Using qtmotifextension with QT5 - linux

Currently I'm using qtmotifextension to connect QT world with old Motif UI on X11 Linux station.
I'm trying to update towards QT5 but X11processEvent from QApplication has been removed.
Is there an updated qtmotifextension from old qt-solutions available or is there any way to have X11processEvent from QT5?

Seems that qtmotifextension is no more maintained... You have to stick to QT4 or re-implement this extension....

Related

How to develop apps for Wayland without using a widget toolkit?

I would like to know how to develop an application without using widgets toolkits like GTK or QT. Searching I found that for Xorg it is possible using Xlib. But how to do this for Wayland? Is there an Xlib equivalent library for Wayland? Where should I start my studies?
Using libwayland-client.
The following are some materials for reference:
https://github.com/emersion/hello-wayland
https://wayland-book.com/
https://www.youtube.com/watch?v=KbryyNrMYl4

Old Linux gui framework?

Some old Linux programs seems to use a different gui framework than GTK or QT, what is it?
Like the old Netscape for Linux:
(source: usu.edu)
Or Project Manager (objective c ide)
(source: pmanager at home.gna.org)
And is it possible to theme it?

QT & DirectFB --- using together

I am working on Qt application in the linux Desktop enviromet. Most desktop Linux uses xwindows to display onto the screen.
But now I want to try my hands on DirectFB on my desktop. Related to which i have some questions :---
1> Can i make my desktop QT application to make use of DirectFB to run my QT application .
2> If yes then do i have to disable xwindow server on my desktop first Or directfb can run simultaneously.
3> Also is it the right way to configure QT for using directFB .
http://qt-project.org/doc/qt-4.8/qt-embeddedlinux-directfb.html
http://qt-project.org/wiki/DirectFBAndQt
4> How does Qt and directFB & openGL works together. Is this how communication flow occurs :---
Qt ----> OpenGL ----> DirectFB --> screen
5> Also if i install Directfb library then will it automatically come to know how to communicate with video h/w driver ?
http://en.wikipedia.org/wiki/DirectFB
Please suggest on these points.
try to inform the display plugin your Qt application should use
./qt-app -display directfb
DirectFB can create windows over X, but you need to configure it to do so (XNest or something like it)
Probably yes
Don't know
Nope, you need a plugin backend for your platform. When dealing with custom boards, usually the vendor ships the code needed to build such component
The Qt library is able to draw either on X11 or on the framebuffer without the need of the (additional) DirectFB layer. Recent versions of the library also have OpenGL support. Adding such a layer would just be a waste of time/memory/cpu.

Make a game with Cocos2dx on Linux

I'm some familiar with Cocos2d and Cocos2dx.
But only I worked in Mac, I know which is possible work with this engine (Cocos2dx) in Windows, but I don't know if is possible develop a game on Linux.
By the way:
I'm not talking about a port, I want develop a Videogame multiplataform on Linux.
Would be great know the way of how start my game on Linux.
Thanks!
While I haven't tried it, cocos-2dx is, according to their documentation, is usable on Linux although my understanding is that this means one can build android projects using cocos2d on Linux.
In terms of where to start, I've used both SFML and SDL as both are well supported on Linux. Both are cross platform although SDL supports a wider range of platforms - I have an SDL2 game in progress that runs on Linux and android for instance whereas SFML does not yet have android or iOS support. Coming from cocos2d though I think you'll find the SFML API easiest to pick up.
As a fair warning, the landscape is a bit confusing at present because both SFML and SDL have a popular stable release (1.6 for SFML and 1.2 for SDL) with one API along side a popular development release (2.0 for SFML and 1.3/2.0 for SDL) that has a similar but not identical API. This is particularly noticeable with SDL where the documentation for 1.2 is much better than the documentation for the development API. In terms of choosing one over the other, the stable releases are precisely that - stable. In both cases the development releases have been under way for some time so if you are willing to dig for documentation a bit and ask questions it's worth getting the new features.
There is book that provides a nice introduction to Linux game development that, while dated, might be a good first step if this is your first outing with games on Linux, especially if you decide to use SDL Programming Linux Games.
Update:
I saw the directions here and after (roughly) following them cocos2dx does build on my Ubuntu 12.04 x64 machine. The "Set up Environment" directions seem sound but the makefile information appears to be out of date as there is no build_linux.sh instead there is a make-all-linux-project.sh. After this finished pulling in missing deps and building I changed into the samples/HelloCpp/proj.linux directory and ran make. This created a HelloCpp binary in samples/HelloCpp/proj.linux/bin/debug. Running that popped a HelloWorld cocos2d screen. According to the output the verison is:
cocos2d-x debug info [cocos2d: cocos2d-2.1beta3-x-2.1.0]
That said, I don't see a lot of documentation for the linux port and most of the related community entries seem to be out of date so you may find more support from using one of the libraries I already mentioned.
Download cocos2d-x project there is a test sample games which compiles on all platform android, windows, iOS , Windows Phone ...See you are going to code in c++ that's it then whether you build it in linux or any other platform doesnt matter for cocos2d-x kind of engine
so i suggest start with the sample projects of cocos2d-x .... and as you want to do it in linux ...make something then compile it in linux like I do ...

how do i start the LWUIT resource editor in linux system?

i am trying to explore LWUIT using NetBeans 7.2
I am working on Linux Machine.
After a week working with LWUIT, I got to know about LWUIT Designer or known as LWUIT Resource Editor.... But i am not getting how to install / run it on my linux system.
Kindly help regarding this
You need to install a J2ME simulator such as the WTK. Most aren't available for Linux and only work on Windows there might be an old version of the WTK that might work on Linux.
Alternatively you can use Codename One, which is developed by the authors of LWUIT (myself included) and doesn't require all that hassle (works on Linux seamlessly).

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