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Thursday, 18 September 2025

 
Akademy 2025 group photo.  

This year's Akademy took place in Berlin, Germany. The city's modernity and avant-garde counterculture atmosphere fit very well with the current mood in the KDE community. As volunteer developers push forward with technologies that even multi-billion dollar corporations struggle to imitate, there is a general feeling that something great is on the horizon. With major migrations and potential adoptions in public administrations, not to mention KDE technologies making their way into all kinds of devices, it seems that we are finally on the verge of going mainstream and bringing FLOSS to the general public.

Bearing all this in mind, the community gathered at Berlin's Technische Universität for an intense week of KDE-related activities.

Saturday, 6 September 2025

On Saturday morning, and as is traditional, Aleix Pol, President of KDE e.V., kicked proceedings off at 9:30 sharp. Aleix told us about what we should expect, reminded us about accreditations and lanyards. He also told us about the where the talks, BoFs, coffee breaks and sponsor booths were for when we needed a break.

 
Aleix Pol officially opens Akademy.  

And with that we were off!

In our first keynote, Alexander Rosenthal, project leader at DigitalHub.SH in the northern German state of Schleswig-Holstein, explained the exciting migration to Free Software going on in the region.

The focus was mainly on digital sovereignty and how public administrations should look to FLOSS to recover ownership of their infrastructures, devices and data, but the bit that drew the loudest applause was when Alexander mentioned that Plasma was the front-runner to power the institutional desktops in the region.

 
Alexander Rosenthal tells attendees about what is going with Schleswig-Holstein's migration to Free Software.  

After the coffee break, David Edmundson talked about Plasma's reputation, how several mistakes had marked it for a long time, how we have overcome the bad press and what we can do to move forward and avoid the same pitfalls again.

In room 2, Karanjot Singh told us about KEcoLab, an automation tool for energy consumption measurements that allows KDE developers to remotely measure the energy consumption of their KDE software through GitLab CI/CD.

This means that Instead of obtaining measurements manually and in person in a lab such as the one at KDAB, Berlin, KDE developers can trigger the process through CI/CD, wherever they are. This enables developers to effortlessly assess their software's energy consumption when merging new code into the codebase.

After that, and back in room 1, Andy Betts presented the latest in the design goals presented for the first time at last year's Akademy. Andy provided a list of all the updates and implementations including a review on variable availability for designers and developers.

 
Artist's impression of KDE Linux.  

Meanwhile, in room 2, everyone was excitedly listening to Harald Sitter release the first alpha version of KDE Linux. Based on an idea launched back during Akademy 2024, KDE's reference distro for KDE technologies is now in a good enough state for it to be easily tested.

 
Harald Sitter mit Bananen.  

A little after 2 pm, Bettina Louis, Carolina Silva Rode, Joseph De Veaugh-Geiss, and Nicole Teale took to the stage in room 1 to tell us about how the End of 10 campaign is going. The answer was "very well". Designed by the KDE Eco team to try and curb the environmental disaster that Microsoft's end of support for Windows 10 will entail, the campaign encourages users not to ditch their older machines that do not support Windows 11, and do a real upgrade and install Linux instead.

The campaign caught the FLOSS community's imagination and has sparked installfests, inspired news stories, and revitalised repair cafés all over the world.

At the same time in room 2, Cristián Maureira-Fredes from The Qt Company told us about how bindings to newer languages, like Qt for Python have been around to open the doors to new generations of developers, and how one of the Qt's goals was to find ways of unlocking their framework’s features for even more programming languages without the need to rely on bindings or learning C++.

At 15:35 we had the traditional Report of the Board in room 1. KDE e.V. board members Adriaan De Groot, Aleix Pol González, Eike Hein, Lydia Pintscher and Nate Graham talked about the work of the organization over the past year and what is coming next.

This session was followed by the annual report of the Working Groups, led by Lydia Pintscher. The Working Groups help the KDE Community in various areas such as fundraising, community management and running our infrastructure.

The third session in this vein was the KDE Goals - One year recap. Farid Abdelnour, Nicolas Fella, Jakob Petsovits, Gernot Schiller and Paul Brown talked about how the KDE goals that were set at Akademy 2024 were going one year on.

Meanwhile, in room 2, Arjen Hiemstra was discussing buttons, sidebars and other graphical elements and how they get rendered in KDE applications during his talk on the Union styling system. Arjen introduced Union at Akademy 2024 and the project aims to create a styling engine that unifies the various styling methods used in KDE. Arjen covered the progress made to achieve this goal and some of the new major features that have been developed, the state of adopting Union within KDE and some plans for the future.

Arjen was followed by Kevin Ottens, who talked about the progress made in the "KDE Neon Core" project, and effort to bring Plasma to Ubuntu Core.

And then Alexandra Betouni took to the stage and talked of her real-life experience trying to claim a space in the male-dominated tech industry.

At 18:00, Nicolas Fella was looking at KDE Frameworks' bindings to other languages (apart from C++), such as Python and Rust. Nicolas explained why this was important, how the binding generation worked under the hood and how they can be used in applications

In room 1, lightning talks, talks that last between 5 and 10 minutes, were kicking off, opening with Emilia Valkonen-Damjanovic, who introduced attendees to Qt Academy and the future plans for an official Qt developer certifications.

She was followed by Marco Martin, who tackled the controversial idea of retiring KWallet, a venerable app that needs to be superseded by a more modern approach to password safety.

