[Development] 5.7 new features and 5.6 changelog
Hi everybody, It would be great if those of you who haven’t done so yet fill in the 5.7 new features page on the wiki (https://wiki.qt.io/New_Features_in_Qt_5.7), so that we can get a good overview over the bigger new features in 5.7. In addition, I’d like to ask every maintainer to have a look at the 5.6 changelog files, and checks that everything ok and the changelog is complete for your area. Thanks, Lars ___ Development mailing list Development@qt-project.org http://lists.qt-project.org/mailman/listinfo/development
[Development] Made with Qt - Bluescape at TED 2016
Hi all, I just wanted to share this piece of news, as a serious piece of hardware and UI is currently featured in the main lobby of the TED 2016 conference in Vancouver, and it's all made with Qt! https://www.bluescape.com/press/bluescape-introduces-visual-collaborative-workspace-to-1350-attendees-at-ted2016/ I've also attached a picture of the Bluescape Wall that was set up over there (sorry for the poor quality, it had to be under 100kb). It's a 3x5 array of 55'' multitouch displays sporting a total resolution of 9600x3240 pixels, and running on a 3-GPU machine (one GPU per row). It's running Qt 5.5 and makes a big use of QtQuick2 and QtWebEngine. There's also two 84'' single-display units on each side. Kudos to all contributors in the Qt community for making Qt such an awesome development framework, and special thanks to the folks at The Qt Company and KDAB. Hopefully we'll have a chance to showcase it again at the Qt World Summit in San Francisco this fall! Cheers, Romain ___ Development mailing list Development@qt-project.org http://lists.qt-project.org/mailman/listinfo/development
Re: [Development] some questions about QtGamePad
On 2016-02-15 15:23, Matthew Woehlke wrote: >> So I do not support expanding the scope of QtGamepad in the way you >> propose, as I think if it belongs anywhere it is in a generic input API >> (or you can always still just wrap SDL's input module pretty easily). > > I might be more inclined to agree if there was already a QJoystick or > some such. As is, I think, at best, you're putting the cart before the > horse. Let me put that differently. By artificially constraining QGamePad, you are forcing people with needs that don't exactly conform to the completely arbitrary limitations you have chosen to impose to *recreate functionality that you are already using*. That's just... inconsiderate. -- Matthew ___ Development mailing list Development@qt-project.org http://lists.qt-project.org/mailman/listinfo/development
Re: [Development] some questions about QtGamePad
On 2016-02-15 14:46, Nichols Andy wrote: > QtGamepad is intentionally limited to gamepads, and does not include support > for joysticks, or generic devices with an arbitrary number of axes/buttons. That's... stupid IMNSHO. Especially since... > The design was primarily inspired by the HTML 5 gamepad API: > https://developer.mozilla.org/en-US/docs/Web/API/Gamepad_API/Using_the_Gamepad_API ...I don't see anything here that restricts the HTML 5 interface to some particular number of axes or buttons, or in any way really precludes it from being used for devices that are not "gamepads" (i.e. traditional joysticks). Nor do I see anything that tries to impose specific semantics on what buttons are available or have what indices. > Gamepads have roughly the same Button/Axes configurations *Modern* gamepads may happen to have similar button/axis configurations, but this is incidental. There is no guarantee that this "common configuration" won't change with the next generation of consoles. By imposing limits now, you are artificially constraining the API. > Apple platforms native Game Controller API's: > https://developer.apple.com/library/ios/documentation/ServicesDiscovery/Conceptual/GameControllerPG/Introduction/Introduction.html On the one hand, this isn't really applicable; they are artificially constraining the hardware. On the other... their artificial constraints *don't match* yours. That should be a red flag right there... > So I do not support expanding the scope of QtGamepad in the way you > propose, as I think if it belongs anywhere it is in a generic input API > (or you can always still just wrap SDL's input module pretty easily). I might be more inclined to agree if there was already a QJoystick or some such. As is, I think, at best, you're putting the cart before the horse. > There are however some API's missing that a gamepads API might > actually need about like accelerometer based motion controls If you supported arbitrary axes, *you'd have these already*. -- Matthew ___ Development mailing list Development@qt-project.org http://lists.qt-project.org/mailman/listinfo/development
