On Mon, Jul 28, 2014 at 2:20 PM, Lubomir I. Ivanov <[email protected]> wrote: > 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.
Then I hope they fix this bug, as they are selling QML as the big thing in Qt. We can do a touch ui based on QGraphicsView, but it will be so much easier in QML ( mostly because now there's a widget's QML package ) > lubomir > -- _______________________________________________ subsurface mailing list [email protected] http://lists.hohndel.org/cgi-bin/mailman/listinfo/subsurface
