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Wednesday, 6 May 2026

While most new applications use the GPU for rendering to achieve better performance and battery life, there are some new applications and a lot of older applications that still use CPU rendering. More specifically relevant for KDE, while QtQuick is GPU accelerated, QtWidgets uses CPU rendering.

With CPU rendering, instead of sharing GPU buffers with the compositor, wl_shm is used to present images. “shm” stands for “shared memory”, and is literally just some system memory allocated by the app and shared with the compositor.

Why is it slow?

The rendering speed of an application using CPU rendering depends a lot on what the application is doing exactly, but a very large factor is simply the sheer number of pixels and thus bytes it manipulates. With high resolution screens, especially single threaded CPU rendering can get pretty slow.

Optimizing the application side isn’t my area of expertise though, and not what I’m primarily interested in as a compositor developer. My main goal is to let the application render at whatever speed it can, and to efficiently transfer the results onto the screen.

On the compositor side we can’t normally use shm buffers directly. For the GPU to be able to access the data, we first need to copy it to a different buffer that meets the requirements of the GPU. This copy is often done in two steps:

  1. copy the data to a GPU-accessible buffer on the CPU
  2. copy that GPU-accessible buffer to another buffer in GPU memory

With both OpenGL and Vulkan, that first copy is blocking the main thread until it’s complete. You can offload the copy to a different thread with some additional code, but that would just move the CPU usage, rather than reduce it.

The second copy is more acceptable, since the GPU does it asynchronously and more efficiently, but on integrated GPUs, this would still end up copying data from system memory to a different region of system memory, for no good reason.

The result of these copies is that on high resolution screens with applications using shm buffers, performance noticeably suffers and CPU usage is much higher than it has any right to be.

On my laptop with a still relatively new and high end Ryzen 7840U, I could see the cursor sometimes skip frames when quickly moving it over project files in KDevelop, since KWin’s main thread was being blocked by these texture uploads. Normally that’s not really noticeable, but with the power profile set to “power save”, it felt really sluggish.

Vulkan will fix it… right?

When you hold a hammer, every problem starts to look like a nail.

Since we recently started using Vulkan in KWin to fix some other problems caused by OpenGL’s inadequacies1, I obviously looked for a Vulkan solution first. And lo and behold, VK_EXT_external_memory_host does exist, and it’s perfect for this! Or at least it looked like it would be…

The extension allows wrapping a “host pointer” (aka a normal pointer to CPU memory) in a VkBuffer or even VkImage2. With a pretty low amount of new Vulkan code, the GPU could asynchronously copy the VkBuffer to a GPU-local buffer.

Unfortunately, the implementation at least on AMD comes with some limitations. Because of potential security issues, pointers to anything associated with a file descriptor (which shm buffers always are) can’t be imported this way by amdgpu.

There is also the more recent VK_EXT_host_image_copy for optimizing image uploads, but it would only allow removing the second copy rather than the first, so it’s not exactly what I needed.

udmabuf to the rescue

udmabuf is a Linux driver that can wrap memfd-allocated memory in a dmabuf. A dmabuf is a handle to GPU memory, and memfd is how shm buffers are usually allocated by Wayland clients… so it’s a perfect fit for what I wanted to do.

There’s one caveat to this: In order to be able to create a udmabuf from it, the allocated memory must be a range of memory pages3, so location and size have to be a multiple of the page size. Applications didn’t allocate their buffers with that in mind so far, since there was no benefit to it. Fixing that isn’t difficult though! Assuming one memfd per shm buffer (which at least Qt does), fulfilling the page size requirement should even be free4.

With the udmabuf successfully created, we can wrap it into a VkBuffer and do an asynchronous copy to a GPU-local buffer with Vulkan. However, we can do even better: If the stride5 of the buffer matches the requirements of the driver, we can directly use the udmabuf with the GPU.

This stride requirement is a bit more of a tradeoff than the page size one, since some additional memory may need to be allocated as padding at the end of each row in the image. Since most GPUs seem to be fine with a multiple of 256, the amount of “wasted” memory is still pretty low however - for example with a 3841x2160 image, it would be 0.55MB or 1.6% more memory used per buffer.

So I added code to KWin to attempt to create a udmabuf for each shm buffer, and then import that into the GPU driver. If it fails, we just fall back to the old upload code, but if it succeeds, we don’t need to do any copies at all.