Re: [Development] some questions about QtGamePad
Hi Matthew, Pritam, et alia QtGamepad is intentionally limited to gamepads, and does not include support for joysticks, or generic devices with an arbitrary number of axes/buttons. The design was primarily inspired by the HTML 5 gamepad API: https://developer.mozilla.org/en-US/docs/Web/API/Gamepad_API/Using_the_Gamepad_API Gamepads have roughly the same Button/Axes configurations and you can see this in the definitions of these similar API's: Apple platforms native Game Controller API's: https://developer.apple.com/library/ios/documentation/ServicesDiscovery/Conceptual/GameControllerPG/Introduction/Introduction.html Android Game Contorllers: http://developer.android.com/training/game-controllers/controller-input.html#button And even the specialized SDL2 GameController module (which yes, does use the joystick API behind the scenes, but demonstrates the importance of the Gamepad specialization): https://wiki.libsdl.org/CategoryGameController So I do not support expanding the scope of QtGamepad in the way you propose, as I think if it belongs anywhere it is in a generic input API (or you can always still just wrap SDL's input module pretty easily). There are however some API's missing that a gamepads API might actually need about like accelerometer based motion controls as well as haptic feedback, so during the tech preview phase this feedback and input is important, but I would like to reiterate the scope of this particular module before the discussion get too far off on a tangent (as it tends to do on this mailing list). Regards, Andy Nichols From: Developmenton behalf of Matthew Woehlke Sent: Monday, February 15, 2016 7:32 PM To: development@qt-project.org Subject: Re: [Development] some questions about QtGamePad On 2016-02-15 13:04, Matthew Woehlke wrote: > On 2016-02-15 06:36, pritam.ghang...@gmail.com wrote: >> Looking at the API it seems it has a very hard assumption on 2 sticks and >> 18 buttons. > > Please support arbitrary axes and buttons, as done in e.g. SDL. I wrote a joystick API in Qt a while back. It had three signals (I didn't get around to hat support): buttonPressed(int button); buttonReleased(int button); motion(QHash axisPosition); The first two are obvious. The third (you'd probably want to use a different name) is emitted every time any axis value changes, and reports the current value of *all* axes. (This is an optimization / implementation detail; you could as easily have a signal per axis, or indeed do both.) Although I didn't need to have current-state accessors (consider if you really need these), they'd be easy enough to add. Hat support would probably look like: hatMoved(int hat, HatDirection direction); Looking at QGamepadManager, I notice that you treat the hat as a set of buttons. That doesn't strike me as a good idea. Buttons are normally orthogonal (that is, given any two buttons, both might be pressed at the same time). While it's true that you can be lazy and report hats that way, there are problems doing so. First, it precludes users mapping an entire hat to a single digital 2-axis control (or at least makes it much more difficult). Second, hat directions are *not* orthogonal; a hat is more of a digital version of an axis-pair, i.e. two values that are either {-1, 0, +1}. This isn't just a matter of how you can mash on the controller, it's also a question of what the hardware protocol is capable of reporting. -- Matthew ___ Development mailing list Development@qt-project.org http://lists.qt-project.org/mailman/listinfo/development ___ Development mailing list Development@qt-project.org http://lists.qt-project.org/mailman/listinfo/development
Re: [Development] some questions about QtGamePad
