Dmitry:
When you are trying to have the text an active part of the control,
responding to mouse/touch events in coordination with the changing
Geometry nodes as they occur.
So in essence, the lack of access to the QQuickTextNode means that the
most control is in QuickPaintedItem, but that method has unknown
performance limits
as compared to the super speedy scenegraph.
Trying to emit signals out of the QuickItem means that your text is
lagging the QuickItem and now you have quite a code pattern going that
is kluge at best.
I will try to skin the cat using QuickPaintedItem for now.
Don't you think its time for text to be under the control of QQuickItem?
We need QSGTextNode for that.
Thanks for the response.
Mark
On 1/14/2016 2:43 PM, Dmitry Volosnykh wrote:
Hi, Mark.
I guess you should implement it without using QQuickTextNode directly.
Instead, you could try to put text in a usual way on top of your
custom item. Is there anything that prevents you from achieving your
goal this way?
Regards,
Dmitry.
On Thu, Jan 14, 2016 at 11:32 PM mark diener <rpzrpz...@gmail.com
<mailto:rpzrpz...@gmail.com>> wrote:
Hello List:
Well after pouring thru 5.5.1 source code, I find that QQuickTextNode
is really not intended to be used in QQuickItem derived classes.
There is not visible header file from projects.
Lots of various google references to similar challenge of text in
QQuickItem.
At this point, my only C++ way for custom components with text is
QQuickPaintedItem.
Anyone have thoughts on how to output text into QuickItem stuff?
Thanks,
md
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