I am currently using a QLabel to do this, but this seems to be rather slow:
void Widget::sl_updateLiveStreamLabel(spImageHolder_t _imageHolderShPtr) //slot
{
QImage * imgPtr = _imageHolderShPtr->getImagePtr();
m_liveStreamLabel.setPixmap( QPixmap::fromImage(*imgPtr).scaled(this->size(), Qt::KeepAspectRatio, Qt::FastTransformation) );
m_liveStreamLabel.adjustSize();
}
Here I am generating a new QPixmap object for each new image that arrives. Since QPixmap operations are restricted to the GUI Thread, this also makes the GUI feel poorly responsive.
I've seen there are already some discussions on this, most of them advising to use QGraphicsView or QGLWidget, but I have not been able to find a quick example how to properly use those, which would be what I am looking for.
I'd appreciate any help.
QPixmap::fromImage
is not the only problem. Using QPixmap::scaled
or QImage::scaled
also should be avoided. However you can't display QImage
directly in QLabel
or QGraphicsView
. Here is my class that display QImage
directly and scales it to the size of the widget:
Header:
class ImageDisplay : public QWidget {
Q_OBJECT
public:
ImageDisplay(QWidget* parent = 0);
void setImage(QImage* image);
private:
QImage* m_image;
protected:
void paintEvent(QPaintEvent* event);
};
Source:
ImageDisplay::ImageDisplay(QWidget *parent) : QWidget(parent) {
m_image = 0;
setSizePolicy(QSizePolicy::Fixed, QSizePolicy::Fixed);
}
void ImageDisplay::setImage(QImage *image) {
m_image = image;
repaint();
}
void ImageDisplay::paintEvent(QPaintEvent*) {
if (!m_image) { return; }
QPainter painter(this);
painter.drawImage(rect(), *m_image, m_image->rect());
}
I tested it on 3000x3000 image scaled down to 600x600 size. It gives 40 FPS, while QLabel
and QGraphicsView
(even with fast image transformation enabled) gives 15 FPS.
If you love us? You can donate to us via Paypal or buy me a coffee so we can maintain and grow! Thank you!
Donate Us With