The very common misconception I keep reading over and over is that C++
singletons should be the same as QML singletons. They generally aren't.
You can shoehorn a C++ singleton into a QML one, but if you can avoid
that exercise, you should avoid it.
The usual way to declare a QML singleton is just the same as any old QML
object type: You write a QObject-derived class with a number of
properties and invokable methods. You make sure it has a default
constructor the QML engine can use, and you add QML_ELEMENT. Then you
add QML_SINGLETON in addition. That's it. Each QML engine will create at
most one instance of this type. Yes, there can be more than one instance
in total if there is more than one engine. Yes, the QML engine
absolutely wants to own your singleton. And that saves _you_ headaches
because now you don't have to care about your singleton's life cycle
vis-a-vis the various engines that may be messing with it.
If you have some actually singular data you want to serve from your
singleton you still can. Your singleton object can keep a pointer to the
singular data and return it from its property getters or manipulate it
from its invokable methods.
Now, as always, you _can_ shoot your foot if you really want to. Here is
how you find the gun: If your singleton does not have a default
constructor the engine can use, but the engine instead finds a static
method "Foo *create(QJSEngine *, QQmlEngine *)", it will use that to
obtain the singleton. The method can also be defined on the QML_FOREIGN
wrapper in case you cannot touch the actual class at all. In that method
you can go to town with your singleton. You can create it on the fly or
retrieve it from somewhere. You can declare its object ownership. You
can decide yourself which object to return for which engine. You should
probably check if the thread affinity matches, but if you don't, it's
your problem.
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