The compositor side didn’t take a lot of code, but the application side was much simpler still. Including a comment explaining the reasoning, it merely took a grand total of 18 changed lines of code.

The result

With the same example of KDevelop I mentioned before, the cursor is now always completely smooth. In terms of concrete numbers, KWin’s CPU usage while scrolling in KDevelop went from 80-90% on one core down to 20%!

These improvements will be in Plasma 6.7 and Qt 6.11.2. I would recommend other toolkits and applications that use shm buffers to make the same changes as I did in Qt, it can make a really noticeable difference.


  1. I’ll write a blog post about it once there’s more to talk about ↩

  2. With a Vulkan renderer, the VkImage would mean the second copy could be skipped as well ↩

  3. A page is the smallest chunk of contiguous memory managed by the OS ↩

  4. The kernel allocates in pages, so the amount of memory used should be the same either way ↩

  5. Stride is how many bytes are used by each row of pixels in an image. There can be unused padding after each row, which is included in the stride. ↩

Tuesday, 5 May 2026

KeepSecret is our new password management application, based on SecretService, which works both with our old KWallet infrastructure as well as more modern services such as oo7, KeepassXC and many others.

Version 1.1 has now been released.

This release Has been focused mainly on small usability papercuts and improved messaging to the user.

An important aspect of this release is that is the first one that’s available on flathub, so it’s very easy to install and test now, just hop on Discover to find it.

Monday, 4 May 2026

Union: Spring 2026 Update

It has been a long time since I wrote anything about Union, the new style engine being developed for KDE. However, that does not mean nothing has happened in that time. Quite the opposite, in fact (spoiler alert); we plan to do a first release of Union with Plasma 6.7! So let us go over some of the things that happened with Union.

CSS as Input Format

Image
A screenshot of some CSS code that Union uses for styling buttons and several other controls.
CSS as used by Union for styling buttons and several other controls

One of the biggest changes that happened last year is that we switched the default input format from SVG (as used by Plasma) to CSS. Somewhere during spring last year I realised that, while using Plasma's SVG served us well to get the initial data model sorted out, it was now holding things back. Additionally, and maybe even more importantly, it was not something that I felt comfortable with shipping and recommend people build styles with.

Plasma's SVG styling, at first glance, looks pretty close to what we would want as an input format: something that would allow designers to easily create and modify styles. The feedback from designers who worked with Plasma's SVG styling was the opposite; getting everything right in the SVG for things to work correctly is a lot harder than it seems, with a number of quirks specific to Plasma that need to be considered, as well as limitations with regards to what features are supported. Additionally, there are several technical issues that made me uncomfortable relying too much on SVGs as an input format.

So we wanted to switch to CSS, which has always been the input format I wanted to use. It is well known, has a fairly reasonable syntax and is already being used for the task we want to use it for.

However, there is not really a good library available that parses CSS. The best I could find is the Rust cssparser crate from the Servo project. Unfortunately, this is Rust and Union is a C++ project. Additionally, it is slightly too low level for Union to use directly, it is more of a parser-building toolkit than a real parser. So I created the cxx-rust-cssparser library that makes use of the cssparser crate and provides a C++ interface to parse CSS files. Then I hooked that up as a new input format for Union to use and we could start styling things with CSS.

Breeze in CSS

So we set out to build yet-another implementation of Breeze, this time using Union's CSS. We needed an initial default style for Union, and while there's quite some work happening on a design system and a new style, we wanted a known baseline to work against, similar to what we did with the Plasma SVG input in the first place. This does not mean Breeze will be the only style supported by Union, but rather it limits the scope of the initial work to what is needed for Breeze to work.

Image
A screenshot of the union-gallery application showing different button controls
A comparison of four different implementations of Breeze-styled buttons.

As it turns out, because we have multiple implementations of the same thing, there are slight differences between those implementations. Some of them have been intentional, such as qqc2-breeze-style using a different spin box style from the Breeze widgets style; others less so. To make it easy to compare what Union's implementation looked like compared to the other styles, I created a simple application that displays pages with controls side-by-side, each page using a different implementation of Breeze.

Union's implementation of Breeze is not a one-to-one copy of the Qt Widgets implementation as exposed by qqc2-desktop-style, though it comes quite close. However, in certain cases, we intentionally deviate, either because the different implementations disagree on how to do something, or because Union allows things that we could not do before.

