Re: [SailfishDevel] (no subject)

2016-12-26 Thread Andrey Kozhevnikov

He want to use new Sailfish WebEngine stuff


26.12.2016 15:15, jerome levreau пишет:

hi,
can you be more specific because you gave us barely information to 
help you.


I'm assuming you want to embed an html page in a qml, just use 
SilicaWebView, no additional import needed :


import QtQuick 2.2
import Sailfish.Silica 1.0

Page {
id:page

 SilicaWebView {
id:web
visible: true
anchors.fill: parent
width: parent.width
url:"your url can be set latter from javascript"
}
}

2016-12-23 13:57 GMT+01:00 Иван Черненький via Devel 
mailto:devel@lists.sailfishos.org>>:


Guys help plz
In the project I want to use ** sailfish.webview 1.0 **. It is
part of the package sailfish-components-webview-qt5. This package
is installed into the architecture through Sailfish Control
Centre. The .pro file added PKGCONFIG + = qt5embedwidget and .yaml
PkgBR file:
   - Qtmozembed-qt5


But still pops Seg Fault. somebody used this package? how to
configure it?


-- 
С уважением, Иван Черненький


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Re: [SailfishDevel] (no subject)

2016-12-26 Thread jerome levreau
hi,
can you be more specific because you gave us barely information to help you.

I'm assuming you want to embed an html page in a qml, just use
SilicaWebView, no additional import needed :

import QtQuick 2.2
import Sailfish.Silica 1.0

Page {
id:page

 SilicaWebView {
id:web
visible: true
anchors.fill: parent
width: parent.width
url:"your url can be set latter from javascript"
}
}

2016-12-23 13:57 GMT+01:00 Иван Черненький via Devel <
devel@lists.sailfishos.org>:

> Guys help plz
> In the project I want to use ** sailfish.webview 1.0 **. It is part of the
> package sailfish-components-webview-qt5. This package is installed into
> the architecture through Sailfish Control Centre. The .pro file added
> PKGCONFIG + = qt5embedwidget and .yaml PkgBR file:
>- Qtmozembed-qt5
>
>
> But still pops Seg Fault. somebody used this package? how to configure it?
>
>
> --
> С уважением, Иван Черненький
>
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Re: [SailfishDevel] (no subject)

2015-03-18 Thread Luciano Montanaro
Well, I am no expert on SDL. But apparently there should be a way to
set orientation on wayland.

The SDL_waylandwindow.h

shows there is a qt_extended_surface pointer in the SDL_WindowData
structure, which is used by the
qt_extended_surface_set_content_orientation(struct qt_extended_surface
*qt_extended_surface, int32_t orientation);

function. So if you manage to create your surface, and get the
extended_surface pointer, you should be able to set the orientation as
well as add listeners for events.

If you manage to get this working, please create a guide about it somewhere.

Luciano

On Wed, Mar 18, 2015 at 11:18 AM, Iosif Hamlatzis  wrote:
> Regarding the orientation it's not something I can patch and submit, it's a
> thing for Jolla since it has to do with the video driver.
>
> Looking at the code of SDL2, I would say the hint for the orientation is iOS
> specific:
> From the SDL_hints.h
>
> /**
>  *  \brief  A variable controlling which orientations are allowed on iOS.
>  *
>  *  In some circumstances it is necessary to be able to explicitly control
>  *  which UI orientations are allowed.
>  *
>  *  This variable is a space delimited list of the following values:
>  *"LandscapeLeft", "LandscapeRight", "Portrait" "PortraitUpsideDown"
>  */
> #define SDL_HINT_ORIENTATIONS "SDL_IOS_ORIENTATIONS"
>
>
>
> And besides, if the system doesn't understand that I have rotated the device
> I cannot do much in my game to modify the behaviour of "the go to
> background" or "close" swipe.
>
> From previous emails I and others were given as a solution to the rotation
> problem that we should do the math in our rendering functions as well as the
> rotation and transformation for the touch events. So I did and my games work
> perfectly on my device.
>
> I was happy to learn that problems they had in their system regarding the
> SDL2 library were fixed and now they could accept games in the market
> (previously my games were rejected because they didn't accept the SDL2
> library) and now I get my games again rejected not because of my fault, but
> because they cannot handle the rotation, even if I am using a solution they
> provided.
>
> I believe most games would be in landscape mode and not portrait, at least
> mine are. So I would wait either for a solution from them or if they start
> accepting games with different swipe gestures for "go to background" and
> "close".
>
> And hopefully in the tablet version the default would be landscape mode.
> I'll port the rest of the games to SailfishOS and have them ready for when
> and if the problem has been fixed.
>
>
>
>
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-- 
Luciano Montanaro

