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Using Qt widgets in OpenGL application

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  • K Offline
    K Offline
    kagami_kuro
    wrote on last edited by
    #1

    Is there a way to use QTextEdit, QPushButton and other widgets and layouts in OpenGL application? For example, if I want styled text field with editable text, selection, copy&paste and a button to process this text in my game. Or should I use low-level features? If so, then from which features should I start? I can render text using QOpenGLTexture, QFontMetrics and QPainter, but instead I'd like to use QLabel.

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    • ? Offline
      ? Offline
      A Former User
      wrote on last edited by
      #2

      Hi! If all you need is an overlay with controls over the scene, then you can simply place widgets on top of a QOpenGLWidget. If you somehow want to embed widgets in a 3D scene: no, that's not supported. In this case better use a game engine.

      K 1 Reply Last reply
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      • ? A Former User

        Hi! If all you need is an overlay with controls over the scene, then you can simply place widgets on top of a QOpenGLWidget. If you somehow want to embed widgets in a 3D scene: no, that's not supported. In this case better use a game engine.

        K Offline
        K Offline
        kagami_kuro
        wrote on last edited by kagami_kuro
        #3

        @Wieland My hobby for this month is own game engine :) And I think I've found a solution: rich text related classes QTextDocument, QTextLayout, QTextCursor etc. Rich text can be edited programmatically and rendered into texture using QPainter. I can create own text widgets.

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        • J Offline
          J Offline
          Jagh
          wrote on last edited by Jagh
          #4

          There are also libraries that you can use in your OpenGL side to implement various UI features,

          CeGUI comes to my mind, but there are others.

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