Then Volker Krause talked about how to implement emergency and weather alerts into free software systems. Interestingly Volker's implementation in kpublicalerts was put to the test during the BoF when the citizens of Berlin received an alert regarding bad weather. Ultimately, the emergency alert system will be built into Plasma/Plasma Mobile itself, as it should not have to rely on an external app.

Finally Alexander Lohnau gave us an overview of Clazy, KDE's static code analyzer for Qt and C++, and how it can boost developers' workflow, helping them write cleaner, faster, and more reliable code.

Sunday, 7 September 2025

The first session on Sunday started at 10:00 and featured Paloma Oliveira from the Sovereign Tech Agency who spoke about how KDE could become more diverse, not by implementing rigid rules, but with “gentle enforcement”, by establishing communication patterns, governance models, and accountability mechanisms that help communities grow in more just and inclusive directions.

 
Paloma Oliveira explains how soft power is effective to encourage a shift towards diversification and inclusivity.  

After a quick break, we were back in room 1 with Akseli Lahtinen, who spoke from the heart of his experience on how he had been badmouthed, harassed and received hate mail just for implementing features or trying to improve KDE's UIs, and how he had handled it.

In room 2, Sune Stolborg Vuorela told us about CppCheck, a static code analyzer that can be integrated into KDE's CI workflow on invent, and how to get properly started with it.

After lunch, Akademy participants posed for the Akademy 2025 group photo and then went on to listen to David Edmundson, who explained that, while attracting contributors to project is relatively simple, recruiting maintainers is less so. He then gave advice on how to do just that.

 
David Edmundson talks about how to recruit project maintainers.  

At the same time, Aleix Pol was in room 2 talking about Flatpak and dished out advice on how to make Flatpak an actual environment where applications are developed.

Later, in room 1, Till Adam, of KDAB, tackled the thorny subject of FLOSS and business. Drawing from his own experience, Till expounded on the dos and don'ts of growing an enterprise from community roots.

Another interesting business-related talk by Patrick Fitzgerald followed. Patrick explained strategies for massive migrations from Windows to Linux, the potential pitfalls migrators face, and how to come out on top in the end.

In room 2, Ulf Hermann covered the new technologies coming to Qt 6.10 that allow developers to expose data to QML.

This was followed up by Nicolas Fella, who explained how developers can leverage the new QDoc system to generate better documentation for their projects.

Back in room 1, Nate Graham was telling us how, even though the world is a mess right now, that same chaos opened up opportunities for projects like KDE and how the community could take advantage of them.

In room 2, Neal Gompa presented a brief history of Fedora KDE Plasma Desktop Edition, success story of how community pressed for a distro to become a recognized flagship offering, and what happens next.

Then, artist and developer Joshus Goins looked at the steps taken in Plasma 6 to make KDE's desktop artist friendly, and how things will go from here on onwards.

At 17:15, lightning talks were starting up again in room 1, and Nicolas Fella kicked them off explaining the theory and practice of effective intra-team communication.

David Edmundson followed, continuing with the theme of communication, and told us what makes an effective commit message.

Bhushan Shah was up next with a talk about the state of power management in Plasma Mobile.

And finally, Jean-Baptiste Mardelle told us about Kdenlive's fundraising efforts and plans, where the money goes, and what they intend to fund next.

Then it was turn for the sponsor's talks and representatives from The Qt Group, KDAB, openSUSE, and Enioka Haute Couture took to the stage to tell attendees about their companies and how they are involved in KDE.

Aleix Pol stood in for Canonical, as the rep who was supposed to be at the event was sick and could not make it.

The last on-site of the day was the KDE Award ceremony. Vlad Zahorodnii and Xaver Hugl were awarded for their work on KWin and Wayland. Then Alexander Lohnau received an award for his work on Frameworks, Clazy and Krunner. Allen Winter was presented for an award in absentia for his work on KDE PIM and many years of contributions to other projects.

Finally, Kieryn Darkwater received an award in the name of all the Akademy organisers for organising such a great Akademy.

 
Albert Astals presents Kieryn Darkwater with an award for organizing an excellent Akademy.  

For the after-dark track of Akademy, attendees retired to c-base, Berlin's repurposed crashed space station and hackerspace, to discuss, relax and enjoy the community vibe.

Tuesday, 16 September 2025

Visiting my parents before going to Akademy I found the manual of my first Linux distribution ever: S.u.S.E. Linux 5.1 from 1997.

S.u.S.E. Linux 5.1 Manual

Given my first PC was some Pentium 100 with 16 MB of main memory and Windows 95, that was my first dive into open source software.

Seems I went in less than 2 years from starting on Windows to at least trying out Linux.

A few years later I joined the great KDE community and stayed there :)

:) Now I feel old.

Feedback

reddit - Do you still remember your first Linux distribution?

People have been a bit weirded by what happened during this period. People have been interested in this after the post by Jonathan Riddell was written.

Here's what I remember from the situation.