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no account be allowed to do the job. -- Douglas Adams
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Re: [SailfishDevel] (no subject)

2015-03-18 Thread Iosif Hamlatzis
Regarding the orientation it's not something I can patch and submit, it's a
thing for Jolla since it has to do with the video driver.

Looking at the code of SDL2, I would say the hint for the orientation is
iOS specific:
>From the SDL_hints.h

/**
 *  \brief  A variable controlling which orientations are allowed on iOS.
 *
 *  In some circumstances it is necessary to be able to explicitly control
 *  which UI orientations are allowed.
 *
 *  This variable is a space delimited list of the following values:
 *"LandscapeLeft", "LandscapeRight", "Portrait" "PortraitUpsideDown"
 */
#define SDL_HINT_ORIENTATIONS "SDL_IOS_ORIENTATIONS"



And besides, if the system doesn't understand that I have rotated the
device I cannot do much in my game to modify the behaviour of "the go to
background" or "close" swipe.

>From previous emails I and others were given as a solution to the rotation
problem that we should do the math in our rendering functions as well as
the rotation and transformation for the touch events. So I did and my games
work perfectly on my device.

I was happy to learn that problems they had in their system regarding the
SDL2 library were fixed and now they could accept games in the market
(previously my games were rejected because they didn't accept the SDL2
library) and now I get my games again rejected not because of my fault, but
because they cannot handle the rotation, even if I am using a solution they
provided.

I believe most games would be in landscape mode and not portrait, at least
mine are. So I would wait either for a solution from them or if they start
accepting games with different swipe gestures for "go to background" and
"close".

And hopefully in the tablet version the default would be landscape mode.
I'll port the rest of the games to SailfishOS and have them ready for when
and if the problem has been fixed.
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Re: [SailfishDevel] (no subject)

2015-03-17 Thread Tone Kastlunger
I believe SDL library is open sourced on SailfihsOS; perhaps you could
submit a patch that fixes the issue?

Best,
tk

On Mon, Mar 16, 2015 at 10:05 PM, Iosif Hamlatzis 
wrote:

> Unfortunately the SDL_SetHint function didn't work, the game still only
> closes as if you hold the device in portrait mode.
>
> So since the game renders rotated (in order to have the perception of
> landscape) the only way to close the game is to swipe from right to left,
> which was one of the reasons they rejected it.
>
>
>
>
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Re: [SailfishDevel] (no subject)

2015-03-16 Thread Iosif Hamlatzis
Unfortunately the SDL_SetHint function didn't work, the game still only
closes as if you hold the device in portrait mode.

So since the game renders rotated (in order to have the perception of
landscape) the only way to close the game is to swipe from right to left,
which was one of the reasons they rejected it.
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Re: [SailfishDevel] (no subject)

2015-03-16 Thread Iosif Hamlatzis
Regarding the power consumption:

"Your application is draining too much power when device is on idle state.
It is critical for any application to go to the idle state within
reasonable amount of time, depending on what the app is doing. For example
if the app is fetching some data, syncing data, or playing some audio
streaming, then it would be okay for it to remain on the list for a longer
time (or never disappear from the list). However, in other cases, there is
no reason for an app to remain on the list, disappears and re-appears from
time to time. In the 'Arithmetics' application when the device is in idle
state, the app is not doing anything special, so it needs to disappear from
the list within ~1 minute (In normal cases, when the app is not doing
anything special, Harbour applications disappear from the list around 1 to
2 minutes)"

And then there are 12 steps I could try in order to check why it consumes
so much power. I presume the wording IDLE might refer going to the
background.

