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OverviewV-Play 1 Support › SIGNAL/SLOT or Q_INVOKABLE to access C++

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  • #6483

    Matt

    Greetings,

     

    I have been reviewing this game engine for most of the day now and I am starting a project that has a sound engine that I would like to connect to that was developed as a DLL.  I had looked over the QML documentation and got the sound engine loading using a Qt Quick app and now have sounds firing off with mouse events.  I am not seeing a clear way to be able to call any slots or Q_INVOKABLE calls from my C++ wrapper class using V-Play’s framework.

     

    Could anyone be kind enough to point me in the right direction?  Thanks!

    #6488

    Matt

    So it looks like C++ is not supported which is strange as this engine is for Qt using creator which is entirely focused on C++ and requires a compiler to build the project.  Please correct me if I am wrong here so I don’t invest anymore time.

    Are there any plans in the near future for allowing a developer to use C++?  I did not want to have to pay the $1500 just to link to a DLL in Unity and I thought that this was going to be a great solution and a great way to learn a declarative language.

    Thanks.

    #6489

    Christian
    V-Play Team

    Hi Xevoius,

    you can use C++ code on Desktop with the current version. If you also would like to use C++ code for mobile platforms this requires the Enterprise license. Are you targeting desktop only or also mobile? And shall I explain how to use C++ code in your desktop application?

    Cheers, Chris

    #6490

    Matt

    Hey Chris,

    I appreciate the fast response.  I am targeting mobile devices for this app and I intend to finish a couple of game prototypes I created in Unity after that.  I am just an indie developer that uses Qt Widgets in some of my 9-5 work so ideally I would like to stick to an environment I know.  Unfortunately the steeper Enterprise price for V-Play is going to be a little high for me to get some of my mobile projects off the ground since I am a one man show.  The Indie Developer price is what I was hoping to sign up under as that seems to hit the mark for what I would be comfortable paying while being a part time V-Play dev.  I am really trying to give this tool the best shot I can because I know the potential of how productive I could be with it.  Are there any other thoughts of a per person price plan for an indie dev like me?

    Thanks.

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