Necessitas/TODO
Welcome to the Necessitas TODO wiki page
Qt framework
Must be implemented before first beta release
Android assets support
- Android assets are readonly resources and are a must for any android applications, the implementation will be simple, the problem is how to handle it in Qt, my suggestion is to use the existing Qt resources mechanism: let's say that the application wants to open a file (":/path/my_file"), Qt will search for that file in the application resources, and if is not found, then it will also search it in android assets, more about android assets can be found here: http://developer.android.com/reference/android/content/res/AssetManager.html.
OpenGL support
- OpenGL support, this, IMHO, is the hardest feature to implement. Before we go further, I'd like to make something clear: I'm not an OpenGL expert, actually I'm an OpenGL beginner! Let me start with an introduction about Android OpenGL limitations:
- you can't create more than one OpenGL context (it seems this limitation is not resent any more on latest platforms). - you can't create more than one Window surface, actually you can create more than one, but they are useless because you can't control their Z order. - you can create additionally Pixel buffer surfaces.
- The problem is that Qt needs an OpenGL surface for every Top Level Widget (TLW), so, because on Android you can't create more than one Window surfaces, I've see two possible solutions:
- Using a pixmap or a pbuffer surface, for every TLW, make them textures and then compose them to a windows surface.
pro: - the user can do anything with that surface. con: - the speed will be slow.
- Using frame buffer objects, this is our favorite approach, the problem is that your OpenGL implementation needs to be changed (a lot).
pro: - probably is the fastest way to do it. con: - only platforms >=5 are supports OpenGL ES 2, android-4 platform has FBO support only via OpenGL extensions.
- the users are limited.