SDL has two function in order to get events. SDL_WaitEvent and
SDL_PollEvent but in SDL2 the two are almost the same.  Waiting is
equivalent to polling with a delay of 10ms between polls! (
http://stackoverflow.com/questions/18860243/sdl-pollevent-vs-sdl-waitevent)


Regarding the hint orientation I didn't know it exists. I'll put it in the
queue after solving this power consumption

thx
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Re: [SailfishDevel] (no subject)

2015-03-16 Thread Luciano Montanaro
Continuing on the orientation problem, you may see if the
SDL_setHint(SDL_HINT_ORIENTATION) method works. That should avoid
linking Qt, if you are not using it.

For the high cpu while hidden, maybe you can look at the sdl documentation here:

https://wiki.libsdl.org/SDL_WindowEvent


On Mon, Mar 16, 2015 at 5:45 PM, Jonni Rainisto
 wrote:
> What was the exact wording on power consumption reject? Usually that kind of
> reject reason comes if your application doesn't suspend when application is
> swiped to background (afaik on foreground you can consume about as much
> power as you want, but its a bad thing if your application doesn't follow
> window state changes and still is busylooping when swiped on background (or
> if cover-page is taking too much cpu cycled)).
>
> Br, Jonni
> 
> From: devel-boun...@lists.sailfishos.org
> [devel-boun...@lists.sailfishos.org] on behalf of Iosif Hamlatzis
> [i.hamlat...@gmail.com]
> Sent: Monday, March 16, 2015 6:21 PM
> To: Sailfish OS Developers
> Subject: Re: [SailfishDevel] (no subject)
>
> Thank you for the respond.
>
> Since I have no knowledge of Qt, I will try to find out why the game
> consumes so much power, since I already try to sync to 60fps. Also I will
> try to address the warnings.
>
> And wait and see if anyone else has similar problem and how it was
> addressed, since not all games use Qt.
>
> I am not in a hurry, besides I only need to port the company's games to this
> platform as a portfolio. It would be nice to have them in installable form
> in the market, but for showing and demonstrating them I can just use my
> phone
>
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-- 
Luciano Montanaro

Anyone who is capable of getting themselves made President should on
no account be allowed to do the job. -- Douglas Adams
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Re: [SailfishDevel] (no subject)

2015-03-16 Thread Jonni Rainisto
What was the exact wording on power consumption reject? Usually that kind of 
reject reason comes if your application doesn't suspend when application is 
swiped to background (afaik on foreground you can consume about as much power 
as you want, but its a bad thing if your application doesn't follow window 
state changes and still is busylooping when swiped on background (or if 
cover-page is taking too much cpu cycled)).

Br, Jonni

From: devel-boun...@lists.sailfishos.org [devel-boun...@lists.sailfishos.org] 
on behalf of Iosif Hamlatzis [i.hamlat...@gmail.com]
Sent: Monday, March 16, 2015 6:21 PM
To: Sailfish OS Developers
Subject: Re: [SailfishDevel] (no subject)

Thank you for the respond.

Since I have no knowledge of Qt, I will try to find out why the game consumes 
so much power, since I already try to sync to 60fps. Also I will try to address 
the warnings.

And wait and see if anyone else has similar problem and how it was addressed, 
since not all games use Qt.

I am not in a hurry, besides I only need to port the company's games to this 
platform as a portfolio. It would be nice to have them in installable form in 
the market, but for showing and demonstrating them I can just use my phone
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Re: [SailfishDevel] (no subject)

2015-03-16 Thread Iosif Hamlatzis
Thank you for the respond.

Since I have no knowledge of Qt, I will try to find out why the game
consumes so much power, since I already try to sync to 60fps. Also I will
try to address the warnings.

And wait and see if anyone else has similar problem and how it was
addressed, since not all games use Qt.

I am not in a hurry, besides I only need to port the company's games to
this platform as a portfolio. It would be nice to have them in installable
form in the market, but for showing and demonstrating them I can just use
my phone
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Re: [SailfishDevel] (no subject)

2015-03-16 Thread Luciano Montanaro
I did not try this, but Qt documentation lists a contentOrientation
property of QWindow.

