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main.cpp
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#include <bits/stdc++.h>
#include <QApplication>
#include <VPApplication>
#include <QNetworkRequest>
#include <QNetworkAccessManager>
#include <QQmlApplicationEngine>
#include <QQmlContext>
#include <QGuiApplication>
#include <QObject>
#include "header/uploadfile.h"
#include "header/md5.h"
#include "header/connection.h"
#include "header/manageconnection.h"
#include <sys/socket.h>
#include <sys/types.h>
using namespace std;
int main(int argc, char *argv[])
{
QApplication app(argc, argv);
VPApplication vplay;
string md5code = md5("test");
std::cout << md5code << std::endl;
qmlRegisterType<ManageConnection> ("managerConnecion", 1, 0, "ManageConnection");
qmlRegisterType<Connection> ("Connection", 1, 0, "Connection");
// Use platform-specific fonts instead of V-Play's default font
vplay.setPreservePlatformFonts(true);
QQmlApplicationEngine engine;
//engine.rootContext()->setContextProperty("uploadfile", upfile);
vplay.initialize(&engine);
// use this during development
// for PUBLISHING, use the entry point below
vplay.setMainQmlFileName(QStringLiteral("qml/Main.qml"));
// use this instead of the above call to avoid deployment of the qml files and compile them into the binary with qt's resource system qrc
// this is the preferred deployment option for publishing games to the app stores, because then your qml files and js files are protected
// to avoid deployment of your qml files and images, also comment the DEPLOYMENTFOLDERS command in the .pro file
// also see the .pro file for more details
//vplay.setMainQmlFileName(QStringLiteral("qrc:/qml/Main.qml"));
engine.load(QUrl(vplay.mainQmlFileName()));
return app.exec();
}