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 Post subject: Re: Found: Qt Glk
PostPosted: Thu Aug 31, 2017 8:36 pm 
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New Branch is published on GitHub: https://github.com/WakeRealityDev/Thund ... e_WebView0

It can now run GlkOte in a WebView - wired up to the RemGlk interpreter of your choice! This is 100% self-contained, meaning it can run entirely offline with no Internet connection.

A couple issues to note: The gblorb assets are not extracted currently, so images and sound files won't show up... as RemGlk expects them to be independently extracted. I also suggest you do a GitHub checkout into a fresh folder for this branch - as I renamed the .pro file for Qt Creator so that it's clear which one you are looking at. I have not yet put in the Windows 10 compile fixes that were posted earlier in this thread - so you will have to re-patch that problem.

Please let me know if you get a chance to try this out. Thank you.

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 Post subject: Re: Found: Qt Glk
PostPosted: Thu Sep 07, 2017 3:01 am 
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Very interesting.
I took your idea and did a similar project (I know) so now I more or less understand what is happening:
A QProcess that starts a remglk instance (I use a level9 interpreter) but I use qml so I can run it on my phone.
Connecting the stdout to a signal, I make the qml get the json info (raw for now) to show it in the main qml. Is working pretty good. No images though :( but I guess I'm doing some stupid mistake here.

So, I guess we are in the same road: now I need to implement the json read and write


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 Post subject: Re: Found: Qt Glk
PostPosted: Thu Sep 07, 2017 3:12 am 
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Great to hear. I think pure qml wrapping around the QProcess is how most people would want to work on the code. My lack of skill and experience was holding me back from that. Keep it up.

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 Post subject: Re: Found: Qt Glk
PostPosted: Thu Sep 07, 2017 3:13 am 
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Main menu
Image

Ugly early text interaction
Image


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 Post subject: Re: Found: Qt Glk
PostPosted: Thu Sep 07, 2017 3:15 am 
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allensocket wrote:
Great to hear. I think pure qml wrapping around the QProcess is how most people would want to work on the code. My lack of skill and experience was holding me back from that. Keep it up.

I'm surprised that I could make it, actually. It's my hundred thousandth time I tried to port the code and this is pretty near to get something usable.

If you want to see how it's made (it's pretty straight forward) just tell me, even I don't think you can use the code as is, you can see how it's made and I'm pretty confident is pretty adaptable


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 Post subject: Re: Found: Qt Glk
PostPosted: Thu Sep 07, 2017 3:20 am 
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Sure, share what you can, any condition. As I said, what I shared was pretty messy, but hopefully inspirational ;) I think there is good long-term fruit in a Qt on RemGlk chain.

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 Post subject: Re: Found: Qt Glk
PostPosted: Thu Sep 07, 2017 3:26 am 
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For now the code is embarrassingly horrible, so, let me try to get at least a minimum decent thing to show (even if it doesn't work properly) and I'll share it so you can take a look :)


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 Post subject: Re: Found: Qt Glk
PostPosted: Mon Sep 25, 2017 12:53 pm 
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I'm nearly able to show some code, a couple of things I want to check and some explanation that will be needed.
In the meanwhile:
- Is there a way to say to remglk to do the savegames as text?
- I'm using the Level9glk and even if I use .sna games (that should include line art) is not accessible. My init is
Code:
{ "type": "init", "gen": 0, "metrics": { "width":60, "height":24 },  "support": [ "graphics", "graphicswin" ] }

so in theory should find the graphics automatically... but it doesn't.

Any idea?


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 Post subject: Re: Found: Qt Glk
PostPosted: Mon Sep 25, 2017 1:25 pm 
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Quote:
Is there a way to say to remglk to do the savegames as text?


No. I'm not sure what that would mean. It's the VM interpreter which opens the save file and writes out the contents.


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 Post subject: Re: Found: Qt Glk
PostPosted: Mon Sep 25, 2017 8:05 pm 
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zarf wrote:
Quote:
Is there a way to say to remglk to do the savegames as text?


No. I'm not sure what that would mean. It's the VM interpreter which opens the save file and writes out the contents.


My idea was to show some nice info about each save file. The route to the game, a screenshot, etc.
I read in the docs that you could use TextMode but now that I read it again, I see I understood it wrong. So is
Code:
fileusage_TextMode
for data that used be used as a text?


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