So I would try to create the window for the applicationm then:

mywindow->setContentOrientation(Qt::LandscapeOrientation);

and then use pass the window surface to the sdl part of the application.

About the high cpu load: I do not know what you are trying to achieve,
but maybe you may use a timer based event loop, or base refresh on a
"vertical refresh" signal. The point is, you should target a 60 frame
per second rate, and wait if you have finished earlier than that.

Luciano

On Mon, Mar 16, 2015 at 3:38 PM, Iosif Hamlatzis  wrote:
> My SDL2 game was just rejected for two reasons.
>
> 1. For consuming too much battery
> 2. swipe closing gesture not working as it should
>
> I would like to address first the second remark and then go to the first.
>
> Rejection Reason 2:
> Specifically the rejection reason states:
>
> " Your application is coded to landscape mode. This makes the swipe closing
> gesture not working as it should work from the top of the application.
> Currently it works from the right side since the application is set on
> portrait mode and not actually on landscape mode as the UI shows it. This
> might confuse the Jolla user since swipe gestures are orientating with the
> screen orientation. Please fix this orientation issue."
>
> Since there isn't a manifest where I can state my game's orientation like in
> all other mobile platforms (iOS, BlackBerry - PlayBook and BB10) and I have
> to rotate and translate rendering and touch events my self how can I control
> the system's swipe events for closing or placing the game in the background?
> In all other mobile platforms this is done automatically by the system
> depending on the manifest setting.
>
> Rejection Reason 1:
>
> In all games the event loop is continues and the game renders everything in
> each cycle and depending on the game's logic and/or player's choices there
> might (or not) be change in position of objects on the screen. One can say
> that a game is never idle.
>
> My event loop is the same as in the example found in github
> (https://github.com/sailfish-sdk/sdk-sdl-project-example), so why is that
> acceptable and isn't acceptable in the market?
>
>
> Warnings
> Also in that example the application type is set to something other than
> Silica app, so is my game as it isn't using Qt. But I get a warning that in
> the future my game might be rejected.
>
> Can we or cannot we have non-Qt applications/games in the market?
>
>
> Looking forward for your comments
>
> iosif
>
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-- 
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Re: [SailfishDevel] (no subject)

2014-12-18 Thread Martin Kolman

Thu, 18 Dec 2014 18:07:18 +0100 David van rijn :

Thanks for the feedback :)

I had already looked a bit at the monav stuff because i had it on my 
N900, but like you said, it seems abandoned, so i didn't feel like 
using it.


But the Mapbox GL definitely looks primising, i will have a look at it 
later.


I did not know about the qml pinchmap.  I have tried out modrana 
though, and it seems a bit crude, because it's written in python, and 
i can imagine (correct me if i'm wrong) that implementing the whole 
element in qml is a bit recource-unfriendly if you compare it to the 
low-level c++ /updatePaintNode()/ method.
Well, I'm actually to this day kinda surprised how well it works, 
considering how it is implemented. Most probably thanks to the original 
clever idea the AGTL developer had of using a fixed tile grid and just 
shifting the coordinates of the tiles in the grid when panning the map. 
The QtQuick image cache then takes care of all the tile caching for you 
and it works surprisingly well. On the other hand the hack[0][1] I had 
to implement to enable really asynchronous tile download with caching is 
just plain crazy, but works. :)


The QML-only nature of the widget also helps to avoid more C/C++ 
dependencies that unlike the pure-Python/QML based modRana would need to 
be compiled for the various platforms where modRana is running and it 
also makes it easier to adapt it to the various specific modRanas needs. :)


Still I would not mind adding support for an alternative map widget, 
integrating it with the current one or maybe even using it by default if 
fits to modRanas requirements better than the current solution. :)



I think it would be really cool if it is possible to have all apps use 
the same maps, and have those be configurable somewhere central (like 
in the settings app).
Actually I've tried to propose a common map data storage location for 
the Jollas micro SD card a while ago on this list[3] in a thread called 
"[SailfishDevel] [RFC] Well known map data path" but it unfortunately 
did not get any traction back then. So maybe the proposal can be 
salvaged or even extended to cover map data sharing in internal storage ?


