Qt and ios : commercial ?
-
[quote author="q8phantom" date="1328355150"]The thing is that I followed the step by step PDF, at the end I received that error, I have made everything described in the PDF[/quote]
Looks like you missed this bit: "NOTE: It is necessary to type this setting in to Xcode. If it is copied and pasted from this document, Xcode will not change the setting correctly, which will cause the application to fail to build." in the "Add Qt libraries and Apple frameworks to linker settings" of the Xcode guide.
In this instance you may have succeeded with a video - as you wouldn't have been able to copy and paste anything from it! :)
-
[quote author="Qt4iOS" date="1328357539"][quote author="q8phantom" date="1328355150"]The thing is that I followed the step by step PDF, at the end I received that error, I have made everything described in the PDF[/quote]
Looks like you missed this bit: "NOTE: It is necessary to type this setting in to Xcode. If it is copied and pasted from this document, Xcode will not change the setting correctly, which will cause the application to fail to build." in the "Add Qt libraries and Apple frameworks to linker settings" of the Xcode guide.
In this instance you may have succeeded with a video - as you wouldn't have been able to copy and paste anything from it! :)[/quote]
But I have written things manually, speciall the libs, -lQt....
But now I discovered one thing, adding things like ‐framework QuartzCore will add them as two different things, even though I'm adding both in one step! Wait Wait!!
It's working man :D LOL!! That is amazing, even though it's not filling the whole screen!
Now Could someone help me make this project works under your iOS, then I will upload my game to iOS directly to replace the old one.
This is the link to the engine I use
Your help is appreciated :D I'm trying to add support for Android and iOS, as it's already perfectly working on Symbian and MeeGo : Nokia N9
Again, thank you for the amazing work done! Your watermark appears on the application! :)
-
Have a look at the AnimatedTiles, Application, HelloGL_ES2 and FancyBrowser examples in this repository (which is what this SDK was built from):
https://qt.gitorious.org/~ianfromafrica/qt/qt-ios-plaszma
for clues on how to make the app fullscreen etc.
-
[quote author="Qt4iOS" date="1328357539"]...Xcode will not change the setting correctly, which will cause the application to fail to build[/quote]
[quote author="q8phantom" date="1328358265"]
But now I discovered one thing, adding things like ‐framework QuartzCore will add them as two different things, even though I'm adding both in one step! Wait Wait!!
[/quote]Welcome to the wonderful world of Xcode, the one Apple product that does definitely not "just work"... ;)
-
Let me again thank the developers who made this possible. Also, how do one contact the commercial entity behind this in case a commercial license is needed. Websites, email etc ?
-
Dear
I have a small question regarding the iOS for Qt
Let me start by this small snippet in the .pro file
@unix:!symbian:!maemo5:!win:!android {
#Special case for N950 that works, all other devices will use the else case
dir1.files = resourc/*
dir1.path = /opt/$${TARGET}
INSTALLS += dir1
} else : android {
#Special case for android that works, all other devices will use the else case
dir1.files = resourc/*
dir1.path = /assests
INSTALLS += dir1
} else {
dir1.source += resourc/*
DEPLOYMENTFOLDERS = dir1
}@Now, I want to add iOS to this small part in the .pro file! How can it be done!
I'm also interested in knowing the answer for the above post too!
-
Hi
I have copied the file to the xCode project
While jpeg files loaded from QGraphicsPixmapItem succed, loading pngs didn't, I do recieve the following when it's trying to read
libpng error: CgBI: unknown critical chunk
Actually, I don't know what xCode is doing with my png files, they are broken inside myapp.app
This is strange because in my original project in xCode, they are working perfectly!
-
Sorry, the problem was in png files am testing
[quote author="q8phantom" date="1328728195"]Hi
I have copied the file to the xCode project
While jpeg files loaded from QGraphicsPixmapItem succed, loading pngs didn't, I do recieve the following when it's trying to read
libpng error: CgBI: unknown critical chunk
Actually, I don't know what xCode is doing with my png files, they are broken inside myapp.app
This is strange because in my original project in xCode, they are working perfectly![/quote]
-
Is QtMultiMediaKit working in this release? Or not yet!