On 2016-02-15 13:04, Matthew Woehlke wrote: > On 2016-02-15 06:36, pritam.ghang...@gmail.com wrote: >> Looking at the API it seems it has a very hard assumption on 2 sticks and >> 18 buttons. > > Please support arbitrary axes and buttons, as done in e.g. SDL. I wrote a joystick API in Qt a while back. It had three signals (I didn't get around to hat support): buttonPressed(int button); buttonReleased(int button); motion(QHashaxisPosition); The first two are obvious. The third (you'd probably want to use a different name) is emitted every time any axis value changes, and reports the current value of *all* axes. (This is an optimization / implementation detail; you could as easily have a signal per axis, or indeed do both.) Although I didn't need to have current-state accessors (consider if you really need these), they'd be easy enough to add. Hat support would probably look like: hatMoved(int hat, HatDirection direction); Looking at QGamepadManager, I notice that you treat the hat as a set of buttons. That doesn't strike me as a good idea. Buttons are normally orthogonal (that is, given any two buttons, both might be pressed at the same time). While it's true that you can be lazy and report hats that way, there are problems doing so. First, it precludes users mapping an entire hat to a single digital 2-axis control (or at least makes it much more difficult). Second, hat directions are *not* orthogonal; a hat is more of a digital version of an axis-pair, i.e. two values that are either {-1, 0, +1}. This isn't just a matter of how you can mash on the controller, it's also a question of what the hardware protocol is capable of reporting. -- Matthew ___ Development mailing list Development@qt-project.org http://lists.qt-project.org/mailman/listinfo/development
Re: [Development] Closing the 5.5 branch
https://codereview.qt-project.org/146557 still need to be integrated. On 8 February 2016 at 14:03, Frederik Gladhorn < frederik.gladh...@theqtcompany.com> wrote: > Hi all, > > due to the strain that we put on the VMs that are supposed to get the > releases > out and do the testing, we decided to "shut down" the CI for Qt 5.5 > branches. > This means literally that we shut down the VMs but we'll keep them around > in > case we ever need to make a 5.5 release. > The goal is to free capacity to let us finally get 5.6 and just after 5.7 > out > of the door. > > Cheers, > Frederik > > ___ > Development mailing list > Development@qt-project.org > http://lists.qt-project.org/mailman/listinfo/development > -- http://www.qiliang.net ___ Development mailing list Development@qt-project.org http://lists.qt-project.org/mailman/listinfo/development
Re: [Development] some questions about QtGamePad
On 2016-02-15 06:36, pritam.ghang...@gmail.com wrote: > Looking at the API it seems it has a very hard assumption on 2 sticks and > 18 buttons. Please support arbitrary axes and buttons, as done in e.g. SDL. Hard-coding this stuff is a terrible idea, as even devices with similar physical configurations may number their inputs differently. (Hard-coding the *nature* of the buttons, e.g. "home", "guide" is *also* a terrible design; not all controllers have anything like these.) Three controllers I have offhand have the following attributes: - 4 axes, 12 buttons, 1 hat - 5 axes, 8/9¹ buttons, 1 hat - 6 axes², 11 buttons, 1 hat These are, respectively, a Logitech WingMan Rumble Pad, Logitech Extreme 3D Pro, and standard XBox 360 controller. (I do note that you're at least treating the analog triggers as axes and not buttons.) Note that the second in particular has *one* stick with *three* axes (plus a throttle control). How do you even handle hats??? Then there are e.g. standard Wii controllers which have, I think, 6/7² axes (*none* of which are sticks), 6/7² buttons, and 1 hat. The nunchuck has at *8* (or 9²) axis, 1/2² buttons, and no hat. Please, *please* take the SDL approach and just support axes, buttons and hats (all in arbitrary number) without trying to assign any particular meaning to any of the above. (And keep in mind that axes can be self-centering, i.e. sticks, triggers, acceleromaters, or not, i.e. throttles, gyroscopes.) This way you support just about any device, including a degree of future-proofing. (¹ I think one of the buttons may be treated specially by the hardware and not generally "visible". I don't have the pad with me to check, though.) (² I don't have a Wii controller to test, and I'm not sure if the trigger is analog (axis) or digital (button).) -- Matthew ___ Development mailing list Development@qt-project.org http://lists.qt-project.org/mailman/listinfo/development
Re: [Development] some questions about QtGamePad