Image
A screenshot comparing different implementations of spin boxes and how they handle certain corner cases
Comparing different implementations of spin boxes; Union is on the far left.

For example, consider the spin boxes above. We have long wanted to use a style where the "increase" and "decrease" buttons are bigger and to the left and right of the value. Both qqc2-breeze-style and Plasma already use this style. However, the QtWidgets style uses a version with small up and down arrows stacked on the right, because a lot of widgets applications expect a spinbox to be fairly small. For Union, we actually implement both: If the spinbox has enough space, we use the preferred style with buttons left and right, but if the spinbox is constrained somehow we switch to the style with smaller buttons stacked to the right. This gives us the best of both worlds, where we can use the preferred style but have a decent fallback for cases where that does not fit.

Union's First Release?!

Image
System Settings showing the Keyboard settings page with Union
System Settings' Keyboard page as styled by Union

The work on Union's Breeze implementation has progressed to the point where it is very hard to distinguish whether or not you are running the Union version. We have also tested with a bunch of applications and made sure that any differences were fixed. So we are at a stage where we need to get Union into the hands of more people, both to get extra people testing whether there are any major issues, but also to have interested people creating new styles.

This means that with the upcoming Plasma 6.7 release, we plan to include Union. Discussion is currently ongoing whether we will enable it by default, but even if not there will be a way to try it out.

Looking to the Future

I have so far mostly talked about the Qt Quick side of things, but what about Qt Widgets? We so far have focused on the Qt Quick output to have something that we could ship in a good working state. With that work nearing completetion, we can look forward to what to do next.

We already have a prototype implementation of a Qt Widgets output for Union. One of the next goals will be to flesh this out further into a complete QStyle implementation that is as usable as the Qt Quick output.

Image
A screenshot of KDE Plasma showing the Wallpaper selection dialog
KDE Plasma using Union for the configuration window. Panel and applet styling is one thing we will add in the future.

Another item we will be looking at is to use Union's CSS input for styling Plasma, making it possible for Union styles to provide styling for things like panels and widget popups. Note that we will not drop support for SVG styling in Plasma, but we do hope we can make Union's CSS-based styling the primary way to style Plasma in the future.

We also want to expand the things Union can do, so that designers are not limited in what kind of styles they can create using Union. This includes things like expanding the support for specific CSS features, adding support for more rendering options and reconsidering how we handle colours.

In Closing

As you can see, there is still a lot of work to be done for Union to unionize all of KDE's styling. For that, we would love to hear your experience with it! If you test out Union, please report every problem you find with any existing Qt Quick-based application. See the README for instructions on how to test. You can report issues here.

If you are a style designer interested in creating new styles, we are working on documentation that explains how to do so, in the meantime, feel free to experinent with the CSS files used by the Breeze style.

If you are interested in working on Union itself, or otherwise would like to discuss something relating to Union, feel free to drop by on Matrix. If you want to get a closer look at what is currently in development, we make heavy use of Gitlab's issues for development tracking,

Discuss this post at KDE Discuss.

ahiemstra

I'm very excited to announce that I've been selected for Google Summer of Code 2026 with KStars to work on the AI-Powered Guiding Assistant for Ekos. Here's what that means and what I'll be building. What is KStars? KStars is a free, open-source desktop planetarium developed by KDE. But it's much mo…

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Sunday, 3 May 2026

Screenshot
Screenshot

This is Drawy, KDE’s first infinite whiteboard app written entirely in C++ and Qt. It is inspired by the popular web-based Excalidraw. Its main focus is simplicity, ease of use, and performance. You get all the usual essential features, such as drawing tablet and touchscreen support, basic shapes like rectangles, ellipses, arrows with different arrowheads, lines, etc., text and image support, as well as many other features such as groups, reordering elements, alignment, etc.

Why?