You could test for me this file if QtMultimedia is working : http://bit.ly/xNiz5K
Best regards
Ahmed -
[quote author="q8phantom" date="1328528174"]Dear
Now, I want to add iOS to this small part in the .pro file! How can it be done!
[/quote]The Qt configuration contains 'ios', so you can do:
ios {
something
}
-
[quote author="Jayakrishnan.M" date="1328526192"]Let me again thank the developers who made this possible. Also, how do one contact the commercial entity behind this in case a commercial license is needed. Websites, email etc ? [/quote]
info "at" mediator-software.com
The SDK was released before the hosting etc. was set up, so the SDK PDFs do not contain the relevant URLs and emails. They will be updated shortly.
-
[quote author="q8phantom" date="1328730797"]Is QtMultiMediaKit working in this release? Or not yet!
You could test for me this file if QtMultimedia is working : http://bit.ly/xNiz5K
[/quote]Both Qt Multimedia & Qt Multimedia Kit are working (for audio input/output) in this release. However they are not working 100% yet (as there appear to be issues in some apps).
-
Thanks for the reply,
Am waiting for a fix for the sound!
Also one more question, what about In App purchases? Do they work on iOS?
-
[quote author="q8phantom" date="1328737082"]
Am waiting for a fix for the sound!Also one more question, what about In App purchases? Do they work on iOS?[/quote]
The source is in qt-ios-plaszma and qt-ios-plaszma-mobility on gitorious if you want to do something other than waiting... ;)
I'm guessing that your question about In App purchases is really "Is it possible to use the Apple APIs for In App purchases from a Qt app on iOS?", in which case I don't know, but I'd expect that a little bit of work needs to be done. If your question is something else, then you will need to rephrase it less ambiguously...
-
Thank you, sorry I was on a hurry when writing the question for you.
I'm using the sound engine from the QtGameEnabler, for games, it's important to have low latency sound!
Anyways, I'll have a look at the source codes later
For the In-App-Purchases, you answered it, I was about to ask if you've made a special API that works under Qt example we can use
in .h file
@
#ifdef Q_OS_IOS
//in Qt C++, a library only available on Qt4iOS
#include <QiOSInAppPurchases>
#endif
@in .cpp file
@
#ifdef Q_OS_IOS
//do ios in app purchases stuff, in Qt C++, a library only available on Qt4iOS
#endif
@Best wishes!
Ahmed[EDIT: code formatting, please use @-tags, Volker]
[quote author="Qt4iOS" date="1328790280"][quote author="q8phantom" date="1328737082"]
Am waiting for a fix for the sound!Also one more question, what about In App purchases? Do they work on iOS?[/quote]
The source is in qt-ios-plaszma and qt-ios-plaszma-mobility on gitorious if you want to do something other than waiting... ;)
I'm guessing that your question about In App purchases is really "Is it possible to use the Apple APIs for In App purchases from a Qt app on iOS?", in which case I don't know, but I'd expect that a little bit of work needs to be done. If your question is something else, then you will need to rephrase it less ambiguously...[/quote]
-
[quote author="q8phantom" date="1328797796"]
I'm using the sound engine from the QtGameEnabler, for games, it's important to have low latency sound!Anyways, I'll have a look at the source codes later
[/quote]In fact, the issues that I've found have been with QtGameEnabler's use of QtMultimedia (on iOS). I am working to get QtGameEnabler working properly on iOS. At the moment, the graphics work 100%, but there are lag and clipping issues with the audio.
-
That's great I am waiting for it.
[quote author="Qt4iOS" date="1328861589"][quote author="q8phantom" date="1328797796"]
I'm using the sound engine from the QtGameEnabler, for games, it's important to have low latency sound!Anyways, I'll have a look at the source codes later
[/quote]In fact, the issues that I've found have been with QtGameEnabler's use of QtMultimedia (on iOS). I am working to get QtGameEnabler working properly on iOS. At the moment, the graphics work 100%, but there are lag and clipping issues with the audio.
[/quote] -
licensing issue : http://wiki.qt-project.org/Licensing_talk_about_mobile_platforms
-
Let's discuss what if someone does not use webkit nor qml?
-
If I understand correctly, webkit is not issue because apple not allow qt webkit, ... but for Qml it's a big issue .. it's most appropriate for Ios interface than qt widget...