[Interest] Routing all QML file requests through a custom resource provider
Max Savenkov
max.savenkov at gmail.com
Fri Jun 17 18:37:15 CEST 2016
OK, but if I do not use QtCreator, is there no way to make it work? What
does adding a qrc file to RESOURCES actually do (besides triggering
resource compiler)? I'm looking for an understanding here.
2016-06-17 19:23 GMT+03:00 Jason H <jhihn at gmx.com>:
>
> What Dimitry said plus:
>
> Add:
> CONFIG += resources_big
>
>
> to your .pro file, which should get around some long linking times.
>
>
> --------------------------------------
> Sent: Friday, June 17, 2016 at 5:45 AM
> From: "Dmitry Volosnykh" <dmitry.volosnykh at gmail.com>
> To: "Max Savenkov" <max.savenkov at gmail.com>, "<interest at qt-project.org>" <
> interest at qt-project.org>
> Subject: Re: [Interest] Routing all QML file requests through a custom
> resource provider
>
> Hi, Max!
>
> To be honest, I did not understand in all the details what you are trying
> to achieve. Anyway that looks way complex indeed.
>
> Since you are inclined to pack all you resources into auxiliary file like
> zip package, you are surely okay with static content. Having this said, you
> should be fine using conventional .qrc files (this is what you named Qt
> resource system). These files are easily accessed (i.e. viewed, edited,
> etc.) from Qt Creator. Qt Designer tools understand them perfectly fine, as
> well. Also, there should be no issues when importing QML components from
> your .qml files once you feed QML engine with root .qml file stored inside
> .qrc file.
>
> Regards,
> Dmitry.
>
> On Fri, Jun 17, 2016 at 12:09 PM Max Savenkov <max.savenkov at gmail.com>
> wrote:Hello,
>
> Once again, I'm trying to use Qt (in this case, QtQuick/QML) for game
> development. The game is going to store all its resources in a package
> (it might be zip, or a custom format) when deployed, but during
> development, resources are available in the usual filesystem. This
> difference is hidden by game's resource provider, which maps resource
> name to a file or an entry in package.
>
> This works for the game itself, but how can I make QML load images,
> imports and other resources from game's resource provider? (also, I'd
> like to view my QML files in Designer, which means I can't use custom
> image providers in QML code itself)
>
> I see two possibilities, but I'm not sure of either one.
>
> 1) Use dynamic resources produced by rcc. When loading a QML file from
> C++, also load relevant rcc data (from game's resources) and register it
> with Qt resource system to make it accessible. This sounds workable, but
> I'm not sure how exactly to make it happen. Suppose I got a binary
> buffer from game's resources. How do I register it in Qt?
>
> 2) Use a system of crutches.
> * Register Url Interceptor with my QMLEngine, such that:
> - any URL that contains an image is changed into
> "image:/my_resource_provider/imagename.png"
> - any URL that contains qml or qmldir is change into... What? There
> is no way to register a special loader for QML imports. But I guess I
> can change it into a network request, by substituting shcema to, for
> example, "my_provider"
> * Register image provider with name "my_resource_provider" that loads
> images from my resource system.
> * Register a custom network access manager factory/manager/network reply
> that load QML files from my system instead of network. This doesn't
> quite work, however, because QML at some point for whatever reason
> checks that URL used to load qml file is local...
>
> So, I'm stumped. This should be WAY easier... And it was, before
> AbstractFileEngine was made private. But I really don't want to use
> private APIs if I can avoid it.
> An argument against AbstractFileEngine was made, that virtual FS should
> be implemented "at OS level" - but I simply cannot see how a game can
> implement it at OS level, because it's a game 0_o.
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