On 28 July 2014 20:13, Tomaz Canabrava <[email protected]> wrote: > On Mon, Jul 28, 2014 at 2:01 PM, Lubomir I. Ivanov <[email protected]> > wrote: >> On 28 July 2014 19:54, Tomaz Canabrava <[email protected]> wrote: >>> On Mon, Jul 28, 2014 at 1:39 PM, Lubomir I. Ivanov <[email protected]> >>> wrote: >>>> On 28 July 2014 19:29, Tomaz Canabrava <[email protected]> wrote: >>>>> On Mon, Jul 28, 2014 at 1:27 PM, Lubomir I. Ivanov <[email protected]> >>>>> wrote: >>>>>> On 28 July 2014 19:19, Tomaz Canabrava <[email protected]> wrote: >>>>>>> On Mon, Jul 28, 2014 at 1:16 PM, Lubomir I. Ivanov >>>>>>> <[email protected]> wrote: >>>>>>>> On 28 July 2014 19:03, Anton Lundin <[email protected]> wrote: >>>>>>>>> Just a note here from how we thought. >>>>>>>>> >>>>>>>>> The scope of this GSOC project is to produce a usable downloader app >>>>>>>>> for android and one pre-req for that is a usable touch friendly ui. >>>>>>>>> >>>>>>>>> The current Android port of subsurface is unusable as a ui, but it >>>>>>>>> works as a technical product. It needs a better ui for touch. >>>>>>>>> >>>>>>>> >>>>>>>> i haven't followed previous discussions; can you elaborate on why it's >>>>>>>> unusable? >>>>>>>> is it more of a cosmetic issue or perhaps QWidget based things like >>>>>>>> QTreeView (divelist) do not work at all? >>>>>>> >>>>>>> The UI becomes too small to be used on a phone and it's not stetically >>>>>>> appealing to be used on Tablet. >>>>>>> >>>>>> >>>>>> hmm, how about allowing only one view at time: profile, divelist, >>>>>> diveinfo etc and increasing the font sizes? >>>>>> the "one view at a time" thing, is the mobile way of doing it because >>>>>> of resolution restrictions. >>>>> >>>>> QML can takes care of that, I'v already created a Subsurface QML >>>>> interface just for fun and it was almost easy to do. :) >>>>> >>>> >>>> and can be done in C++ based on our current UI - just show the "view" >>>> that is needed? >>>> >>>> for a recent Qt / POC project i completely ditched QML in favor of C++ >>>> because i wanted a more direct QGraphicsScene interaction. >>>> QML only provided the "quick" part in terms of instantiating UI >>>> elements, but not the control and performance i wanted. >>> >>> True in Qt4, false in Qt5. in Qt5 QML uses OpenGL directly so it >>> should be faster / smoother than QGraphicsView. >>> >> >> well, QML to my knowledge is built based on QGraphicsView and >> QGraphicsView can use QGLWidget as a viewport, which i've tried and it >> works apart from minor font glitches for now. > > True for Qt4, False for Qt5. > for Qt5 QML is build not on QGraphicsView anymore, but SceneGraph. > There's a very nice blog post about it here: > > http://blog.qt.digia.com/blog/2013/09/02/new-scene-graph-renderer/ >
oh yes, forgot about the SceneGraph... >> the performance of QML's animation (this should be also based on Qt's >> animation framework) and of Context2D (for heavy SVG like drawing) >> were main decision factors to stick to C++. > > yes - true for Qt4 :) > dunno, my tests were based on Qt5.2 for Win32. RotationAnimation on a declarative image, 15% CPU on a dual core with OpenGL. rotating with QGraphicsScene / C++ ~0% CPU with or without OpenGL. lubomir -- _______________________________________________ subsurface mailing list [email protected] http://lists.hohndel.org/cgi-bin/mailman/listinfo/subsurface