There’s a short story behind this. A few years back, I got myself an XP-Pen Deco Mini 7, which is a drawing tablet for brainstorming and studying digitally. I’ve been a Linux user for many years, so it was natural that I looked for writing apps made for Linux. I stumbled upon Xournal++, which is an awesome FOSS note-taking app. I should mention that I wanted something for brainstorming and not for note-taking. I used it for a good number of days until I realized that I wanted an infinite canvas, as I hated navigating back and forth between pages whenever I ran out of space. I then discovered Lorien, which is a FOSS whiteboard app that features an infinite canvas. While it did the job, it lacked basic features such as resizing items, and its stroke smoothing felt average. I later tried RNote. It felt like the best app out there and worked flawlessly. The main issue that I found was that its interface required more clicks than necessary to perform certain actions. For example, if you wanted to create an ellipse, you’d need to click on the shapes button -> shape menu -> ellipse. That’s three clicks. This may sound like a small issue, but when you want to brainstorm quickly, it gets annoying. It also doesn’t allow you to customize the keybindings. I then stumbled upon Excalidraw. It was a dream come true. It was simple, fast, infinite, and had plenty of features. However, it being a web-based app was its biggest downside for me. First, it lags a lot on Firefox. If you are a Firefox user, you will notice that Excalidraw does not offer the same performance as it does on Chromium-based browsers. For some weird reason, this problem is even worse in dark mode. Second, with web-based apps, you lose the ability to save files on your desktop and open them by double-clicking. I’m also a computer science student in my pre-final year, so I was naturally looking for project ideas to work on to strengthen my skills. So I decided that I would make a whiteboard app in C++ because I enjoy working with C++. Qt felt like the natural choice, given that I wanted to work with C++.

Development

I began developing Drawy in January 2025. I had just learned the basics of Qt and went all in. The first prototype had a finite canvas with basic tools like a pen, some shapes, and an eraser. The code was a mess, but it worked. Later, I learned about low-level design and SOLID principles, so I studied more and refactored the entire codebase around those concepts. This made the code much more maintainable and open to expansion. Development was quite slow, as I only worked on weekends due to college. Many weekends went by without any progress for various reasons, but I never abandoned the project. A fun fact: I’m in a coding club at my college called “Hash Define,” where it is a practice for us to teach junior students in the same club. It goes like this: you’ll be taught by your seniors, then when you become a senior, you teach your juniors. So I used to teach them concepts related to algorithms, data structures, and object-oriented programming. Since I already had a drawing tablet and my own prototype of Drawy, I used Drawy to teach them. This helped me discover bugs, performance issues, and missing features. I spent my weekends implementing new features that I wanted and fixing bugs and performance issues.

Challenge 1: Making it infinite

So the first challenge that I faced was making the entire canvas infinite. The first question was, “Where do I even store the items?” My first thought was a list (vector). It is pretty straightforward to store items in a list. When you want to render stuff on the screen, you just traverse through all of them and render. That was a bad idea. Soon, I discovered spatial data structures. There were a lot of them, but I chose the quadtree. It is an awesome data structure that is used heavily in game development and graphics-intensive programs. The main advantage of using a quadtree over a vector is that you can query items in any region in logarithmic time. That sounded really cool to me, so I stuck with it. To make it infinite, I wrote a simple recursive algorithm that replaces the current node with a bigger node if the query region lies outside the current region. It worked flawlessly.

Challenge 2: Performance

I made some very poor decisions in the beginning. One of them was rendering content on a QPixmap using the software-based QPainter. I realized this was a problem much later in development, so reverting it was not an option. I decided to keep the current approach and implement algorithms to improve performance. The canvas was infinite, and you could easily add thousands of items to the screen. This was a problem. Adding thousands of items means rendering thousands of items. Since QPainter runs entirely on the CPU, moving around the canvas was unusable. Even with fewer than a hundred items, the lag was unbearable. Almost all of it came from rendering items on every movement of the mouse. The solution was simple: introduce a tile-based cache for the canvas. Items would be rendered once in the cache (which I call the CacheGrid). Now, instead of rendering all the items when moving the canvas, only the cache tiles would be rendered. Since our quadtree allows us to query items by region, we can query items that are visible and render only those on the CacheGrid. Tiles that go outside the viewport are discarded, which keeps memory usage under control. This one change made it go from being barely usable to being smooth as butter. Much later, when I implemented transformations (resize, rotate, and scale), I faced the same problem again. When you transform an item, you cannot reuse its cached version since it has changed. This means that as you transform it, you have to render it again and again. I was devastated. I thought I could not solve this problem at all. I tried switching to a hardware-accelerated backend for QPainter, but it had its own issues, and I did not understand it very well. I then spent a lot of time brainstorming and finally realized that I could use the CacheGrid once again. This time, each item could have its own cache grid. Resizing, rotating, and scaling it would just mean manipulating the cached tiles of that specific item. It involved a lot of math and trial and error, but it worked. Everything was smooth again. Caching was my new love. I implemented similar strategies in more places in the code and made it perform much better, all on the CPU. Performance is not a big issue anymore, at least for now.

