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How to draw text in QQuickItem?

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  • T Offline
    T Offline
    Timmmm
    wrote on last edited by
    #11

    I used QQuickPaintedItem but unfortunately the performance was quite poor. Fortunately there was a fairly easy solution which improved performance significantly. Call this in your QQuickPaintedItem constructor:

    setRenderTarget(QQuickPaintedItem::FramebufferObject);

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    • T Offline
      T Offline
      Timmmm
      wrote on last edited by
      #12

      Also, I've looked at the QML Text source code, and I'm afraid it is incredibly complicated to draw text the "right" QML way from C++.

      Hopefully they will provide a useful solution at some point as more people try to create custom QQuickItem's and realise they can't draw text...

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      • M Offline
        M Offline
        Mephisto
        wrote on last edited by
        #13

        @Alexey: Have you found a way to render text in the QQuickItem?

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        • M Offline
          M Offline
          Mephisto
          wrote on last edited by
          #14

          i also use QQuickPaintedItem, and when i am reimplement the updatePaintNode function, then i get no call for the paint function.

          Has anybody solved the problem how to render text in QQuickPaintedItem, or QQuickItem?

          I wish there is something like a public QSGTextNode...

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          • M Offline
            M Offline
            maksim1979
            wrote on last edited by
            #15

            if you use QQuickPaintedItem, you have to reimplement
            @
            virtual void paint(QPainter *painter) override;
            @

            This paint method will be called when you invoke update(); method

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            • A Offline
              A Offline
              aabc
              wrote on last edited by
              #16

              We don't want to use QQuickPaintedItem, We want to use QQuickItem

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              • M Offline
                M Offline
                Mephisto
                wrote on last edited by
                #17

                Thats the point, i have reimplemented paint, but i also have reimplemented updatePaintNode...
                Maybe i have forgotten something in my reimplementation of updatePaintNode?

                here is some code:

                @MyQuickPaintedItem::MyQuickPaintedItem(QQuickItem *parent)
                : QQuickPaintedItem(parent)
                , m_xAxisLineCount(500)
                {
                setFlag(ItemHasContents, true);

                setRenderTarget(QQuickPaintedItem::FramebufferObject);
                setPerformanceHint(QQuickPaintedItem::FastFBOResizing);
                setAntialiasing(true);
                //setOpaquePainting(true);
                setMipmap(true);
                update();
                

                }

                QSGNode *MyQuickPaintedItem::updatePaintNode(QSGNode *oldNode, UpdatePaintNodeData *data)
                {
                QSGGeometryNode *node = 0;
                QSGGeometry *geometry = 0;

                if (!oldNode) {
                    node = new QSGGeometryNode;
                
                    geometry = new QSGGeometry(QSGGeometry::defaultAttributes_Point2D(), m_xAxisLineCount * 2);
                    geometry->setLineWidth(1);
                    geometry->setDrawingMode(GL_LINES);
                    node->setGeometry(geometry);
                    node->setFlag(QSGNode::OwnsGeometry);
                
                    QSGFlatColorMaterial *material = new QSGFlatColorMaterial;
                    material->setColor(QColor(255, 0, 0));
                    node->setMaterial(material);
                    node->setFlag(QSGNode::OwnsMaterial);
                
                } else {
                    node = static_cast<QSGGeometryNode *>(oldNode);
                    geometry = node->geometry();
                    geometry->allocate(m_xAxisLineCount * 2);
                }
                
                //qDebug("in updatePaintNode");
                
                QRectF bounds = boundingRect();
                QSGGeometry::Point2D *vertices = geometry->vertexDataAsPoint2D();
                
                
                int iPlus = 0;
                
                for (int i = 0; i <m_xAxisLineCount; ++i) {
                    qreal t = i / qreal(m_xAxisLineCount - 1);
                
                    vertices[iPlus].set(i, bounds.height() / 2.0);
                
                    iPlus++;
                

                // QPointF pos_amplitude (t, 0.8 );

                // x = bounds.x() + pos_amplitude.x() * bounds.width();
                // y = bounds.y() + pos_amplitude.y() * bounds.height();
                int height = bounds.height();
                int amplitude = rand() % height;
                //int amplitude = height;

                    vertices[iPlus].set(i, amplitude);
                    iPlus++;
                }
                node->markDirty(QSGNode::DirtyGeometry);
                
                return node;
                

                }

                void MyQuickPaintedItem::paint(QPainter *painter)
                {
                // // Pen
                QColor randomColor(255,255,60);
                QPen myPenRandomColor(randomColor);

                QRectF bounds = contentsBoundingRect();
                
                // Font
                QFont font;
                font.setFamily("Arial");
                font.setPixelSize(20);
                painter->setFont(font);
                
                painter->setPen(myPenRandomColor);
                qDebug("in paint");
                
                
                painter->drawText(bounds,Qt::AlignCenter, "text");
                

                }@@@@@

                so if i take out the reimplementation of updatePaindNode, then the paint function is called...

                some Idea how to call booth functions? i want to render text with the QPainter, but draw lines with QSG classes...

