Thank you, I knew about this method, but I, as I wrote originally, I want to avoid the use of the private APIs if possible. I might vote for that bug, though - reasoning behind "privatizing" FileEngine seems a bit shaky to me.

17.06.2016 21:32, Xavier Bigand пишет:
I think that we do something similar that you try to achieve.

I am working on an application that almost works like a game. During development our resources on the regular file system of Windows, Mac,... but when building the final release all ressources are filtered and compressed in a custom package file format to optimize resources for each platforms,....

So by using regular file system during the development, there is no issue with Qt tools including QtCreator and QML editor.

The only little issue we have actually is that we need to extract all qml files from the package before loading our main.qml to the file system of the current device when we execute the final release.
Else qml can access every resources from the package.

To make Qt and Qml able to load resources from the package you need to implement a QAbstractFileEngine and QAbstractFileEngineHandler.

The Engine handler contains only "create(const QString& fileName)" method that have to instanciate our derived class of QAbstractFileEngine if the fileName is in our package, else return nullptr to fallback to the regular file system

We simply prefix all our resources path by "/PACKAGE_NAME/" when setting source properties in QML. To be precise in QML we call a c++ method that transform the relative path given in parameter to the full form, this is this method that prefix the path to force QML to read files from the package or not.

I also didn't recommend you to use qrc files as it doesn't allow you to make your application able to reload QML,... when running. We do hot reloading because QML editor doesn't work if you bind C++ methods.


PS:
This method isn't officially supported by Qt as QAbstractFileEngine and QAbstractFileEngineHandler are privates.
You will have to use includes like that :
#ifQT_VERSION == 0x050402
#include<QtCore/5.4.2/QtCore/private/qabstractfileengine_p.h>
#elifQT_VERSION == 0x050500
#include<QtCore/5.5.0/QtCore/private/qabstractfileengine_p.h>
#elifQT_VERSION == 0x050501
#include<QtCore/5.5.1/QtCore/private/qabstractfileengine_p.h>
#elifQT_VERSION == 0x050600
#include<QtCore/5.6.0/QtCore/private/qabstractfileengine_p.h>
#elifQT_VERSION == 0x050601
#include<QtCore/5.6.1/QtCore/private/qabstractfileengine_p.h>
#elifQT_VERSION == 0x050700
#include<QtCore/5.7.0/QtCore/private/qabstractfileengine_p.h>
#else
#error
#endif


Feel free to vote for the come back of those APIs :
https://bugreports.qt.io/browse/QTBUG-41387?jql=text%20~%20%22QAbstractFileEngineHandler%22 <https://bugreports.qt.io/browse/QTBUG-41387?jql=text%20%7E%20%22QAbstractFileEngineHandler%22>




2016-06-17 18:47 GMT+02:00 Jason H <jh...@gmx.com <mailto:jh...@gmx.com>>:

    You can of course use all of Qt without QtCreator. I've done it,
    and it's still possible.
    When you have a resource, it becomes availible in the binary's
    asset system, and need not be distributed as a file on disk. This
    can prevent tampering if the binary is signed. Also I would assume
    that it gets loaded in the text segment of the executable and
    winds up on memory pages without the EXEC bit set.
    http://doc.qt.io/qt-5/resources.html
    *Sent:* Friday, June 17, 2016 at 12:37 PM
    *From:* "Max Savenkov" <max.saven...@gmail.com
    <mailto:max.saven...@gmail.com>>
    *To:* "Jason H" <jh...@gmx.com <mailto:jh...@gmx.com>>
    *Cc:* "Dmitry Volosnykh" <dmitry.volosn...@gmail.com
    <mailto:dmitry.volosn...@gmail.com>>, "<interest@qt-project.org
    <mailto:interest@qt-project.org>>" <interest@qt-project.org
    <mailto:interest@qt-project.org>>

    *Subject:* Re: [Interest] Routing all QML file requests through a
    custom resource provider
    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 <jh...@gmx.com
    <http://jh...@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.volosn...@gmail.com
        <http://dmitry.volosn...@gmail.com>>
        To: "Max Savenkov" <max.saven...@gmail.com
        <http://max.saven...@gmail.com>>, "<interest@qt-project.org
        <http://interest@qt-project.org>>" <interest@qt-project.org
        <http://interest@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.saven...@gmail.com <http://max.saven...@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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--
Xavier

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