BTW, shared map data storage worked/works quite nicely on the N900 - 
there is /home/user/MyDocs/.maps folder that various third part mapping 
and navigation apps (modRana, Mappero, Maep, Cloud GPS, etc.) use for 
storing & sharing map tiles. So it would be nice to have the same thing 
also on the Jolla/Sailfish OS. :)


Actually, there already seem to be some early positive results from 
users enabling tile sharing between modRana and Poor Maps[3]. :)





cheers,

David

Regards

Martin

[0] 
https://github.com/M4rtinK/modrana/blob/master/modules/gui_modules/gui_qt5/gui_qt5.py#L549
[1] 
https://github.com/M4rtinK/modrana/blob/master/modules/gui_modules/gui_qt5/qml/Tile.qml#L35

[2] https://lists.sailfishos.org/pipermail/devel/2014-March/003731.html
[3] http://talk.maemo.org/showthread.php?p=1451148#post1451148





2014-12-18 0:16 GMT+01:00 Martin Kolman >:


Wed, 17 Dec 2014 16:04:31 +0100 David van rijn
 :


Hello,

Hi!


I am writing a qml component to display a slippy map (eg. google
maps).
(You can look at the code at
https://github.com/unsanded/harbour-mapp.)

The idea is to be able to add maps in qml by just typing
something like:
SlippyMap{
  GoogleMapsProvider{
apiKey: "blabla"
  }
}
I have a few questions about this:

   - Can it, at some point, become a library for others to use?

Could be certainly interesting and useful! :)


   - What is the best way to implement offline maps/routing?

For offline routing the routino routing utility[0] currently looks
like the best bet for Sailfish.
I have already managed to build it's package for Sailfish[1] and
it appears to be working fine. :)

Another candidate could be the Monav[2] routing daemon, but it's
upstream is dead, it depends on Qt 4 and its source
code has been bit-rotting rather badly.

As for offline map rendering, the Mapbox GL native widget[3] looks
like the best bet, if it could be wrapped in a QML element! :)

I even suggested the QML integration to the Mapbox people, but
they unfortunately replied that they are not interested in doing
that themselves (most probably not to canobalize their iOS &
Android SDKs with a superio solution ;-) ).


   - Is anyone eager to join the project?
   - any other feedback?

Many current Sailfish OS applications are using the QML-only
PinchMap QML element, originally from AGTL, for example:
* modRana[4]
* FourSail[5]
On the other hand the Poor Maps application has a custom solution
based on enhanced QtLocation Map element.

So maybe have a look how these work and what features these
applications expect as inspiration work on 

Re: [SailfishDevel] (no subject)

2014-12-18 Thread David van rijn
Thanks for the feedback :)

I had already looked a bit at the monav stuff because i had it on my N900,
but like you said, it seems abandoned, so i didn't feel like using it.

But the Mapbox GL definitely looks primising, i will have a look at it
later.

I did not know about the qml pinchmap.  I have tried out modrana though,
and it seems a bit crude, because it's written in python, and i can imagine
(correct me if i'm wrong) that implementing the whole element in qml is a
bit recource-unfriendly if you compare it to the low-level c++
*updatePaintNode()* method.


I think it would be really cool if it is possible to have all apps use the
same maps, and have those be configurable somewhere central (like in the
settings app).


