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OverviewFelgo 1 Support › accessing Felgo components from Qt-c++

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    is there a way to access to the Felgo QML components from Qt-c++?, I know it’s possible to access to pure QML components from Qt, however since V-play has its own sauces I don’t know how to do so and currently I’m facing a project where I want to use this framework to render some objects and thus focus on the logic, what I need it’s a render window and another window with some controls (buttons, inputs, sliders..)



    Felgo Team

    Hi arkan1313,

    access of Qt QML components is only possible for the public ones like QDeclarativeItem, but not for QDeclarativeImage for example as they are privately declared in Qt.

    In C++, you can only create QML components from qml files, e.g. with

    QDeclarativeEngine engine;
     QDeclarativeComponent component(&engine,
     QObject *object = component.create();
     delete object;

    However, I cannot recommend this approach, because you loose the advantages of QML, like being faster to develop or less source code needed. Could you please explain, why the QML approach is not sufficient for your project, i.e. which functionality could not be done with QML?

    Cheers, Chris





    Felgo Team


    we supply specific components for this use-case: they allow you to modify any property while the app is running. You can slide in the property editor within a single window/app, which has the big advantage that this also works on mobile, whereas the 2-window approach does not.

    You can have a look at how the ParticleEditor demo was implemented by us and use the EditableComponent and ItemEditor components. These are not available in the online docs yet, but will be soon for Pro Subscribers in the daily builds (please see the announcement about daily builds which we will publish tomorrow on our blog).

    Cheers, Chris



    Hi Christian,


    So it’s NOT possible to access the Felgo QML components from C++, it’s sad.

    I will check the ParticleEditor demo code and see if it meets my needs,


    Thanks anyway,



    Felgo Team

    Hi ArkaN,

    we will announce the LevelEditor and ItemEditor and its functionalities next week on our blog. As a part of the announcement, we will open the APIs and its documentation to the Pro users on daily builds. The ParticleEditor demo already uses it internally, which is only a part of the bigger picture for level/scene storing 😉 You can also have a look at the video about the particle editor here.

    Cheers, Chris

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