Order of events

  1. I get laid off from previous job in 2023-10-10.
  2. Nate Graham learns of this and invites me to join Blue Systems.
    • I would be joining the team that works with Valve contracts. Cool!
    • He had no power to really "invite" me but told me that there's a good spot I could fill.
    • I apply and cross my fingers
    • I get into interview and get hired!
  3. I work for Blue Systems until ~31.10.2024, renewing the contract yearly.
  4. Blue Systems holds a get-together in late 2024.
  5. I am really bad with traveling due to anxiety and I was still recovering from the Akademy 2024, I skip this get-together.
  6. I get a video call from the get-together, where I'm told news: the team that has the Valve contract is being laid off.
  7. However! We also have this chance to start working with our single contract, Valve, in separate company.
    • Essentially, we, the team that works with Valve, are moving to new company and continue this contract under it's name.
  8. A lot of chatter in work Telegram about how the new company should be governed.
  9. A lot of differences in opinions. Long debates. Talks.
    • Everyone had their own opinions and plans.
  10. My wife gets really sick and has to spend chunk of December in hospital.
    • I have zero energy for any of the work governance things.
    • I just wanted to make sure I have job and get my salary.
    • Thus, I did not really care what the plan was going to be.
  11. Eventually, we decide Nate's plan for this is the easiest.
    • More info here Personal and professional updates — announcing Techpaladin Software
    • I would have been fine with whatever plan, as long as I get to keep my job and continue my work and getting paid.
    • I do not remember any kind of voting or anything like that. We just went with it. Everyone was very tired of this weird situation.
    • We all just wanted to get back to work.
  12. Time goes by and TechPaladin is ready for continuing the work around March.
  13. I have some small interview about the situation with Nate, and he asks me if I'm still interested to join.
    • No contract was made yet with anyone. TechPaladin was barely established at this point.
    • I assume everyone in Valve team went through this discussion. I do not know anything else.
    • We had no money to pay for non-Valve related work.
  14. I end my contract with Blue Systems around March 2025.
  15. I start my contract with TechPaladin around same week.
  16. I still work there!

Messy.

Yeah, it's really messy. And I wish it had gone differently. But that's how things go.

I have been laid off before, twice.

First time when I was a very fresh programmer, I was suddenly told in middle of day that my contract will end right before my probation period will end.

Then second time, I went for a leave due to burnout, come back to work, and on same day I'm told I'm getting laid off.

It sucked.

So Jonathan, I can sympathize with your feelings about the situation. I hope you get help for your issues and warmth to your life. Sincerely. I do not have anything bad against you.

My experiences at TechPaladin

  • TechPaladin has always paid my salary in time.
  • My contract is completely legal where I live.
    • I'm sure I could negotiate it into something more shiny with help of lawyers, money and time.
    • But I trust TechPaladin to not screw me over.
    • And if they would do so, I would leave immediately and cut my losses.
  • I've never been "abused" in any way.
    • People care about me there.
    • They notice if I'm burning out (looking at you Dolphin) and help me switch projects.

Sure, I might be naive for trusting a company like this. But I'm just like this. If I like the people who I work with, I trust them. This is not the first company I trust like this. It won't be the last either, probably.

And I just want to fix bugs in KDE software without having to think about the corporate stuff, but still have money for food and rent. TechPaladin lets me do that.

In the end, the contract is my choice and this is the choice I've made. So far so good.

And my friends and family know me. If TechPaladin would go against my values or rights, all of them would know.

Conclusions

Draw your own conclusions.

Or better yet, join KDE to help keep the project running: https://community.kde.org/Get_Involved

Maybe this post helps shine light on things, anyway. Not that I really need to do this, since it's all private matters, but since it's been blown open, meh. Might as well. I'm tired of the misinformation I've seen around.

glhf.

ps. if some youtuber reads this, hi

Monday, 15 September 2025

KWin Gamepad Plugin: Weeks 3-4

Picking up from weeks 1+2 ( research + prototypes with libevdev/uinput ), these two past weeks were about moving from “research-only mode” to turning ideas into programming logic that lives inside KWin to: detect gaming controllers and their input events, keeps Plasma awake on controller activity, handles hot-plug and pre-existing connections on startup, and lays down the first mappings from controller input to keyboard/mouse actions without stepping on other apps utilizing the controllers.

From the start my mentors and I have had a general idea of the features we wanted to add but weren't too sure how to implement them. After some thinking and experimenting they advised me to start off with a KWin::Plugin. This would allow us to start introducing the gaming controller functionalities to KWin while avoiding having to edit the core or guts of KWin. It would also be a great entry point for current and future game controller input objectives, allowing us to start small with a 1st party KWin plugin, build on it, and possibly integrate it into core functionality.

When it comes to creating KWin plugins I had a few options:

  • Scripts: Written in QML/JavaScript and used for automating window management, tiling, shortcuts, etc.
  • Effects: Implement visual effects on windows, the desktop, or transitions.
  • Core/Native: These are built into KWin itself and extend KWin’s internal functionality.

Since the plugin needs low-level device access, such as monitoring /dev/input/event*, listening to udev hotplugs, opening fds, and reacting to evdev events the best choice was to go with Core / Native plugin. As opposed to Effect and Script plugins which aren’t designed to open devices or do long-running I/O, most simply just live inside the rendering/scripting layers.

I started off by searching for an example of how to build a KWin plugin so I could start learning how to build my own. Thankfully my mentor @zamundaaa provided me with some great examples:

  • Example / Tutorial plugin located in src/plugin/examples/plugin
  • Screenshots plugin located in src/plugins

Between both of these examples and mentoring I was able to piece together the scaffolding ( essential parts ) of a KWin plugin and was able to put together the first version of this plugin, gamepad plugin, located in: kwin/src/plugins/gamepad. At this point the plugin is structured as follows:

main.cpp // Entry point & Defines GamepadManagerFactory Class
metadata.json // Declares the plugin to KWin, define information about plugin
CMakeLists.txt // C++ Build/Installation/Logging wiring
gamepadManager.{cpp/h} // Plugin Logic: Defines GamepadManager Class
gamepad.{cpp/h} // Game Controller Object: Wrapper Class for Physical Controller

Implementation notes

GamepadManagerFactory

GamepadManagerFactory Class serves simply as the entry point for the plugin. It's a factory class, or a class used to create other classes / object types. Like the examples, it inherits from PluginFactory and declares it as its interface as well as pointing to the metadata.json file for this plugin. It initializes the plugin through its create() function which returns a GamepadManager.