Hi, From a gamepad perspective it's almost complete. Yes I know that there are gamepads out there with more buttons, QtGamepad it's a technical preview, so we can change it. IMHO we just need to add a few more generic buttons/axes and that's it. I also agree with Mike that Qt needs some "generic" input device support, something similar with Android's InputDevice API (http://developer.android.com/reference/android/view/InputDevice.html), but that's another story. Cheers, BogDan. On Monday 15 February 2016 14:08:56 Mike Krus wrote: > +1, looking at it from the AppleTV remote perspective, it also needs support > for handling device orientation (tilt sensors, etc) > > > Mike > > > On 15 Feb 2016, at 11:36, pritam.ghang...@gmail.com wrote: > > > > Hi > > > > I have looking at QtGamePad for usage in another opensource project > > QGroundControl. It looks like a great module already, something that will > > reduce lot of cross platform headache for a lot of people trying to use > > joysticks with Qt. Awesome work by the authors. > > > > Looking at the API it seems it has a very hard assumption on 2 sticks and > > 18 buttons. It is quite possible that QGrounControl may have to support > > more than 2 sticks. Its quite common for robotics controller to have more > > than 2 sticks in the form of other photometers. It would be good if some > > more lower level cross platforms apis were exposed that allow one to > > enumerate the sticks and buttons. Something that can give us more raw > > data to handle such special cases. > -- > Mike Krus | mike.k...@kdab.com | Senior Software Engineer > KDAB (UK) Ltd., a KDAB Group company > Tel: UK +44-1625-809908 Mobile: +44 7833 491941 > KDAB - The Qt Experts ___ Development mailing list Development@qt-project.org http://lists.qt-project.org/mailman/listinfo/development
Re: [Development] some questions about QtGamePad
Hi, On 15/02/2016 11:36, pritam.ghang...@gmail.com wrote: Hi I have looking at QtGamePad for usage in another opensource project QGroundControl. It looks like a great module already, something that will reduce lot of cross platform headache for a lot of people trying to use joysticks with Qt. Awesome work by the authors. Looking at the API it seems it has a very hard assumption on 2 sticks and 18 buttons. It is quite possible that QGrounControl may have to support more than 2 sticks. Its quite common for robotics controller to have more than 2 sticks in the form of other photometers. It would be good if some more lower level cross platforms apis were exposed that allow one to enumerate the sticks and buttons. Something that can give us more raw data to handle such special cases. We have some API in Qt 3D for this: http://code.qt.io/cgit/qt/qt3d.git/tree/src/input/frontend/qabstractphysicaldevice.h?h=5.7 We can look at making it available to more parts of Qt in the future but at the moment the implementation is tied to Qt 3D's architecture. We've tried this with Playstation 3 six axis controllers as well as SpaceNavigator Pro 3D mice. There is already a commit in that provides this on top of Andy's great QtGamepad efforts. Cheers, Sean -- Regards, pritam ___ Development mailing list Development@qt-project.org http://lists.qt-project.org/mailman/listinfo/development ___ Development mailing list Development@qt-project.org http://lists.qt-project.org/mailman/listinfo/development
Re: [Development] some questions about QtGamePad
+1, looking at it from the AppleTV remote perspective, it also needs support for handling device orientation (tilt sensors, etc) Mike > On 15 Feb 2016, at 11:36, pritam.ghang...@gmail.com wrote: > > Hi > > I have looking at QtGamePad for usage in another opensource project > QGroundControl. It looks like a great module already, something that will > reduce lot of cross platform headache for a lot of people trying to use > joysticks with Qt. Awesome work by the authors. > > Looking at the API it seems it has a very hard assumption on 2 sticks and 18 > buttons. It is quite possible that QGrounControl may have to support more > than 2 sticks. Its quite common for robotics controller to have more than 2 > sticks in the form of other photometers. It would be good if some more lower > level cross platforms apis were exposed that allow one to enumerate the > sticks and buttons. Something that can give us more raw data to handle such > special cases. > > -- > Regards, > pritam > ___ > Development mailing list > Development@qt-project.org > http://lists.qt-project.org/mailman/listinfo/development -- Mike Krus | mike.k...@kdab.com | Senior Software Engineer KDAB (UK) Ltd., a KDAB Group company Tel: UK +44-1625-809908 Mobile: +44 7833 491941 KDAB - The Qt Experts smime.p7s Description: S/MIME cryptographic signature ___ Development mailing list Development@qt-project.org http://lists.qt-project.org/mailman/listinfo/development
Re: [Development] some questions about QtGamePad
