UI

J-P Nurmi

Are you ready for Qt Quick Controls 2.3?

Published Thursday November 23rd, 2017 | 25 Comments on Are you ready for Qt Quick Controls 2.3?
Posted in Dev Loop, Qt Quick 2, Qt Quick Controls, Styles, UI

This blog post takes a brief look at some of the new features in Qt Quick Controls 2.3 released as part of Qt 5.10. See also New Features in Qt 5.10 for a more detailed list. New styles We are introducing two new styles: Fusion and Imagine. The Fusion style looks familiar to those who […]

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Mitch Curtis

Qt Quick Controls 2: Imagine Style

Published Thursday November 23rd, 2017 | 7 Comments on Qt Quick Controls 2: Imagine Style
Posted in Biz Circuit & Dev Loop, Design, Dev Loop, Qt Quick 2, Qt Quick Controls, Styles, UI

Back in April we wrote about image-based styling for Qt Quick Controls 2. Since then, we have made good progress and nailed down some aspects that were still under consideration. We call the new style “Imagine”. The style works by scanning a directory of images and applying those images to the controls. For example, when a Button […]

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Stefan Larndorfer

QML vs. HTML5

Published Friday July 28th, 2017 | 16 Comments on QML vs. HTML5
Posted in Automotive, Biz Circuit & Dev Loop, C++, cross-platform, Declarative UI, Design, effectiveness, efficiency, Embedded, Embedded World, framework, Guest Blog, HTML vs Qt, Internet of Things, OpenGL, Performance, QML 을 시작합시다., Qt, Qt Quick, Qt Quick 2, Qt Quick 2.0, Qt Quick Controls, UI

Guest post by Stefan Larndorfer at sequality Mobile devices have set the standard in terms of responsiveness and user-friendliness for HMIs across industries. Manufacturers of cars, medical equipment, industrial automation systems and consumer electronics now want to replicate this great user experience for their embedded devices. To find out which technology strategy we should select we […]

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Laszlo Agocs

Let There Be Shapes!

Published Friday July 7th, 2017 | 11 Comments on Let There Be Shapes!
Posted in Declarative UI, Dev Loop, Graphics, OpenGL, Painting, Qt Quick, UI

One of the new features of the upcoming Qt 5.10 is the introduction of the shapes plugin to Qt Quick. This allows adding stroked and filled paths composed of lines, quadratic curves, cubic curves, and arcs into Qt Quick scenes. While this has always been possible to achieve via QQuickPaintedItem or the Canvas type, the […]

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Carl Engh

Built with Qt: Episode II – Driving the Automotive Industry

Published Thursday June 8th, 2017 | Comments Off on Built with Qt: Episode II – Driving the Automotive Industry
Posted in Automotive, Biz Circuit, Declarative UI, Embedded World, Qt 3D Studio, SDK, UI, Wayland

Qt is putting the pedal to metal within the automotive industry with our Qt Automotive Suite offering and we have a lot of interesting automotive related #BuiltwithQt cases, videos and demos. We are attending TU Automotive in Detroit this week, where both our partners and The Qt Company will have booths displaying the latest and […]

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Carl Engh

Ready-made UI controls with Qt Quick Controls 2 – A summary

Published Wednesday May 31st, 2017 | 2 Comments on Ready-made UI controls with Qt Quick Controls 2 – A summary
Posted in Biz Circuit & Dev Loop, Declarative UI, Design, Qt Quick Controls, UI

Designing UIs with buttons, switches, dials, sliders and other UI controls is made easy with Qt Quick Controls and QML. Qt Quick Controls provides ready-made UI controls that speed up the creation of great looking user interfaces. Qt Quick Controls has a selection of built-in styles based on various design guidelines allowing you to create […]

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Carl Engh

Multiple UI processes with Qt Wayland – A summary

Published Wednesday May 31st, 2017 | 8 Comments on Multiple UI processes with Qt Wayland – A summary
Posted in Automotive, Biz Circuit & Dev Loop, Embedded, UI, Wayland

Creating multi-process UIs is a requirement for a broad range of systems across many industries, and there are a variety of use cases available. Everything from fully leveraging your hardware in a digital automotive cockpit — unifying the user experience across all screens on a single SoC, through to separating out critical safety features in medical […]

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Laszlo Agocs

OpenGL Core Profile Context support in QPainter

Published Friday January 27th, 2017 | 2 Comments on OpenGL Core Profile Context support in QPainter
Posted in C++, desktop, Dev Loop, Graphics, macOS, OpenGL, Painting, Qt, UI, Windows

As many of you may know, QPainter has a multi-backend architecture and has two main paint engine implementations under the hood in Qt 5: the raster paint engine and the OpenGL2 paint engine, designed for OpenGL ES 2.0. The GL Paint Engine While in many ways the raster paint engine can be considered one of […]

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Eskil Abrahamsen Blomfeldt

How to shoot yourself in the foot using only a scene graph (neat optimization trick inside)

Published Thursday January 19th, 2017 | 9 Comments on How to shoot yourself in the foot using only a scene graph (neat optimization trick inside)
Posted in Declarative UI, Dev Loop, Graphics, OpenGL, Performance, Qt, Qt Quick 2, Text and font handling, UI

I am trying to get into the habit of blogging more often, also about topics that may not warrant a white paper worth of text, but that may be interesting to some of you. For those of you who don’t know me, I am the maintainer of the text and font code in Qt, and recently I came across a curious customer case where the optimization mechanisms in the Qt Quick scene graph ended up doing more harm than good. I thought I would share the case with you, along with the work-around I ended up giving to the customer.

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