On Sunday 04 July 2010 00:01:46 Parker Coates wrote: > Does that mean that KGameRenderedItem no longer has a setOffset() > method? I use that in Killbots. I'll add one. > I'm also concerned with the potential runtime cost of doubling the > number of items in the scene. Would you mind elaborating on why you > felt the need to switch to QGraphicsObject? My understanding was that > it was only a convenience class for handling the QObject::parent() > QGraphicsItem::parent() conflict and the Q_INTERFACE. There is no conflict between the parent() methods because it's QGraphicsItem::parentItem() for exactly this reason. (Also, the APIDOX suggests to use QGraphicsItem::setParentItem and NOT QObject::setParent to model QGraphicsObject hierarchies.) Then QGraphicsObject provides the properties, change signals, quick casting. I could copy all of this into KGRI, but sharing the implementation is especially good for future-proofness. If, say, Qt 4.8 brings a new feature in QGraphicsObject which is desperately needed by us, then I have no chance to use it if KGRI is QObject/QGraphicsPixmapItem-derived. With the QGraphicsObject superclass, I can stuff anything I like into KGRI internally. On the runtime cost: It should not be much. Graphics View is designed to handle thousands of items (see the "chip" demo which comes with Qt) without producing much overhead. Perhaps someone of the Qt devs reading k-d@ could coment on that? Apart from all that, moving the QGraphicsPixmapItem into the KGameRenderedItem internals allows me to play with its coordinate system in interesting ways. The addition of the primaryView property and the associated fixation of the coordinate system actually were totally necessary to enable porting of Kolf (which I'm working on currently). Greetings Stefan >> Visit http://mail.kde.org/mailman/listinfo/kde-devel#unsub to unsubscribe <<