Re: [Interest] Best way to threaded render (images) going forward?

2019-11-19 Thread Christoph Feck

On 11/19/19 19:52, Wesley Krasko wrote:

Yes, I've read about RHI but it all seems to imply it's for QT Quick, what
about Qt Widget based apps going forward?


Let me quote what is written there: "We will need to base all our
rendering infrastructure (QPainter, the Qt Quick Scenegraph, and our 3D
support) on top of that layer."

QWidgets use QPainter for rendering.


Is my best bet QOpenGLWidget until 6.x comes out then and then re-write again?


If you are using OpenGL, RHI won't magically change your code. Use 
QPainter, the Qt Quick scene graph, or Qt3D, depending on your case.


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Re: [Interest] Full Screen on iPhone 11/iOS 13 [solved]

2019-11-19 Thread Jason H
It's stupid simple now: (in QML) visibility: Window.FullScreen
I don't even need my old iOS 10 hacks! *so happy*

> Sent: Tuesday, November 19, 2019 at 12:06 PM
> From: "Jason H" 
> To: "interestqt-project.org" 
> Subject: [Interest] Full Screen on iPhone 11/iOS 13
>
> Yet again I find that apple changed how to get full screen. I had it working 
> for iOS 10, but 13 is different.
>
> Does anyone know what I need to do to get my app full-screen again? 
> Specifically w.r.t. what it takes for a Qt app. I've tried a variety of 
> additions:
>
> @interface QIOSViewController : UIViewController
> @end
> @interface QIOSViewController (CustomEdges)
> - (UIRectEdge)preferredScreenEdgesDeferringSystemGestures;
> - (UIRectEdge) edgesForExtendedLayout;
> - (void)viewDidLoad;
> @end
> @implementation QIOSViewController (CustomEdges)
> - (UIRectEdge)preferredScreenEdgesDeferringSystemGestures {
>   return UIRectEdgeAll;
> }
> - (UIRectEdge) edgesForExtendedLayout
> {
>   return UIRectEdgeAll;
> }
>
> - (void)viewDidLoad {
>   [super viewDidLoad];
> ...
>   [self setWantsFullScreenLayout:YES];
>   [self setModalPresentationStyle: UIModalPresentationFullScreen];
>   [self setNeedsStatusBarAppearanceUpdate];
> ...
> }
>
> But to no avail.
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Re: [Interest] Best way to threaded render (images) going forward?

2019-11-19 Thread Wesley Krasko
Yes, I've read about RHI but it all seems to imply it's for QT Quick, what
about Qt Widget based apps going forward? Also, AFAIK 6 will not be
released until 11 of 2020 which will likely be too late for Mac OS
considering they'll probably have another release before that doing away
completely with OpenGL. What about now? Is my best bet QOpenGLWidget until
6.x comes out then and then re-write again?

On Tue, Nov 19, 2019 at 10:46 AM Christoph Feck  wrote:

> On 11/19/19 19:33, David M. Cotter wrote:
> > is someone working on something like QNativeGraphics, which picks the
> best impl under the hood? eg: metal for macos, opengl for linux, and
> whatever it is now for windows?
>
> See https://www.qt.io/blog/2019/08/07/technical-vision-qt-6
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-- 
Wes Krasko
www.worldwidewes.com
www.kraskofamily.com
"Stay away from negative people. They have a problem for every solution."
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Re: [Interest] Best way to threaded render (images) going forward?

2019-11-19 Thread Christoph Feck

On 11/19/19 19:33, David M. Cotter wrote:

is someone working on something like QNativeGraphics, which picks the best impl 
under the hood? eg: metal for macos, opengl for linux, and whatever it is now 
for windows?


See https://www.qt.io/blog/2019/08/07/technical-vision-qt-6
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Re: [Interest] Best way to threaded render (images) going forward?

2019-11-19 Thread David M. Cotter
+1 on this please

is someone working on something like QNativeGraphics, which picks the best impl 
under the hood? eg: metal for macos, opengl for linux, and whatever it is now 
for windows?

the writing is on the wall for OpenGL on mac, what are the future plans for 
that?

