IDs
in the generated UI.
\endlist
To use the fonts that you use in Adobe XD also in \QDS, you need to import
them to \QDS as assets. \QDS deploys them to devices when you preview the
UI. For more information, see \l{Using Custom Fonts}.
\section2 Supported Design Elements
You can export the following parts of your design using \QBXD:
\list
\li Artboard
\li Group
\li Shapes (Rectangle, Ellipse, Polygon, Line, Pen)
\li Text
\endlist
The following design elements might not be exported as expected.
\list
\li Components
\li Prototype
\li Repeat Grid
\endlist
\section2 Using Artboards
The hierarchical relationships between artboards and layers are preserved
when you export designs from Adobe XD and import them into \QDS. The
relationships are the basis of how the Items are organized in the generated
code in \QDS.
An artboard can only be exported as a component or skipped. A component will
be imported as a separate file that contains the artwork and text on the
artboard.
\section2 Annotate Layers for Export
With \QBXD, layers can be annotated to hint how each layer or group must be
exported. \uicontrol The {Home} panel displays and allows layer annotation for
export:
\image qt-bridge-xd-home.png
\list 1
\li \QBXD automatically proposes identifiers for all groups and layers
that you can change in the \uicontrol {ID} field. Use unique and
descriptive IDs to avoid duplicate IDs when the layer and the
respective artwork is imported into \QDS. Even though the importer
in \QDS is capable of fixing duplicate IDs, doing so will generate
warnings. It is recommend that you should manually check all the
IDs to make them unique and descriptive.
\li In the \uicontrol {Export As} field, select the export type for the
group or layer:
\list
\li \uicontrol Component exports the layer as a separate UI file
that contains all the exportable artwork and text in it. Only
Artboards can be exported as components.
\li \uicontrol Child exports each asset of the selected group
or layer a separate PNG file, with references
to the images in the component file.
\li \uicontrol Merged merges the rendition of the selected groups
and layers into the rendition of parent artboard or group as
one item.
\li \uicontrol Skipped completely skips the selected layer.
\endlist
\li In the \uicontrol {Component} field, specify the component or
\l {Shapes}{Qt Quick Studio Component} to morph this
layer into. The component that is generated during import will be
of this type. For example, if you drew a rectangle, you can export
it as a \l {basic-rectangle}{Rectangle} component.
You can provide the import statement of the module where the
component is defined in the \uicontrol {Imports} field.
\note The implicit properties except position and size are not
applied when the \uicontrol {Component} is defined. For example, all text
properties will be ignored if \uicontrol {Component} is defined
for a text layer, but explicit properties defined in the \uicontrol
{Properties} field will be applied.
\li In the \uicontrol {Imports} field, enter additional import statements
to have them added to the generated code file. For example, to use
Qt Quick Controls 2.3, you need the import statement
\c {QtQuick.Controls 2.3} and to use Qt Quick Studio Components 1.0,
you need the import statement \c {QtQuick.Studio.Components 1.0}.
You can also import a module as an alias.
\li In the \uicontrol {Properties} field, specify properties for the
component. You can add and modify properties in \QDS.
\li Select the \uicontrol Clip check box to enable clipping in the
component generated from the layer. The generated component will clip
its own painting, as well as the painting of its children, to its
bounding rectangle.
\li Select the \uicontrol Visible check box to determine the visibility
of the layer in the generated UI in \QDS.
\li Select \uicontrol Export to export the document into a .qtbridge
archive.
\endlist
\section2 Export Defaults
\QBXD assigns the following defaults to the layers:
By default:
\list
\li Artboards are exported as \e components.
\li Immediate children of an Artboard and Text layers are exported as
\e child.
\li Any layer not falling under the aforementioned criteria is exported
as \e merged.
\li Images are exported as PNGs by default with no Hi-DPI images.
\li \uicontrol Visible is set to \c true.
\endlist
All the assets and metadata are copied to the directory you specified. This
might take a little while depending on the complexity of your project.
You can now create a project in \QDS and import the assets to it, as
described in \l {Creating Projects} and \l{Importing Designs}.
\section1 \QBXD Settings
Select \uicontrol Settings to change the export settings.
\image qt-bridge-xd-menu.png
\image qt-bridge-xd-settings.png
\list 1
\li Select \uicontrol {Reset All} to remove all of the \QB data
stored in the document. Use \uicontrol {Edit} > \uicontrol {Undo}
to restore the data if you accidentally removed it.
\li You can export images into PNG, JPG or SVG format. In the section
\uicontrol {Export Formats}, select the image format to
export.
\li Depending on the image format selected for export, the
\uicontrol {Format Options} allows fine tuning the exported
image.
\list
\li Select \uicontrol {Hi-DPI Assets} to generate Hi-DPI
images alongside normal scale images. Being a vector format,
this option is not available for SVG format.
\li Select \uicontrol {SVG Minify} to minify the SVG.
\li Select \uicontrol {JPG Quality} to specify the JPG
compression quality in the range [1, 100].
\endlist
\endlist
\section1 Suggestions and Tips
You can export assets using the default settings and make all the changes
later in \QDS. If you are familiar with the \l{QML Syntax Basics}
{QML syntax}, you can modify the settings to tailor the generated code to
a certain degree. For example, you can specify the component or
\l {Shapes}{Qt Quick Studio Component} to use for a component or
layer. If you have drawn an arc that you mean to animate, you can export it
as an \l Arc component to avoid having to replace the arc image with an Arc
component in \QDS. Or you could export a button as a Qt Quick Controls
\l Button component.
\list
\li Name the layers in exactly the same way as your IDs, to be able to
find artwork later, especially as the export files can grow very
large and complicated as they approach the level of a complete UI
project.
\li Make sure to skip all artboards that you don't want to be part of
the final UI to avoid cluttering the \QDS project. You can select
multiple artboards on a page and then select \uicontrol Skip in \QBXD
to skip them.
\li Store all assets in the scalable vector graphics (SVG) format to be
able to easily rescale them for different screen sizes and resolutions.
You can export assets into JPG, PNG, or SVG format and select options
for optimizing them during the export.
\endlist
*/

