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How to draw text in QQuickItem?

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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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