
Originally Posted by
TheBlackCat
Do you have a source for this? As far as I can tell, QDeclarativeEngine is the interpreter for QML, it is written in C++, but QML is converted into bytecode that the interpreter analyzes and makes use of. In a sense it is similar to how the python interpreter is written in C, but that doesn't mean python code is converted to C code (nor is it always even possible to do so).
Scenegraph is, you know, a scene graph. The whole point is that you only provide the scene graph, and the interpreter decides how to make use of it at runtime. Using C++ to control how the scene is handled completely defeats the purpose of using a scenegraph in the first place. By definition you need to hand control of the UI over to the scenegraph interpreter or you completely lose the benefit of using a scenegraph in the first place.
As I keep explaining, QWidget is based on a completely different underlying structure. In QWidget, the widgets handle their own rendering. In scenegraph, all the rendering is handled by the interpreter. You fundamentally cannot render QWidget using a scenegraph without pretty much completely rewriting it from the ground up, at which point it would be just like QML in the end anyway.
Yes, again, that is because with QWidget the developer writing the widget controls the rendering, and thus can have very fine-grained control of how it operates. But by doing that, you can no longer use scenegraph, because the whole point of scenegraph is that it controls the rendering, not the developer.
You can't have it both ways. Either you control the rendering, or scenegraph does. You want the benefits of scenegraph, but without the changes in the painting system that make scenegraph possible in the first place.