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@@ -153,6 +153,11 @@
\li \l{Setting Up Qt Bridge for Adobe Photoshop}
\li \l{Using Qt Bridge for Adobe Photoshop}
\endlist
\li \l{Exporting Designs from Adobe XD}
\list
\li \l{Setting Up Qt Bridge for Adobe XD}
\li \l{Using Qt Bridge for Adobe XD}
\endlist
\li \l{Exporting Designs from Sketch}
\list
\li \l{Setting Up Qt Bridge for Sketch}

View File

@@ -40,10 +40,10 @@
\image studio-qtquick-3d-components.png "Qt Quick 3D components in Library"
You can add a camera to your scene by dragging-and-dropping one from
Add a camera by dragging-and-dropping one of the camera components from
\l Library > \uicontrol Components > \uicontrol {Qt Quick 3D} > \uicontrol
{Qt Quick 3D} to \l {3D Editor} or to a 3D view in \l Navigator.
If the cameras are not displayed in \uicontrol Library, you should add the
If the cameras are not displayed in \uicontrol Library, add the
\uicontrol QtQuick3D module to your project, as described in
\l {Adding and Removing Modules}.
@@ -51,20 +51,21 @@
projection:
\list
\li \l{PerspectiveCamera}{Camera Perspective} - is the standard camera
type, which uses field of view and near and far clip planes to
specify the projection.
\li \l{OrthographicCamera}{Camera Orthographic} - renders all contents
with no perspective. It is ideal for rendering 2D elements, because
\li \l{PerspectiveCamera}{Camera Perspective} is the standard camera
type, which gives a realistic projection of the scene since distant
objects are perceived as smaller. It uses field of view and near and
far clip planes to specify the projection.
\li \l{OrthographicCamera}{Camera Orthographic} renders all contents
with no perspective. It is ideal for rendering 2D elements because
your images are guaranteed to be the right size on the screen, and
you can use the z position of components to bring them closer to or
take them farther from the camera (\e z-sorting) with no
foreshortening artifacts.
\li \l{FrustumCamera}{Camera Frustum} - enables finer grain control of
\li \l{FrustumCamera}{Camera Frustum} enables finer grain control of
how the frustum is defined, by setting the number of degrees between
the top and bottom or left and right edges of the camera frustum.
This is useful when creating asymmetrical frustums.
\li \l{CustomCamera}{Camera Custom} - provides full control over how
\li \l{CustomCamera}{Camera Custom} provides full control over how
the projection matrix is created.
\endlist
@@ -84,6 +85,10 @@
\section1 Setting Camera Field of View
\note If you select \uicontrol {Qt 5} as the \uicontrol {Target Qt Version}
when \l {Creating Projects}{creating your project}, the camera properties
will be slightly different.
The camera frustum can be obtained by taking a frustum (that is, a
truncation with parallel planes) of the cone of vision that a camera or eye
would have to the rectangular viewports typically used in computer graphics.
@@ -108,12 +113,26 @@
This value is the number of degrees between the top and bottom edges
of the camera frustum.
The horizontal FOV determines the number of degrees between the left and
right edges of the camera frustum. It is automatically calculated based on
the aspect ratio of the scene when the FOV orientation is set to vertical.
You can set the orientation to horizontal to translate FOV values from
graphics tools such as Maya and Blender, which use horizontal FOV by
default.
The \uicontrol {FOV orientation} property specifies either a
\uicontrol Vertical (the default setting) or a \uicontrol Horizontal
orientation for the field of view. The horizontal FOV determines the number
of degrees between the left and right edges of the camera frustum. It is
automatically calculated based on the aspect ratio of the scene when the
FOV orientation is set to vertical. You can set the orientation to horizontal
to translate FOV values from graphics tools such as Maya and Blender, which
use horizontal FOV by default.
The \uicontrol {Horizontal magnification} and \uicontrol {Vertical magnification}
properties determine the horizontal and vertical magnification of the camera
frustum.
\note The \uicontrol {Horizontal magnification} and
\uicontrol {Vertical magnification} properties are not available in Qt 5.
The \uicontrol {Frustum culling enabled} property determines whether the
objects outside the camera frustum will be culled, which means they will not
be passed to the renderer.
\note The \uicontrol {Frustum culling enabled} property is not available in
Qt 5.
The default values are intended to cause anything within the view
of the camera to be rendered. Aside from special clipping effects, you

