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Hello, I am writing a Qt Widgets application which essentially consists of a layout editor for a physics simulation engine. As you can see from the screenshot above, its main components are:
I am considering porting this application to Rust and based on my cursory exploration of it, SixtyFPS appears to be the perfect candidate for my user interface needs. My main concern is with the QGraphicsView which can contain up to a few thousand items for complex scenes. What would be the most efficient way to render such scenes in SixtyFPS? Is it possible to draw inside a SixtyFPS window procedurally using the femtovg api directly? (In a way equivalent to overriding the paintEvent implementation of a QWidget...) Also, regarding the property tree editor, is it possible to implement a QItemDelegate-like facility inside a ListView? Thanks! |
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Hi, We still have a bit of work to do to support all these widgets, but we aim to be able to support such usecase. For the graphics view, this can be done by using models drawing the shapes. The example in action: (this is only the UI part and does not have the native code that would do edits to the model)
Not yet, but we should expose such API somehow.
That is also not yet part of our standard widget set, but this can be done with a custom ListView. |
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Hi,
We still have a bit of work to do to support all these widgets, but we aim to be able to support such usecase.
For the graphics view, this can be done by using models drawing the shapes.
There is a similar example in 7gui/circledraw.60
The example in action: (this is only the UI part and does not have the native code that would do edits to the model)
https://sixtyfps.io/snapshots/master/editor/?load_url=https://raw.githubusercontent.com/sixtyfpsui/sixtyfps/master/examples/7gui/circledraw.60
Not yet, but we should expose such API somehow.