GamepadManager

GamepadManager class serves as the central coordinator (the “brain” or “hub”) of the entire project. While creating this I took a lot of inspiration from src/backend/drm/drm_backend.{cpp/h}, which itself is responsible for handling drm/gpu devices. GamepadManager covers many responsibilities. It owns and manages all gamepad devices, handles discovery (startup enumeration, hot-plug), lifecycle (adding/removing), and communication (signals when pads are added/removed, or when their state changes). Overall its responsible for keeping track of the current set of controllers and their status.

Detect hot-plug and pre-existing device detection:

For this part many of the DRM backend pattern were used. The first thing the manager class does on initialization is create two QMetaObject::Connections that monitor the current KWin session for devicePaused and deviceResumed signals. This helps track devices when Plasma goes in and out of sleep/suspend which causes devices to be Paused and Resumed. It then enumerates over all event devices located in /dev/input/event* to handle any pre-existing connections to game controllers. If it discovers an event device it adds the gamepad ( start tracking it and its input ).

// On init:
// Enumerate current input nodes to filter and add ONLY event nodes
QDir dir(QStringLiteral("/dev/input"));
const auto files = dir.entryList({QStringLiteral("event*")}, QDir::Files | QDir::Readable | QDir::System);
for (const QString &file : files) {
 const QString path = dir.absoluteFilePath(file);
 if (!isTracked(path)) {
 addGamepad(path);
 }
}

Finally using udev it monitors the subsystems and filter for only "input" subsystem events. It uses QSocketNotifier to produce signal notifications from udev events and creates a connections between that notifier and a memeber function, handleUdevEvent, that handles events coming from the udev monitor when an input device is detecetd. Some checks are performed to verify if the device is a gaming controller, such as expected input events and input event types. This include input events like BTN_JOYSTICK and BTN_GAMEPAD, which are commonly defined in gaming controllers. As well as checking for joystick or D-pad capabilities. If the checks pass the game controller is "added", or in other words, the device is wrapped in a Gamepad class, kept track of and its presence monitored.

// setup udevMonitor
if (m_udevMonitor) {
 m_udevMonitor->filterSubsystemDevType("input");
 const int fd = m_udevMonitor->fd();
 if (fd != -1) {
 m_socketNotifier = std::make_unique<QSocketNotifier>(fd, QSocketNotifier::Read);
 connect(m_socketNotifier.get(), &QSocketNotifier::activated, this, &GamepadManager::handleUdevEvent);
 m_udevMonitor->enable();
 }
}

Gamepad

Gamepad is a wrapper class. It's purpose is to be tied to a physical controller. One Gamepad object per physical game controller. This enables quick access/reference to the device and allows for the physical controller to be treated like an object. This class is also responsible for device input handling, Plasma Idle refresh, and button to keyboard/mouse mappings. In the future things might get split up into seperate files but as it is, it handles a lot. As with the GamepadManager, this class takes a lot of inspiration from DRM backend patterns.

Detect Input Events:

Once a gaming controller device is detected it gets wrapped in a Gamepad class object. Which in turn wraps the controller in a libevdev object pointer. This is the part that gives access to the controller through the libevdev API, making it easier to work with it and monitor its input events. Like GamepadManager the first thing this class does is use QSocketNotifier to produce notifications from the controllers fd, i.e monitor for input. It then creates a connections between that notifier and a member function, handleEvdevEvent, which handles all incoming input events from that device.

libevdev *evdev = createEvDevice();
if (evdev) {
 m_evdev.reset(evdev);

 m_notifier = std::make_unique<QSocketNotifier>(m_fd, QSocketNotifier::Read, this);
 connect(m_notifier.get(), &QSocketNotifier::activated, this, &Gamepad::handleEvdevEvent);

 qCDebug(KWIN_GAMEPAD) << "Connected to Gamepad ( new libevdev* ): " << libevdev_get_name(m_evdev.get()) << "at" << m_path;
}

Plasma Idle Refresh On Controller Activity

With the ability to monitor for all input events from the device, the plugin then uses that information to know when to reset Plasma idle timer. For this Gamepad imports/includes input.h file and makes a call to input()->simulateUserActivity() when an input event is detected from the controller. This causes Plasma idle timer to be reset and prevents the system from going into sleep/suspend mode while using only gaming controller.

// reset idle time
input()->simulateUserActivity();

Controller -> Keyboard & Mouse Mapping

Gamepad uses API function from libevdev to check for input events, identify the specific input event and map that to a keyboard or mouse input event. Using libevdev_next_event() it checks for the input event coming from that game controller. It then identifies the specific input event through its input event type, code, and value. To simulate a mouse and keyboard the core/inputdevice.h file is imported and used to declare GenericInputDevice which inherits from InputDevice. That GenericInputDevice effectively behaves like a virtual keyboard and mouse inside KWin’s input stack.