Becoming a Part of KDE

When the alpha version was released, Drawy was still a personal project. It gained 800 stars in the first month of its release. However, there was a lot of stuff I had to implement on my own. For example, a config manager, a keybinding manager, a theme manager, figuring out i18n, distributing packages for different operating systems and architectures, and more. Even with the help of contributors, most of the work had to be handled by me, which would be extremely time-consuming, given that I’m still a student. A few people on Reddit and GitHub suggested that, due to the similar technologies, I should try to make Drawy a part of KDE. KDE has mature infrastructure for distribution and i18n, and KDE frameworks provide convenient functionalities for most of what I needed, so it was an excellent choice. I had also been a KDE user for a long time and had several other projects like Konsave and KDE Control Centre that were built for KDE users, so it felt natural for me to get more involved with KDE. After the incubation of Drawy into KDE, Laurent Montel , who is a senior developer at KDAB and has been with KDE since its very beginning, began contributing to Drawy. He has made a large number of contributions to Drawy, and I’ve learned a lot from him. Drawy would not be what it is right now without his contributions. His contributions include adding the ability to customize keyboard shortcuts, aligning items, implementing a plugin system, adding a color scheme menu, adding infrastructure to configure Drawy, and more. Another contributor who is very much involved with the development is Nikolay Kochulin . He has contributed many features with excellent code quality, such as exporting to images, drag-and-drop functionality, a MIME manager, and support for stylus erasers. His contributions have been very valuable as well. There have also been many other contributors who have helped improve Drawy in different ways. I think it was a really good decision for Drawy to become a part of KDE because I could not have done it alone.

Conclusion

Developing Drawy has been one of the most instructive and demanding experiences I have taken on. What started as a small personal project gradually evolved into a system that forced me to think beyond just writing code. I had to deal with architecture, performance bottlenecks, maintainability, usability, and long-term scalability, often all at the same time. Each stage of development exposed gaps in my understanding and pushed me to learn concepts more deeply, whether it was low-level design, rendering optimizations, or managing growing complexity.

One of the most important takeaways from this journey is that real-world software development is fundamentally about trade-offs. Early decisions can have long-term consequences, and not every problem has a clean or ideal solution. In many cases, progress comes from working within constraints rather than avoiding them. The transition from a naive implementation to a more structured and optimized system taught me how to reason about systems, not just features.

Becoming a part of KDE significantly changed the trajectory of the project. It reduced the burden of handling infrastructure from scratch and allowed me to focus more on the core product. At the same time, it introduced me to experienced developers and higher standards of code quality, both of which had a direct impact on how Drawy evolved. Collaboration played a key role in shaping the project into something more robust than what I could have built alone.

Short Note on Problem Solving

I must mention that I have spent a lot of my time solving problems on LeetCode, CSES, and HackerRank to improve my problem-solving skills. Even after spending thousands of hours on it, I used to think this was only to “clear interviews,” but developing Drawy has made me realize that this was not the case. Working on your problem-solving skills is extremely important, and these platforms do an excellent job of helping you improve them. I was able to think like an engineer because I had practiced solving these problems before. Being able to write efficient algorithms, focus on maintainability, and make software user-friendly at the same time is challenging and lies at the core of software engineering.

Note: No AI was used to write this article. All words are my own.

I have 30 years of documented history on the web and in my personal recordings. That defines very well who I am, what I do, how I see the world, and how people see me. I worked on that. Sometimes consciously, sometimes as a side effect of my job, my side projects, my community work. Now that AI agents make it easy to use this kind of material, I have a base to anchor them, to build on what I did before and accelerate what I do, still staying me.

If you are starting now, you won't have this body of material to anchor your agents. So do spend some time building this corpus of what is genuinely you. Don't let an AI generate what you are. Write yourself, publish, think through your thoughts, give presentations. Small things are fine. They will accumulate over time.

