I created a class Publisher
which periodically emits a QImage
object.
However I\'m having a tough time drawing the QImage
to
QString getImage()
{
QByteArray byteArray;
QBuffer buffer(&byteArray);
buffer.open(QIODevice::WriteOnly);
img.save(&buffer,"JPEG");
//save image data in string
QString image("data:image/jpg;base64,");
image.append(QString::fromLatin1(byteArray.toBase64().data()));
return image;
}
send image string directly to qml source
Use QQuickItem. There is a Qt example that does this.
C:\Qt\Examples\Qt-5.14.1\quick\scenegraph\threadedanimation
You make a class derived from QQuickItem and register it with qmlRegisterType. Provide the override function 'updatePaintNode' in your class. In the example, the class is 'Spinner'
In updatePaintNode:
Create a node class derived from QObject and QSGTransformNode
In the node class constructor:
Convert your Qimage to an QSGTexture with createTextureFromImage.
Create QSGSimpleTextureNode, set QSGTexture using setTexture
appendChildNode with QSGSimpleTextureNode
In QML add
import Spinner 1.0
and
Spinner {
anchors.centerIn: parent
anchors.horizontalCenterOffset: 80
spinning: true
}
In other words, you have a class emitting a signal carrying a QImage and want to update an item in QML with that image? There are various solutions, none of which involves "converting a QImage to a QUrl" (whatever that means, surely you don't need to get a data
URL carrying your image data...)
This means you can use a plain Image
item in your QML files.
QQuickImageProvider
subclass; give it a QImage
member (the image to provider), override requestImage
to provide that image (the actual id
requested does not really matter, see below), and a slot that receives a QImage
and updates the member.Publisher
signal to your provider's slot QQmlEngine::addImageProvider
(see QQuickView::engine
); again the id
does not really matter, just use a sensible oneIn QML, just use a plain Image
element with a source like this
Image {
id: myImage
source: "image://providerIdPassedToAddImageProvider/foobar"
}
foobar
will be passed to your provider, but again, it doesn't really matter.
We're almost there, we now only need a way to push the image updates to the QML world (otherwise Image will never know when to update itself). See my answer here for how to do that with a Connections
element and a bit of JS.
Note that in general you don't need to make Publisher
a QML type, you just need to create one instance in C++ and expose it to the QML world via QQmlContext::setContextProperty
.
QQuickPaintedItem
is probably the most convenient for the job as it offers a paint
method taking a QPainter
. Hence the big plan is
QQuickPaintedItem
: the subclass stores the QImage
to be painted and has a slot that sets the new QImage. Also its paint
implementation simply paints the image using QPainter::drawImage
.qmlRegisterType
(so that you can use it in QML)Figure out a way to connect the signal carrying the new image to the items' slot.
This might be the tricky part.
To perform the connection in C++ you need a way to figure out that the item has been created (and get a pointer to it); usually one does this by means of assigning the objectName
property to some value, then using findChild
on the root object (as returned by QQuickView::rootObject()
) to get a pointer to the item itself. Then you can use connect
as usual.
Or, could instead perform the connection in QML, just like above, via a Connections
element on the publisher C++ object exposed to the QML world:
MyItem {
id: myItem
}
Connections {
target: thePublisherObjectExposedFromC++
onNewImage: myItem.setImage(image)
}
This has the advantage of working no matter when you create the MyItem instance; but I'm not 100% sure it will work because I'm not sure you can handle the QImage
type in QML.
When I've had image-producing C++ classes I've wanted to embed in QML, I've always done it by making the C++ class a subclass of QDeclarativeItem
(there'll be a new QtQuick 2.0 equivalent of course), overriding the paint method with the appropriate drawing code, which maybe as simple as
void MyItem::paint(QPainter* painter,const QStyleOptionGraphicsItem*,QWidget*) {
painter->drawImage(QPointF(0.0f,0.0f),_image);
}
if you have a QImage of the right size already... and Job Done. For animation, just ping update() when there's something new to draw.