When specific libevdev input event are identified, such as EV_KEY + BTN_SOUTH ( A button press ) OR EV_KEY + BTN_EAST ( B button press ), it call InputDevice::sendKey() to simulate keyboard key press and inject the desired keys into KWin input pipeline. In this case Enter for A ( BTN_SOUTH ) and Escape for B ( BTN_EAST ). To emulate mouse/pointer the plugin makes calls to InputDevice::sendPointerButton() for left and right mouse buttons, and InputDevice::sendPointerMotionDelta() for pointer movement.

architecture_diagram_0
architecture_diagram_1
architecture_diagram_2
architecture_diagram_3

Here is a list of all the buttons to keyboard/mouse mappings:

Face Buttons
------------
BTN_SOUTH → Enter (Qt::Key_Return)
BTN_EAST → Escape (Qt::Key_Escape)
BTN_NORTH
BTN_WEST

Bumpers
-------
BTN_TL → Alt (Qt::Key_Alt)
BTN_TR → Tab (Qt::Key_Tab)

Trigger Buttons
---------------
ABS_Z → Mouse Left Click
ABS_RZ → Mouse Right Click

D-Pad
-----
BTN_DPAD_LEFT → Arrow Left (Qt::Key_Left)
BTN_DPAD_RIGHT → Arrow Right (Qt::Key_Right)
BTN_DPAD_UP → Arrow Up (Qt::Key_Up)
BTN_DPAD_DOWN → Arrow Down (Qt::Key_Down)

Analog Sticks
-------------
ABS_RX / ABS_RY → Pointer Motion

Center Buttons
--------------
BTN_SELECT → Show On-Screen Keyboard ( WIP )
BTN_START → Meta/Super (Qt::Key_Meta)

Prevent Stepping On Other Apps

It's essential that the plugin doesn't emulate keyboard and mouse for the gaming controller when another app is reading from it. Most likely in such cases the device is being used for something else and not being used to navigate the desktop. To achieve this the GamepadManager class creates an instance of inotify object, and adds a watch device to the fd of each game controller that’s added as a Gamepad. Whenever inotify produces a notification a function, GamepadManager::handleFdAccess, is called which increments a counter in Gamepad, Gamepad::m_usageCount by +1 if the event value is IN_OPEN or Gamepad::m_usageCount by -1 if the event value is IN_CLOSE_WRITE | IN_CLOSE_NOWRITE. The plugin will only attempt to emualte keyboard/mouse if m_usageCount is 0. This prevents emulation of keyboard and mouse when other apps have the game controller opened / in use.

// Process all inotify events in the buffer
for (char *ptr = buffer; ptr < buffer + length;) {
 struct inotify_event *event = reinterpret_cast<struct inotify_event *>(ptr);

 auto it = m_watchesToGamepads.find(event->wd);
 if (it != m_watchesToGamepads.end()) {
 Gamepad *pad = it.value();
 if (event->mask & IN_OPEN) {
 pad->countUsage(+1);
 } else if (event->mask & (IN_CLOSE_WRITE | IN_CLOSE_NOWRITE)) {
 pad->countUsage(-1);
 }
 qCDebug(KWIN_GAMEPAD) << "Device" << pad->path() << "in use by:" << pad->usageCount() << " other apps";
 }
 ptr += sizeof(struct inotify_event) + event->len;
}

Opt-In

Many of the native plugins that ship with KWin are enabled by default but for our gaming controller plugin we will disable it by default and make it an opt-in option. This will allow users to start experimenting and benefiting from the plugin without risking the possibility of breaking current game controller input on their system.

{
 "KPlugin": {
 "Category": "Input",
 "Description": "Enable KWin game controller input detection",
 "EnabledByDefault": false, <---------- Not enabled by default. 
 "License": "GPL",
 "Name": "gamepad"
 },
 "X-KDE-ServiceTypes": ["KWin/Plugin"]
}

Testing

  • Controller awareness at startup and hot-plugging: tested in development session, KWin logs show the plugin picking up controllers in both scenarios, works as expected.
  • Preventing sleep/suspend: tested in development session. Set suspend timer to 1min, repeatedly press A and B back and forth, and at 5min no suspend was initiated, works as expected.
  • USB and Bluetooth connectivity support: tested in development session, KWin logs show plugin picking up on the controllers in both scenarios, works as expected.
  • Mapping from controller to keyboard and mouse: tested in development session, all buttons are map to expected keyboard and mouse, works as expected.
  • Backoff On Grab: tested in development session. Verified mapping work, started Steam app, verify mapping no longer enabled.

Testing device: 8Bitdo Gaming Controller (USB/2.4h/Bluetooth)

What’s next from here

  • Integration into KWin Proper: Start pushing changes upstream for others to test.
  • Map to Virtual Keyboard: Allow users to navigate over and get input from a virtual keyboard. Might open the way for logging in using only game controller.
  • Test Cases: As per best practices when developing for KWin.
  • KCM integration: A GUI option for users to toggle plugin ON/OFF. Ground work for more robust, user defined, button remapping.
  • Use Config for Mapping: Using a config file to keep track of and read from all the button to keyboard/mouse button mapping.

Reference documentation:

Checkout the source code here: KWin Gamepad Plugin: https://invent.kde.org/yorisoft/kwin/-/tree/work/yorisoft/gamepad-plugin/src/plugins/gamepad

I was at Akademy 2025 last-last week where I did some preliminary research on optimizing the VM viewer’s display rendering on Karton. After some more work this past week, it’s somewhat here! I’m still finishing up the merge request, but exciting news to come!