I meant potentiometers not photometers in there. On Mon, Feb 15, 2016 at 5:06 PM, pritam.ghang...@gmail.com < pritam.ghang...@gmail.com> wrote: > Hi > > I have looking at QtGamePad for usage in another opensource project > QGroundControl. It looks like a great module already, something that will > reduce lot of cross platform headache for a lot of people trying to use > joysticks with Qt. Awesome work by the authors. > > Looking at the API it seems it has a very hard assumption on 2 sticks and > 18 buttons. It is quite possible that QGrounControl may have to support > more than 2 sticks. Its quite common for robotics controller to have more > than 2 sticks in the form of other photometers. It would be good if some > more lower level cross platforms apis were exposed that allow one to > enumerate the sticks and buttons. Something that can give us more raw data > to handle such special cases. > > -- > Regards, > pritam > -- Regards, pritam ___ Development mailing list Development@qt-project.org http://lists.qt-project.org/mailman/listinfo/development
Re: [Development] [Proposal] Future QtSerialPort with plugins architecture
> why are you conflating backends and plugins? I don't know why I do it.. ;) > if you feel you need to refactor the code to achieve better structural clarity, i'm all for it - but don't over-engineer it just because you can. yes, I need in "to refactor the code to achieve better structural clarity", but I don't know how I can divide a code. I need help... BR, Denis 2016-02-15 14:35 GMT+03:00 Oswald Buddenhagen < oswald.buddenha...@theqtcompany.com>: > On Sat, Feb 13, 2016 at 02:24:38PM +0300, Denis Shienkov wrote: > > I would like to discuss new idea of transition of QtSerialPort to > > an architecture with the plug-ins/backends. > > > why are you conflating backends and plugins? i see no apparent need to > make the backends dynamically switchable, i.e., plugins. if you feel you > need to refactor the code to achieve better structural clarity, i'm all > for it - but don't over-engineer it just because you can. > ___ > Development mailing list > Development@qt-project.org > http://lists.qt-project.org/mailman/listinfo/development > ___ Development mailing list Development@qt-project.org http://lists.qt-project.org/mailman/listinfo/development
[Development] some questions about QtGamePad
Hi I have looking at QtGamePad for usage in another opensource project QGroundControl. It looks like a great module already, something that will reduce lot of cross platform headache for a lot of people trying to use joysticks with Qt. Awesome work by the authors. Looking at the API it seems it has a very hard assumption on 2 sticks and 18 buttons. It is quite possible that QGrounControl may have to support more than 2 sticks. Its quite common for robotics controller to have more than 2 sticks in the form of other photometers. It would be good if some more lower level cross platforms apis were exposed that allow one to enumerate the sticks and buttons. Something that can give us more raw data to handle such special cases. -- Regards, pritam ___ Development mailing list Development@qt-project.org http://lists.qt-project.org/mailman/listinfo/development
Re: [Development] [Proposal] Future QtSerialPort with plugins architecture
On Sat, Feb 13, 2016 at 02:24:38PM +0300, Denis Shienkov wrote: > I would like to discuss new idea of transition of QtSerialPort to > an architecture with the plug-ins/backends. > why are you conflating backends and plugins? i see no apparent need to make the backends dynamically switchable, i.e., plugins. if you feel you need to refactor the code to achieve better structural clarity, i'm all for it - but don't over-engineer it just because you can. ___ Development mailing list Development@qt-project.org http://lists.qt-project.org/mailman/listinfo/development
[Development] QAccessibleQuickItem setText
I was exploring accessibility options to run some automation and looks like setting text to an item is not implemented in QAccessibleQuickItem which is preventing me from setting text to text items. https://code.woboq.org/qt5/qtdeclarative/src/quick/accessible/qaccessiblequickitem_p.h.html#83 And also it looks like windows plugins does not implement put_accName https://code.woboq.org/qt5/qtbase/src/plugins/platforms/windows/accessible/qwindowsmsaaaccessible.cpp.html#905 Any plans of getting this issue addressed? Or Is there any other way to set text to an quick Item? Thanks, Manish ___ Development mailing list Development@qt-project.org http://lists.qt-project.org/mailman/listinfo/development
Re: [Development] Request for a new playground project
