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porting to KDE / making the jump

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cfrankb
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porting to KDE / making the jump

Sat Dec 19, 2009 9:54 am
I'd like to port a game construction kit to KDE. Although, as I went through the available documentations, a number of questions.

If I make an application with qtCreator and associated SDK, no other extension added, is this application consider KDE-compliant?

What libs should I use for high performance graphics/sounds? I tried both SDL and SFML so far. I prefer SFML even though support is not as widespread. Is either of them a valid choice to use with a KDE Extragear app?

Is there a walk-through/guide to making CMakeLists.txt files?

http://www.sassociations.net/cfrankb/lgck?kcf

Comments, suggestions and feedback welcome! :D

Regards,
Frank B.
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giucam
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Re: porting to KDE / making the jump

Sat Dec 19, 2009 10:45 am
In order to be called a KDE app I think it should use the kdelibs, while qtcreator is thought to be used with Qt only. And I don't think that a Qt only app would be accepted in extragear. If you want to develop KDE you should try KDevelop. Event if it is still a beta it is quite stable and usable and provides lots of convenience features.

I know nothing about the sound but I heard that OpenAl is a good library. Maybe you should ask in the game forum.
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dpalacio
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An application that uses the KDE Platform does not need to use the Qt toolkit, though it is encouraged. SDL is good, but lacks integration with Qt/KDE. You might want to try OpenGL, or a higher level library as KGL, KGLLib.

http://gluon.tuxfamily.org/
http://freehackers.org/~rivo/kgllib/html/


connect(post, SIGNAL(readSignature()), qapp, SLOT(quit()));
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bcooksley
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Re: porting to KDE / making the jump

Sat Dec 19, 2009 10:57 pm
The only real difference between a KDE and Qt application is that KDE applications use K* classes where they exist instead of Q* classes. KMainWindow instead of QMainWindow for instance. The K* classes are based on the Q* classes and provide additional functionality.

Most KDE applications use the XMLGUI framework for their user interfaces, which makes constructing toolbars and menus extremely easy.


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cfrankb
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bcooksley wrote:The only real difference between a KDE and Qt application is that KDE applications use K* classes where they exist instead of Q* classes.


Makes perfect sense. Although, by using K-classes, I would lose portability across platforms. Is there an easy way to satisfy the interface requirements for KDE and still retain code that can be compiled on Windows, Linux and Mac?

bcooksley wrote:Most KDE applications use the XMLGUI framework for their user interfaces, which makes constructing toolbars and menus extremely easy.


Interesting. I didn't know that. I notice that qtCreator also generates .ui (XMLGUI). Am-I correct in assuming these files are compatible with the ones used by KDE applications (as the KDE docs says to use qtDesigner)?
cfrankb
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giucam wrote: And I don't think that a Qt only app would be accepted in extragear.


Your proabably right about that one. I did ask more than once, various people. I never received a clear answer.

giucam wrote:I know nothing about the sound but I heard that OpenAl is a good library.


For the moment, I'm linking my code against the SFML libs which uses OpenAL. The performance is good.

giucam wrote:Maybe you should ask in the game forum.


That's a good idea. I'll try that. :D


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