This has been something I’ve been planning on for quite a while now and will significantly improve the experience using Karton :)

a comparison with an old video I had.

Old Rendering Pipeline

My original approach for rendering listened to display-primary-create and invalidate-display-primary SPICE signals. Everytime it received a callback, it would create a new QImage and render that to the QQuickItem (the viewer window). As you can imagine, this was very inefficient as it is basically generating new images for every single frame being rendered. It suffered a lot from screen-tearing any time there were sudden changes to the screen.

You can read more about my experiences in my SPICE client blog.

We can do better!

Rendering via OpenGL can offload a lot of these tasks to the GPU and can significantly improve performance. I had known about GL properties in SPICE for a while now, but I kept putting it off since I really didn’t want to deal with any more graphics stuff after my last attempt.

Fast forward to last-last week, I was attending my first ever KDE Akademy in Berlin and all of a sudden gained some motivation.

It was really exciting hearing talks about all the kool things happening in KDE.

gl-draw

My first order of business was getting the gl-draw signal to properly receive gl-scanouts from my SPICE connection. After setting up the callback, I found out that I had to reconfigure my VMs to properly support it.

This was easy enough as I’ve made the Karton VM installation classes a few months ago done through the libvirt domain XML format. VMs need enabling of GL and 3D acceleration through the graphics element in the XML. The socket connection to SPICE also had to be switched from TCP to UNIX, which was set to /tmp/spice-vm{uuid}.sock. As a result, previous VMs configured in Karton will no longer work as the previous rendering pipeline has been removed.

<graphics type="spice" socket="/tmp/spice-vm{uuid}.sock">
    <listen type="socket" socket="/tmp/spice-vm{uuid}.sock"/>
    <gl enable="yes"/>
</graphics>
<video>
    <model type="virtio" heads="1" primary="yes">
        <acceleration accel3d="yes"/>
    </model>
    <address type="pci" domain="0x0000" bus="0x00" slot="0x01" function="0x0"/>
</video>

An example libvirt domain XML snippet generated by Karton

Once properly configured, I was able to get SpiceGlScanout objects from my callback linked to the gl-draw signal. Now, I needed to render these scanouts onto my QQuickItem canvas.

EGL stuff

Having no background in graphics, I pretty much had no idea what I was doing by this point.

The SpiceGlScanout is a struct that looks like this:

struct SpiceGlScanout {
    gint fd;
    guint32 width;
    guint32 height;
    guint32 stride;
    guint32 format;
    gboolean y0top;
};

The width, height, stride, etc…, are all parameters that can be used to set your final rendered frame, but the important field is the fd (file descriptor) which is a “a drm DMABUF file that can be imported with eglCreateImageKHR”. I didn’t know what that was; but at least I learned I should be using the EGL library to do the processing.

I had found some forum articles (Qt forum, Arm developer forum) related to rendering OpenGL textures which used the EGL library and were quite helpful. I also looked at the SPICE GTK widget source code which gave me some ideas on the GL parameters to work with.

From these references, I saw that they pretty much followed the same pattern. Very simply put:

-> create egl image from a bunch of attributes/settings
-> generate texture from the fd 
-> bind texture to a texture type 
-> "glEGLImageTargetTexture2DOES" use this function?? still don't know what this does lol
-> destroy egl image

I originally tried setting the GL context properties manually, but there were some issues with getting it to detect my display and apparently thread syncronization. Then, I found out that Qt had a QOpenGLFunctions library which had all of the EGL functions and context properties wrapped and made my life a whole bunch easier.

OpenGL texture -> Qt

After a ton of trial and error, it looked like my EGL images were properly being created. Now I needed to render these GL textures to the QQuickItem.

How you do so is, within the inherited updatePaintNode() function, you return a QSGNode which has the information for updating that frame. Looking through the Qt documentation, QNativeTexture is a struct that allows you to store a texture ID to an OpenGL image. With that, you can create a wrapper QRhi class from the QNativeTexture with some of the generic context of your display.

Finally, you can use the createTextureFromRhiTexture() function under QQuickWindow which allows you to create a QSGTexture from that RHI for a QSGNode that can be returned by updatePaintNode(). And, we’re done! Yay!

To sum it up, here’s the framebuffer pipeline:

gl-draw signal->receive gl-scanout->import GL texture->GL texture ID->QNativeTexture->QRhi->QSGTexture->QSGNode->QQuickItem

so much smoother! yes, I was very excited.

Socials

Website: https://kenoi.dev/

Mastodon: https://mastodon.social/@kenoi

GitLab: https://invent.kde.org/kenoi

GitHub: https://github.com/kenoi1

Matrix: @kenoi:matrix.org

Discord: kenyoy

Sunday, 14 September 2025

I’m happy to announce the 0.8.2 release of Subtitle Composer.

This release contains bugfixes and few improvements including:

  • Fixed issues and crashes with newer Qt6 versions
  • Fixed Waveform and VideoPlayer paint issues
  • Fixed PGS subtitle mime type
  • Improved Wayland compatibility
  • Improved GoogleCloudEngine translations
  • Added configurable whitespace detection to VobSub import
  • Replaced deprecated FFmpeg channel code
  • Require FFmpeg >= 5.1.5

As usual all binaries are available from download page.

Source tarball can be downloaded from download.kde.org.

— Mladen

I was able to attend the talks at Akademy this year in Berlin! The last time I attended Akademy in person was in 2022, so it was really nice being able to come back and meet everyone again.

