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 _______________________________________________ Qt-qml mailing list [email protected] http://lists.qt.nokia.com/mailman/listinfo/qt-qml