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                • M Offline
                  M Offline
                  Mephisto
                  wrote on last edited by
                  #18

                  [quote author="aabc" date="1410860899"]We don't want to use QQuickPaintedItem, We want to use QQuickItem[/quote]

                  I know, i also want to use QQuickItem, but i think if it is possible, then only with QQuickPaintedItem, if you have an idea, how to render text with QQuickItem, then is perfect, do you have?

                  greetings Tom

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                  • M Offline
                    M Offline
                    Mephisto
                    wrote on last edited by
                    #19

                    reading the qt 5.4 documentation, and maybe the "QOpenGLWidget":http://doc-snapshot.qt-project.org/qt5-5.4/qopenglwidget.html#details
                    is a good way.
                    i read, that it is possible to construct a QPainter to draw primitives and render text...

                    "this":http://blog.qt.digia.com/blog/2014/09/10/qt-weekly-19-qopenglwidget/ is also a good article about the good old QGL classes, that i use in the moment... :-( because it is new for me, and unluckily it is old and deprecated...

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                    • M Offline
                      M Offline
                      Mephisto
                      wrote on last edited by
                      #20

                      I think i found a way... :-)

                      here is a blog post how to render with QPainter in an QImage or FBO...
                      "http://dangelog.wordpress.com/2013/02/10/using-fbos-instead-of-pbuffers-in-qt-5-2/":http://dangelog.wordpress.com/2013/02/10/using-fbos-instead-of-pbuffers-in-qt-5-2/

                      With this you can make a FBO and render text with QPainter in it...

                      Then you take the FBO or the QImage and create a QSGSimpleTextureNode
                      "http://qt-project.org/doc/qt-5/qsgsimpletexturenode.html#setTexture":http://qt-project.org/doc/qt-5/qsgsimpletexturenode.html#setTexture

                      with setTexture you can set the texture to it... and just append the QSGSimpleTextureNode as child to your other node, and thats it :-) i hope...

                      I will try it on monday... and report if it works...

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                      • L Offline
                        L Offline
                        literA2
                        wrote on last edited by
                        #21

                        Hi, I'm having this problem also.

                        I need to render a text on my custom geometry, I don't want to use QPainter because of the blurry text issue in iOS (using QQuickPaintedItem class).

                        Please advise. TIA.

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                        • S Offline
                          S Offline
                          seyed
                          wrote on last edited by
                          #22

                          I need it too, because performance.
                          I looked at Qt's source code (qquicktextnode.cpp) and I found following lines. Perhaps it helps someone...

                          QSGGlyphNode *QQuickTextNode::addGlyphs(const QPointF &position, const QGlyphRun &glyphs, const QColor &color,
                                                           QQuickText::TextStyle style, const QColor &styleColor,
                                                           QSGNode *parentNode)
                          {
                              QSGRenderContext *sg = QQuickItemPrivate::get(m_ownerElement)->sceneGraphRenderContext();
                              QRawFont font = glyphs.rawFont();
                              bool preferNativeGlyphNode = m_useNativeRenderer;
                              if (!preferNativeGlyphNode) {
                                  QRawFontPrivate *fontPriv = QRawFontPrivate::get(font);
                                  if (fontPriv->fontEngine->hasUnreliableGlyphOutline())
                                      preferNativeGlyphNode = true;
                                  else
                                      preferNativeGlyphNode = !QFontDatabase().isSmoothlyScalable(font.familyName(), font.styleName());
                              }
                          
                              QSGGlyphNode *node = sg->sceneGraphContext()->createGlyphNode(sg, preferNativeGlyphNode);
                          
                              node->setOwnerElement(m_ownerElement);
                              node->setGlyphs(position + QPointF(0, glyphs.rawFont().ascent()), glyphs);
                              node->setStyle(style);
                              node->setStyleColor(styleColor);
                              node->setColor(color);
                              node->update();
                          
                              /* We flag the geometry as static, but we never call markVertexDataDirty
                                 or markIndexDataDirty on them. This is because all text nodes are
                                 discarded when a change occurs. If we start appending/removing from
                                 existing geometry, then we also need to start marking the geometry as
                                 dirty.
                               */
                              node->geometry()->setIndexDataPattern(QSGGeometry::StaticPattern);
                              node->geometry()->setVertexDataPattern(QSGGeometry::StaticPattern);
                          
                              if (parentNode == 0)
                                  parentNode = this;
                              parentNode->appendChildNode(node);
                          
                              return node;
                          }
                          
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                          • D Offline
                            D Offline
                            devel
                            wrote on last edited by
                            #23

                            I'm making a custom QQuickItem too. And it needs to accept a delegate that'll appear in the specific position.

                            So, is it the right solution to expose a QRect property and do a QML wrapper that creates and positions that sub-item with a Loader?

                            Or it's somehow possible to attach other items directly to one of QSGNode of a custom QQuickItem?

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                            • A Alexey

                              Hi,
                              I want to implement my custom QQuickItem subclass and I want it to draw some text. I found out that there is a QQuickTextNode class, but it seems to be private. So my question is: how can I do text drawing with QQuickItem?

                              Thanks in advance!

                              V Offline
                              V Offline
                              vladstelmahovsky
                              wrote on last edited by
                              #24

                              @Alexey the only way is to use QQuickText and use private classes

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