And then “backend” is awfully vague, could be anything other than application UI. (QPA is a kind of backend, so is ODBC.) Yes it’s a buzzword, but will it sound too dated or even more vague in 10 years? > On 15 Feb 2016, at 07:30, Petroules Jake> wrote: > > Drop the "mobile". Qt is a cross platform project and there does not seem to > be any technical reason to restrict this to mobile platforms. So, just > "Backend as a Service". > >> On Feb 14, 2016, at 3:54 AM, Guillaume Charbonnier >> wrote: >> >> Hi all ! >> >> Following my last message regarding Qt new module for "Mobile Backend as a >> Service », what is the procedure to follow for creating a Qt playground >> project ? >> My project is in a very early phase, it can only support REST api of >> Firebase for now but I felt it could help to mutualize our effort if we >> could have a published playground project. >> >> Best regards. >> Guillaume >> >>> Le 12 févr. 2016 à 14:54, Guillaume Charbonnier >>> a écrit : >>> >>> Hi all, >>> >>> Following engin.io services ramping down notification, Qt mobile developers >>> (like me) are lacking a MBaaS (mobile backend as a service) that would play >>> nicely with Qt. >>> I think this lack could be quite a big impedance for the promotion of Qt >>> for mobile development as most mobile applications use the basic features a >>> MBaaS offer... >>> >>> I would like to start a playground project (with the help of everyone >>> interested in that topic) to offer a set of Qt classes and QML elements to >>> manage the following services : >>> • authentification and authorization (with social login) >>> • datastore (nosql) >>> • push notifications >>> • statistics >>> >>> I think it would be great to design this new module to be backend agnostic. >>> Thus supporting several backend providers such as : >>> - google Firebase >>> - BaasBox >>> - IBM Cloudant >>> - Apigee >>> >>> I have never participate in Qt project so I am an absolute beginner in this >>> field. >>> I have read the development topics in the wiki despite some of them state >>> to be outdated - any advice and recommandation will be greatly appreciated. >>> Here is a link to the corresponding forum topic : >>> https://forum.qt.io/topic/63777/looking-for-engin-io-replacement-joining-our-effort-initiative >>> >>> To conclude, I think it would be helpful to create a playground project for >>> this project, hence my request : >>> Description : Qt Mobile Backed as a Service >>> Playground project name : MBaaS >>> >>> Best regards. >>> Guillaume >> >> ___ >> Development mailing list >> Development@qt-project.org >> http://lists.qt-project.org/mailman/listinfo/development > > -- > Jake Petroules - jake.petrou...@theqtcompany.com > Consulting Services Engineer - The Qt Company > > ___ > Development mailing list > Development@qt-project.org > http://lists.qt-project.org/mailman/listinfo/development ___ Development mailing list Development@qt-project.org http://lists.qt-project.org/mailman/listinfo/development
Re: [Development] [Proposal] Future QtSerialPort with plugins architecture
> The system must support the concept of a default plugin for the current platform. Yes, of course. For example, the name of a default plug-in will be defined in DEFINES in the *.pro file at a stage of compilation of the module. > Maybe you forgot to mention it in your mail but choosing the plugin via env or app parameter is not sufficient. It is used only for specifying of other plugin's name, that is other than default plugin. BR, Denis 2016-02-15 10:05 GMT+03:00 Blasche Alexander < alexander.blas...@theqtcompany.com>: > > > > > -Original Message- > > From: Denis Shienkov [mailto:denis.shien...@gmail.com] > > > I would like to discuss new idea of transition of QtSerialPort to > > an architecture with the plug-ins/backends. > > The user can use/change desired plugin, e.g. via the > > QT_SERIALPORTINFO_PLUGIN environment, or via command line e.g.: > > > > {code} > > set QT_SERIALPORTINFO_PLUGIN=wmi // on windows > > myapp.exe > > {code} > > > > {code} > > export QT_SERIALPORTINFO_PLUGIN=sysfs // on linux > > myapp > > {code} > > > > {code} > > myapp -qspi sysfs // on linux > > {code} > > In principle I have no problem. Maybe you forgot to mention it in your > mail but choosing the plugin via env or app parameter is not sufficient. > The system must support the concept of a default plugin for the current > platform. > > -- > Alex > ___ Development mailing list Development@qt-project.org http://lists.qt-project.org/mailman/listinfo/development