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@@ -983,7 +983,7 @@ void GitClient::requestReload(const QString &documentId, const QString &source,
QTC_ASSERT(document, return);
GitBaseDiffEditorController *controller = factory(document);
QTC_ASSERT(controller, return);
controller->setVcsBinary(settings().binaryPath.filePath());
controller->setVcsBinary(settings().gitExecutable());
controller->setVcsTimeoutS(settings().timeout.value());
controller->setProcessEnvironment(processEnvironment());
controller->setWorkingDirectory(workingDirectory);

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@@ -25,6 +25,7 @@
#include "gitsettings.h"
#include <utils/environment.h>
#include <utils/layoutbuilder.h>
#include <vcsbase/vcsbaseconstants.h>
@@ -140,6 +141,12 @@ FilePath GitSettings::gitExecutable(bool *ok, QString *errorMessage) const
errorMessage->clear();
FilePath binPath = binaryPath.filePath();
if (!binPath.isAbsolutePath()) {
Environment env = Environment::systemEnvironment();
if (!path.filePath().isEmpty())
env.prependOrSetPath(path.filePath().toString());
binPath = env.searchInPath(binPath.toString());
}
if (binPath.isEmpty()) {
if (ok)
*ok = false;

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@@ -34,6 +34,7 @@
#include <utils/utilsicons.h>
#include <QApplication>
#include <QThread>
using namespace Utils;
@@ -155,6 +156,7 @@ void TaskHub::addTask(Task task)
QTC_ASSERT(!task.description().isEmpty(), return);
QTC_ASSERT(!task.isNull(), return);
QTC_ASSERT(task.m_mark.isNull(), return);
QTC_ASSERT(QThread::currentThread() == qApp->thread(), return);
if (task.file.isEmpty() || task.line <= 0)
task.line = -1;

View File

@@ -58,15 +58,22 @@ ProMessageHandler::~ProMessageHandler()
Core::MessageManager::writeFlashing(m_messages);
}
static void addTask(Task::TaskType type,
const QString &description,
const Utils::FilePath &file = {},
int line = -1)
{
QMetaObject::invokeMethod(TaskHub::instance(), [=]() {
TaskHub::addTask(BuildSystemTask(type, description, file, line));
});
}
void ProMessageHandler::message(int type, const QString &msg, const QString &fileName, int lineNo)
{
if ((type & CategoryMask) == ErrorMessage && ((type & SourceMask) == SourceParser || m_verbose)) {
// parse error in qmake files
if (m_exact) {
TaskHub::addTask(
BuildSystemTask(Task::Error, msg, Utils::FilePath::fromString(fileName), lineNo));
addTask(Task::Error, msg, Utils::FilePath::fromString(fileName), lineNo);
} else {
appendMessage(format(fileName, lineNo, msg));
}
@@ -79,9 +86,9 @@ void ProMessageHandler::fileMessage(int type, const QString &msg)
if (!m_verbose)
return;
if (m_exact && type == QMakeHandler::ErrorMessage)
TaskHub::addTask(BuildSystemTask(Task::Error, msg));
addTask(Task::Error, msg);
else if (m_exact && type == QMakeHandler::WarningMessage)
TaskHub::addTask(BuildSystemTask(Task::Warning, msg));
addTask(Task::Warning, msg);
else
appendMessage(msg);
}