bevy_qt plugin using cxx-qt #484
Replies: 3 comments 3 replies
-
This is already possible. Anything inside the |
Beta Was this translation helpful? Give feedback.
-
I think as a starting point we need to understand what bevy needs as an input ? Is this documented somewhere ? Then try creating a basic bevy app with a Qt plugin that starts a the QML engine (we are missing QQuickWindow/QQuickView bindings at the moment, if you have a Window in QML this does the same but then we need to access these in C++ to do the framebuffer fun). Then using a C++ proxy see if any frames from the Qt side can be drawn into bevy. Once that is successful then moving to pure Rust and optimising would be the next stages. |
Beta Was this translation helpful? Give feedback.
-
I found where the textures are handled: https://github.com/blaind/bevy_webview/blob/main/src/systems/webview_update_textures.rs |
Beta Was this translation helpful? Give feedback.
-
I am currently interested in or attempting to use Qt/QML inside the wonderful Rust Bevy game engine.
I am planning to use the rendercontrol_opengl example which is actually included in the main qtdeclarative repo. I am thinking that it should be possible to achieve this.
If I succeed in this I will likely make a new MIT/Apache-v2 bevy plugin called bevy_qt, which will make use of your bindings.
Thanks to Andrew Hayzen for giving me some pointers on this. I think that the idea for passing information between Rust and C++ using QByteArray/QVector etc after creating the QML engine via Rust for now would be a great start.
In a future time, when we have the ability:
then the plugin could evolve with those abilities.
I think this might be a good idea because Bevy is starting to take off and Qt is such a great library for UIs that I think it might be very worthwhile to get that working.
Beta Was this translation helpful? Give feedback.
All reactions