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main.cpp
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main.cpp
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#include <QApplication>
#include <VPApplication>
#include <QQmlApplicationEngine>
#include "tensorflow/core/public/session.h"
#include "tensorflow/core/framework/tensor.h"
#include "objectsrecogfilter.h"
int main(int argc, char *argv[])
{
QApplication app(argc, argv);
VPApplication vplay;
// Use platform-specific fonts instead of V-Play's default font
vplay.setPreservePlatformFonts(true);
QQmlApplicationEngine engine;
vplay.initialize(&engine);
// Register meta types
qRegisterMetaType<QList<QRectF>>("QList<QRectF>");
// Register C++ QML types
qmlRegisterType<ObjectsRecogFilter>("ObjectsRecognizer", 1, 0, "ObjectsRecognizer");
// use this during development
// for PUBLISHING, use the entry point below
#ifdef QT_DEBUG
vplay.setMainQmlFileName(QStringLiteral("qml/Main.qml"));
#else
// 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"));
#endif
engine.load(QUrl(vplay.mainQmlFileName()));
return app.exec();
}