> On Nov 19, 2019, at 9:32 AM, Wesley Krasko  wrote:
> 
> Hello all, I was sent here from the Qt forum for more "technical" questions.
> We have an app, it runs on Linux, Windows, and Mac OS. It is a video relay 
> app. The video is supplied via an SDK, I subclass one of their classes and 
> re-implement a lock and unlock function. On lock the SDK writes the current 
> frame/image into a buffer I supply (raw image data, I'm using a QImage at the 
> moment) then on unlock it says "ready" and I can draw it. This is happening 
> about 60fps.
> So, at the moment I have 2 methods. One is a QGLWidget based class where I 
> use a QPainter in another thread to draw the QImage when ready. Its very 
> fast, no impact on GUI thread, on all platforms. However, there's a known bug 
> in Qt causing loss of style under Windows so I then had to do a backup D2D 
> method, non-threaded so it does not perform nearly as well.
> Fast forward to today. We ran into all kinds of issues with Mac OS Catalina 
> and the beginning of their loss of support for OpenGL. We were able to 
> mitigate this for now by sticking with Mojave + Xcode 10 to build.
> I would like to solve this once and for all hopefully. One threaded rendering 
> method I can use across all platforms. I know RHI is coming but it looks like 
> it's for Quick. I know that QGLWidget is deprecated and moving to 
> QOpenGLWidget might solve things but will it be future proof on Mac? Also, in 
> my attempts to move to this thus far, I can thread if I use open gl commands 
> directly but am no longer able to use QPainter in the thread.
> Any suggestions on the best method going forward? I think I've read on 
> everything, QGraphicsView/Scene, RHI, etc and either the 
> documentation/examples are lacking or what I need to do doesn't seem doable 
> which I find odd, this seems like it would be a common use case to render 
> video frames! Thanks.
> 
> -- 
> Wes Krasko
> www.worldwidewes.com  
> www.kraskofamily.com 
> "Stay away from negative people. They have a problem for every solution."
> 
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[Interest] Best way to threaded render (images) going forward?

2019-11-19 Thread Wesley Krasko
Hello all, I was sent here from the Qt forum for more "technical" questions.
We have an app, it runs on Linux, Windows, and Mac OS. It is a video relay
app. The video is supplied via an SDK, I subclass one of their classes and
re-implement a lock and unlock function. On lock the SDK writes the current
frame/image into a buffer I supply (raw image data, I'm using a QImage at
the moment) then on unlock it says "ready" and I can draw it. This is
happening about 60fps.
So, at the moment I have 2 methods. One is a QGLWidget based class where I
use a QPainter in another thread to draw the QImage when ready. Its very
fast, no impact on GUI thread, on all platforms. However, there's a known
bug in Qt causing loss of style under Windows so I then had to do a backup
D2D method, non-threaded so it does not perform nearly as well.
Fast forward to today. We ran into all kinds of issues with Mac OS Catalina
and the beginning of their loss of support for OpenGL. We were able to
mitigate this for now by sticking with Mojave + Xcode 10 to build.
I would like to solve this once and for all hopefully. One threaded
rendering method I can use across all platforms. I know RHI is coming but
it looks like it's for Quick. I know that QGLWidget is deprecated and
moving to QOpenGLWidget might solve things but will it be future proof on
Mac? Also, in my attempts to move to this thus far, I can thread if I use
open gl commands directly but am no longer able to use QPainter in the
thread.
Any suggestions on the best method going forward? I think I've read on
everything, QGraphicsView/Scene, RHI, etc and either the
documentation/examples are lacking or what I need to do doesn't seem doable
which I find odd, this seems like it would be a common use case to render
video frames! Thanks.

-- 
Wes Krasko
www.worldwidewes.com
www.kraskofamily.com
"Stay away from negative people. They have a problem for every solution."
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[Interest] Full Screen on iPhone 11/iOS 13

2019-11-19 Thread Jason H
Yet again I find that apple changed how to get full screen. I had it working 
for iOS 10, but 13 is different.

Does anyone know what I need to do to get my app full-screen again? 
Specifically w.r.t. what it takes for a Qt app. I've tried a variety of 
additions:

@interface QIOSViewController : UIViewController
@end
@interface QIOSViewController (CustomEdges)
- (UIRectEdge)preferredScreenEdgesDeferringSystemGestures;
- (UIRectEdge) edgesForExtendedLayout;
- (void)viewDidLoad;
@end
@implementation QIOSViewController (CustomEdges)
- (UIRectEdge)preferredScreenEdgesDeferringSystemGestures {
return UIRectEdgeAll;
}
- (UIRectEdge) edgesForExtendedLayout
{
return UIRectEdgeAll;
}

- (void)viewDidLoad {
[super viewDidLoad];
...
[self setWantsFullScreenLayout:YES];
[self setModalPresentationStyle: UIModalPresentationFullScreen];
[self setNeedsStatusBarAppearanceUpdate];
...
}

But to no avail.
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Re: [Interest] Qt Installer Framework: How to add a custom page in maintenance tool after choosing "Remove all components"

2019-11-19 Thread Katja Marttila
Hi Hendrik,
I don't think it is not possible to add custom pages when running uninstaller.

--Katja Marttila

From: Interest  On Behalf Of Schenk, Hendrik
Sent: tiistai 19. marraskuuta 2019 7.34
To: interest@qt-project.org
Subject: [Interest] Qt Installer Framework: How to add a custom page in 
maintenance tool after choosing "Remove all components"

Hi all,

can you help and explain me, how to add a custom page into the maintenance tool 
when i selected "Remove all components".

The problem is, that there are no components which are loaded at this point so 
that i could add a page in a component-script.

I appreciate your help.

Thank you.

Best regards,
Hendrik

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