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KDE/Qt: KWin, Qt, and Walled Gardens

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KDE
  • Scene Items in KWin by Vlad Zahorodnii

    If your background includes game development, the concept of a scene should sound familiar. A scene is a way to organize the contents of the screen using a tree, where parent nodes affect their child nodes. In a game, a scene would typically consist of elements such as lights, actors, terrain, etc.

    KWin also has a scene. With this blog post, I want to provide a quick glimpse at the current scene design, and the plan how it can be improved for Wayland.

    [...]

    At the end of March, an initial batch of changes to migrate to the item-based design was merged. We still have a lot of work ahead of us, but even with those initial changes, you will already see some improves in the Wayland session. For example, there should less visual artifacts in applications that utilize sub-surfaces, e.g. Firefox.

    The end goal of the transition to the item-based design is to have a more flexible and extensible scene. So far, the plan is to continue doing refactorings and avoid rewriting the entire compositing machinery, if possible.

    [...]

    In short, we still have some work to do to make rendering abstractions in KWin fit well all the cases that there are on Wayland. However, even with the work done so far, the results are very promising!

  • A new face for the Qt Project

    project, could learn how to contribute. Additionally, for current members, having a good way of representing this contribution information will help to analyze these contributions for different Qt modules, and help the decision-making process to boost the development in some modules.

    This information is already spread in many places, mainly in our wiki, which doesn't facilitate newcomers that don't know their way around to easily find, which raised the motivation of creating a one-page site which will play the role of being the face of the Qt project.

  • Walled gardens

    Plasma Mobile aims to be not a walled garden, and provides a full control/freedom to users, which interestingly also comes with freedom to use the walled garden inside your open garden.

    If user can not have this freedom or is actively being pushed towards ecosystem liked by the developers, then what we have created is a walled garden with illusion of being open garden.

    [...]

    Where we aim that users have full control over their data and do not use closed systems.

    Which is why we need to find a balance between both of this goals/mission. We need to make sure that our default user experience does not make use of closed ecosystem software and at same time if users/developers have preference or requirement of using other systems we enable them to do so to best of our capability.

KDE KWin Introducing Item-Based Scenes For Improved Wayland...

  • KDE KWin Introducing Item-Based Scenes For Improved Wayland Support

    More KDE KWin Wayland improvements are coming down the pipe.

    KDE developer Vlad Zahorodnii has been working on furthering along the KWin compositor's Wayland support with one of his latest undertakings to adapt the compositor's existing window-level-focused scene structure into an item-based scene. The items in turn can represent individual surfaces like tooltips, server-side decoration items, etc. This opens up per-item damage tracking and other possible improvements moving forward and potentially a scene/render graph.

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