I'm creating some graphic data displaying widget in Qt4 and I was tempted to use the
QGraphicsScene for it, create
QGraphicsItems for the data items etc.
However, I wanted to add some layer of controls (eg. scrollbars, zoom+other buttons - I want to make it in a similar style as eg. Google Maps, that is, the data would be displayed all over the widget, and the buttons would be shown atop of them) to the widget. So I thought it might be feasible to add them to the scene (perhaps as a child of a
QGraphicsGroupItem that would be shown over the data). But I want them to move & resize when I resize the whole widget, so I should use a
QGraphicsLayout for managing them. But at this point, I discovered things are pretty complicated.
The problem is that when using
QGraphicsLayout, the following constraints hold:
QGraphicsWidgetcan be managed by a layout
QGraphicsLayoutcan only be used to manage children of a
Which means that I would have to create my controls as
QGraphicsWidgets, add a top level
QGraphicsWidget to the data widget, and manage the size of this top level widget myself.
So I want to ask:
Wouldn't a classic approach (ie. use plain old widgets for all controls, and use
QGraphicsScene only for displaying the data) be more reasonable?
Is there any advantage in using
QGraphicsScene in this case (performance or simplicity...)?
How should I use
QGraphicsScene to exploit its strengths?
Since Qt 4.4 you can embed classic widgets in a
QGraphicsScene by using
QWidget *widget = new QWidget; QGraphicsScene scene; QGraphicsProxyWidget *proxy = scene.addWidget(widget);