On Wed, Jan 19, 2011 at 1:07 PM,  <[email protected]> wrote:

> Perhaps I'm just dwelling on the mention of implementing the animation in 
> C++. If this case is merely that you don't want to write any game logic in 
> Javascript you can do the logic part in C++, setting the x/y of the Items, 
> and have that animated with Behaviors. One way this could be done would be to 
> create a custom QObject exposed to QML containing the game logic, and with 
> properties that get set to the relevant entities in QML. By getting the 
> QDeclarativeItem pointers, and thus setting x/y directly instead of through 
> the property system, the performance hit compared to using straight 
> GraphicsView will be insignificant (although the startup time might be 
> slightly longer, that shouldn't be significantly longer either).

Thanks, this is pretty much what I was after. I am trying to argue the
case that you shouldn't dismiss QML-enabling your application just
because you'd rather use C++ for everything (or you have significant
body of non-opengl game logic code already written in C++). That is,
the QML canvas is the place where you want to draw in the future, no
matter how you write the code.

-- 
Ville M. Vainio @@ Forum Nokia
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