I was unfortunately not able to attend BoFs (development meetings) due to having to leave early. I did attend some meetings a few months earlier however, you can read more in my Plasma sprint recap post.

Talks 🔗

Akademy runs with two concurrent tracks of talks, and so sometimes there were two talks at the same that I both wanted to attend, I had a hard time deciding! Here are some of the ones I attended:

KDE Linux: Banana Growth Cycle 🔗

Harald released KDE Linux Alpha was to the public during the talk! I hadn’t followed the project super closely, but it was awesome getting up to speed learning about the state of the project and the inner workings of how the distribution works.

The Role of New Languages in the Future of the Qt Ecosystem 🔗

I was introduced to Qt Bridges, which is an effort to go beyond Qt bindings for other languages and tightly integrate with them (ex. Rust, Python). Once this is more mature, it will likely be an easy recommendation for others to start learning Qt with, who don’t want to use C++!

KDE Goals - One Year Recap 🔗

It was interesting to see all the work that had been done on the KDE Goals so far!

I am actually involved with one of them this time around (“We care about your input”) through my work on plasma-keyboard. Blog post likely coming in a few months, once that work is further along!

Next-Gen Documentation Infrastructure for KDE 🔗

KDE’s reference API documentation has been a bit of sore spot for me, since it didn’t support QML very well. As a result, I usually go manually go through header files instead in the source code to figure out how to use libraries.

The talk went over Nicolas’s work on doing the mammoth task of porting all of KDE’s API documentation to QDoc from Doxygen, which properly supports QML. The new api.kde.org went live, and boy is it such an improvement! It’s much easier for me to point new developers to the Kirigami documentation now.

Fedora KDE Plasma Desktop Edition is Real, Now What? 🔗

I personally use Fedora on my workstation and laptops, and so it was cool to get some history about how Plasma on Fedora was revived in the past, and plans for the future. Neal also expressed some interest in a Plasma Bigscreen spin (similar to the one for Plasma Mobile), which could be pretty interesting once it becomes more mature!

Plasma Mobile Power Management: Reliable Sleep and Wake Ups 🔗

Bhushan gave an update on his work power management work across the Plasma stack! He obtained an NLNet grant recently for the project, detailed on his blog.

Discussions 🔗

I was really happy to meet and discuss with quite a few people during the event.

I met Bart, Luca, Casey and Pablo from the postmarketOS project! As it is the main platform I test and develop Plasma Mobile with, it was really nice to finally meet some of their developers (I had met Bart and Luca at Akademy 2022)! I also was able to finally meet Florian, who has been collaborating with me in contributing to Plasma Mobile in the past few years!

I met Dorota, who has been working on Wayland input related things for the past few years, and is in the process of pushing through updates to text-input-v3, and Jakob who has been working on the KDE side pushing through the input related KDE goals! We discussed some input related topics, which was insightful as I worked on the client side through plasma-keyboard (and my limited Wayland knowledge).

I also discussed some Kirigami page navigation related topics with Marco. I’m doing a bit of investigation into how we can improve the way we navigate between pages in applications, and perhaps restricting the page left/right gesture into the side (similar to iOS).

From the 3rd to the 5th of September, the Kdenlive team was reunited in Berlin for a sprint and to attend Akademy, KDE's annual conference. This was an occasion for us to meet in person since our team is spread across continents, and to join our forces to make Kdenlive better. And I must say this was one of the most productive sprints in Kdenlive's history!

We were kindly hosted by c-base for our Sprint so a big thanks to the team for welcoming us there!

Let's get into the details of what we did:

We started by reviewing and updating our roadmap, so it is easier to understand what we are working on, what we plan and when. Another important step towards improving our workflows is that we created issues for each of these goals where the details will be discussed, so everyone can follow and possibly help us on the road to success.

Dopesheet

Very exciting, I received a grant from the NGI Zero Commons Fund through NLnet to work on a dopesheet feature in Kdenlive. This will bring a much improved keyframing interface with powerful features. We discussed what core features we want in it and some drafts on how that would work. This feature won't be ready for the December release, but I will post updates on the progress of this task in the coming months.

We then reviewed specific parts of the UI that we would like to improve. All these ideas will be discussed in specific issues so that we can refine the implementation.

This task started two years ago but we never took time to finalize it. We progressed a lot on this and you can expect it to land in the December release. Among the changes, we decided to rename the Project Bin to Media, Render to Export, and reorganize the menus to make things more logical. We will make another blog to present these changes in detail once this is done.

Timeline toolbar

We want to cleanup the UI, make the timeline timecode display cleaner and get rid of the large Master button currently taking a lot of space.

Monitor UI

We plan to move the audio vu-meter to a collapsible vertical widget on the right side of the monitor to free some space in the toolbar, make the zone duration always visible and move the insert/overwrite actions currently in the timeline toolbar there.

Audio monitor

When selecting an audio clip, the Clip Monitor currently displays a huge audio waveform that is not that useful. We reviewed the UI to also display an overview at the top, making it easier to zoom and see where you are in the clip.

Monitor with audio before the Sprint
Monitor with audio a few days after the Sprint

Layout and docks

We have several open issues regarding docking. One of the frequent request we have is to save the layout per project file, since sometimes you want very specific layouts for a project. We discussed how to make it happen and are also evaluating switching the library managing the widgets docking to KDDockWidgets that would bring us some very nice improvements like being able to detach the timeline or group several undocked widgets together

Titler

Our current titler does the job for simple tasks but many users would like to be able to use some animation presets to make their titles more dynamic. We discussed the possible options to make this a reality. Among the ideas, we could use Lottie animations, since our video backend MLT already has support to play them through the Glaxnimate module. Another option would be to implement a Qml producer for MLT, allowing to play Qml files directly as a video. Any help on that topic is welcome.