cheers,

David


2014-12-18 0:16 GMT+01:00 Martin Kolman :
>
>  Wed, 17 Dec 2014 16:04:31 +0100 David van rijn 
> :
>
>
> Hello,
>
> Hi!
>
>
> I am writing a qml component to display a slippy map (eg. google maps).
> (You can look at the code at https://github.com/unsanded/harbour-mapp.)
>
> The idea is to be able to add maps in qml by just typing something like:
> SlippyMap{
>   GoogleMapsProvider{
> apiKey: "blabla"
>   }
> }
> I have a few questions about this:
>
>- Can it, at some point, become a library for others to use?
>
> Could be certainly interesting and useful! :)
>
> - What is the best way to implement offline maps/routing?
>
> For offline routing the routino routing utility[0] currently looks like
> the best bet for Sailfish.
> I have already managed to build it's package for Sailfish[1] and it
> appears to be working fine. :)
>
> Another candidate could be the Monav[2] routing daemon, but it's upstream
> is dead, it depends on Qt 4 and its source
> code has been bit-rotting rather badly.
>
> As for offline map rendering, the Mapbox GL native widget[3] looks like
> the best bet, if it could be wrapped in a QML element! :)
>
> I even suggested the QML integration to the Mapbox people, but they
> unfortunately replied that they are not interested in doing that themselves
> (most probably not to canobalize their iOS & Android SDKs with a superio
> solution ;-) ).
>
> - Is anyone eager to join the project?
>- any other feedback?
>
> Many current Sailfish OS applications are using the QML-only PinchMap QML
> element, originally from AGTL, for example:
> * modRana[4]
> * FourSail[5]
> On the other hand the Poor Maps application has a custom solution based on
> enhanced QtLocation Map element.
>
> So maybe have a look how these work and what features these applications
> expect as inspiration work on your project. :)
>
>
>
> Cheers,
>
> David
>
> Best Wishes
> Martin Kolman
> (main modRana developer)
>
> [0] http://www.routino.org/
> [1]
> https://build.merproject.org/package/show/home:MartinK:sailfish/routino
> [2] https://code.google.com/p/monav/
> [3] https://github.com/mapbox/mapbox-gl-native/
> [4]
> https://github.com/M4rtinK/modrana/blob/master/modules/gui_modules/gui_qt5/qml/PinchMap.qml
> [5]
> https://gitorious.org/foursail/foursail/source/31644f69c670f5f012f98bee641e1b7e50ba4e1f:qml/PinchMap.qml
>
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Re: [SailfishDevel] (no subject)

2014-12-17 Thread Martin Kolman

Wed, 17 Dec 2014 16:04:31 +0100 David van rijn :


Hello,

Hi!


I am writing a qml component to display a slippy map (eg. google maps).
(You can look at the code at https://github.com/unsanded/harbour-mapp.)

The idea is to be able to add maps in qml by just typing something like:
SlippyMap{
  GoogleMapsProvider{
apiKey: "blabla"
  }
}
I have a few questions about this:

   - Can it, at some point, become a library for others to use?

Could be certainly interesting and useful! :)


   - What is the best way to implement offline maps/routing?
For offline routing the routino routing utility[0] currently looks like 
the best bet for Sailfish.
I have already managed to build it's package for Sailfish[1] and it 
appears to be working fine. :)


Another candidate could be the Monav[2] routing daemon, but it's 
upstream is dead, it depends on Qt 4 and its source

code has been bit-rotting rather badly.

As for offline map rendering, the Mapbox GL native widget[3] looks like 
the best bet, if it could be wrapped in a QML element! :)


I even suggested the QML integration to the Mapbox people, but they 
unfortunately replied that they are not interested in doing that 
themselves (most probably not to canobalize their iOS & Android SDKs 
with a superio solution ;-) ).



   - Is anyone eager to join the project?
   - any other feedback?
Many current Sailfish OS applications are using the QML-only PinchMap 
QML element, originally from AGTL, for example:

* modRana[4]
* FourSail[5]
On the other hand the Poor Maps application has a custom solution based 
on enhanced QtLocation Map element.


So maybe have a look how these work and what features these applications 
expect as inspiration work on your project. :)



Cheers,

David

Best Wishes
Martin Kolman
(main modRana developer)

[0] http://www.routino.org/
[1] https://build.merproject.org/package/show/home:MartinK:sailfish/routino
[2] https://code.google.com/p/monav/
[3] https://github.com/mapbox/mapbox-gl-native/
[4] 
https://github.com/M4rtinK/modrana/blob/master/modules/gui_modules/gui_qt5/qml/PinchMap.qml
[5] 
https://gitorious.org/foursail/foursail/source/31644f69c670f5f012f98bee641e1b7e50ba4e1f:qml/PinchMap.qml
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