Website

We have some planned changes to make our website look better and discussed some of the options.

And all the rest

We discussed tons of other things and even managed to shoot some interviews of our team members. Less relevant maybe for users but we also reviewed some of the administrative and trademark issues, and CI/CD issues

Akademy 2025

Akademy was also an occasion to have interesting exchanges, notably with Glaxnimate's maintainer, Plasma developers and more. We are now back home with tons of ideas and TODO's, and the next release of Kdenlive, to be launched in December, will shine with some of the improvements we prepared during this week in Berlin !

If you would like to help our small team, you are always welcome to contribute by giving some feedback, talk about us, create a merge request or donate.

Despite the lack of posts (which we apologise for) the builds have continued to happen on the neon build servers. Packages for Plasma 6.4.5, coupled with KDE frameworks 6.18, and KDE release service 25.08.1 built on top of Qt 6.9.2 have just been released to the neon user archives. Live Image ISO’s and containers are available for download from the usual location.

The builds will continue to happen for the foreseeable future and hope that everyone enjoys the latest and greatest KDE created software, if that’s your cup of tea. 😉

Saturday, 13 September 2025

Once again, all KDE nerds had their yearly gathering around somewhere in the world. We call this gathering Akademy and this year it was in Berlin.

I don't really have anything in-depth to share, except for my first talk I had. I spent a lot of time listening to talks and chilling at BoFs. Since I was with my wife, we also went around Berlin looking for fun things, such as the Aquarium at the zoo.

TL;DR: I don't remember much, but I had a lot of fun and I had my first talk!

Day 1

We arrived around ~13.00 at Berlin airport and spent some time getting to our hotel. After a good nap, we went to the welcome event, where I had a nice hotdog and chatted with various folks.

It was a bit of a blur, I was so sleepy. But I do remember having fun.

Also I was super happy that our planes were finally on time this year, unlike last time...

Day 2

I arrived to Akademy venue around 9:30 and spent the whole day going to talks and taking notes of said talks. I will share those notes later in the post.

I also had a lot of discussions with other KDE devs about Union and the like.

Day 3

I spent so much time just being anxious about my talk, so that I don't remember much else.

I have embedded the talk in here.

Here's also a link to the talk: Youtube link.

I rushed the talk a bit due to worrying it would take too long, I tend to go "hummmm" a lot.. So I forgot to mention two bits:

  • The cosplay in the intro slide is what I wish I wore for the talk.. :D
  • We should warn newcomers about any of the possible negativity their contributions may gather.

Other than that, it went fine I think.

Later in the evening we visited c-base and it was really cool looking hackerspace. Though I was already out of any energy at that point, we left a bit early.

My Akademy Notes file

Here's a link to the notes, excuse my bad handwriting: Akademy 2025 notes.pdf

Day 4

First we went to the aquarium, which was fun. We saw very cool sharks and other huge fish there. I did not even know Koi fish could grow that big. We also saw a lot of different lizards, toads and insects. I tried my best to befriend the iguana in there... But I don't think they spoke Finnish.

Me chatting to an iguana

We then also had a korean sandwich, I bought myself a pair of new cool pants and we visited a Lego store.

Later in the evening, I went to a dinner with my coworkers, which was really fun.

Day 5

Went to more Akademy BoFs. One of the more interesting ones was the BoF around KDE Linux so we chatted about it and any related issues with it.

I also went to a BoF around KIO + Sandboxing, to see what we can do to make tools that depend on KIO work better in sandboxed environment, such as Flatpaks.

Sadly I don't have much notes from either, since they were rather speedy and I missed parts of them all because I was busy tinkering on my KomoDo app.

Day 6

On the last day, we had a scavenger hunt in the morning and then went to a game museum. I was so exhausted that I couldn't even think of walking around Berlin anymore, so I just joined the game museum part. It was rather cool and I spent some time playing various arcade games they had set up.

There was also some "PainGame" that was basically pong but with pickups that would cause actual pain to the other player. The players had to hold their hand on some panel that would heat up, cause electric shocks and whip the hand with some plastic bit.

Well I tried it and pulled my hand off the moment I felt it heating up. I already had enough anxiety at the moment, didn't need to contribute more to it.

After a pizza at a nice little pizza place, we went back to hotel and slept.

The next morning we went to a plane at 5 am and were soon back home.

Ramblings and thoughts

Berlin is not a good place for me to go to. It's very loud, uh.. fragrant and there's a lot of things moving constantly.

My nerves were constantly shot. I kept constantly looking around for bad shit to happen, I could not relax at all. I managed to mask it to the best of my abilities, but that just drained me further.

So, uh, sorry anyone who thought I was rather hard to approach. I was just constantly anxious. Akademy itself was really nice and people there were really friendly and fun, but Berlin just was too much for me.

I also really enjoyed every single talk and BoF I went to!

I just can't deal with big cities well, I suppose. Next year I will have to limit the time I'm traveling, preferably ~4 days or so. Anything more is out of my limits.

Still, looking forward to where it will be next year. :)

Thanks for reading, I know there wasn't much actual knowledge in this blogpost, but maybe you liked my talk and/or my notes.