Of course, tools will shape part of your identity. I used to do my presentations with xfig, printed on overhead projector slides. This was painful, but it shaped quite a bit how I worked and how the result looked. So it is part of my identity. The technical constraints did influence how I spoke, how I presented. It also shaped what I presented, because there was a bias toward what I could show with the tools available to me.

This won't be different with AI. It will shape who you are. But be aware, and make sure that there is a signal from the human in there. It's ok if it's imperfect, if it's a bit weird. It's ok if it's different. But make sure it's yours.

Shape that signal. That's you. That's your identity.

KDE's Mega Sprint 2026 in Graz brought a group of about 20 KDE contributors together in early April, to discuss technical challenges, make decisions, and get stuff done. With travel support from KDE e.V. (thanks to your donations), I was able to join the group there.

Other blogs have reported on their experiences of what happened in Graz: Kieryn Darkwater, Albert Astals Cid, Kristen McWilliam, Volker Krause, and Raresh Rus. A large variety of topics were on the agenda, people were wearing multiple hats to help each other out.

I, on the other hand, went to Graz with one sole purpose: figure out the best way to merge gesture customization.

Dude, what's taking you so long

Quick recap. Since NLnet approved a grant last year, we've published requirements, designed settings UIs, proposed config file formats, ported my earlier mouse gesture prototype to KWin, and presented at Akademy 2025. Then I got injured for a while, hit a slump through the fall and winter, and didn't make much progress until more recently.

Meanwhile, as an actual Plasma user, you have benefited from exactly none of this prep work. For example, a representative sentiment from the comment section of Brodie Robertson's recent Plasma 6.7 upcoming features video:

Yet again it looks like configurable touchpad gestures have slipped....

To be fair, we haven't actually promised any particular Plasma release for this to land in. But I get it. It's been weighing on me probably harder than it's been weighing on you. So I finally emerged from the slump with a set of experimental patches that allowed real-time ("one to one") gestures like Overview to be reassigned to a different gesture via config file options.

Quick architectural primer

There are several KDE components that work together to handle keyboard shortcuts:

KGlobalAccel: This KDE Framework is used by an app or desktop component to register actions and their preferred global shortcuts. KGlobalAccel doesn't actually do much by itself, it just sends requests to a background service (via D-Bus) and tells the app what shortcut actually got assigned for each action. Then it just waits for a signal from the background service that the shortcut was pressed and the action should be performed.

KGlobalAccelD: This is the background service! Part of any Plasma desktop. It listens for global shortcut requests from apps, looks for additional shortcuts in *.desktop files, and reads from and writes to ~/.config/kglobalshortcutsrc to manage shortcut assignments. It can check if a given key combination will trigger a registered action. If it does, it tells the corresponding app to perform the action. On Wayland, KGlobalAccelD is embedded into KWin, giving KWin access to functionality that isn't available over D-Bus.

KWin: Plasma's compositor which we all know and love. It manages windows and puts their contents on screen, but it also has exclusive access to libinput on Wayland. So any key presses, mouse clicks, touch taps, and pointer movement will go through KWin. Most of these just get relayed to the current app. But some of them are intercepted. For global shortcuts, KWin asks its KGlobalAccelD service to check if it should eat up the shortcut and fire a global shortcut instead of sending it to the currently focused app.

System Settings / "Shortcuts" page: An independent app that asks the KGlobalAccelD service for all components with registered shortcut actions. If the user changes a shortcut assignment, it tells the KGlobalAccelD service about it. As a result, KGlobalAccelD notifies the app that its shortcut has changed.

XDG Desktop Portal KDE: Only tangentially involved. It implements the Global Shortcuts portal, so that any app can register global shortcuts, even if they aren't using KDE Frameworks. All it does is to translate an app's portal requests to requests for KGlobalAccelD.

The consensus is that gestures are much like keyboard shortcuts, so gesture configuration should be implemented in similar ways, using the same components. There are important differences of course. How to deal with those isn't quite trivial. That's where sprint discussions come in.

Back to Graz

Having a functional prototype is a good start, but it's still a couple of steps removed from getting it merged into Plasma. I arrived with a number of technical questions to hash out the exact plan and get agreement. All the minutious details can be found in the sprint notes wiki page, but the short version is that the implementation plans became very clear. There were three breakthroughs in particular:

  • We don't need to expose gesture details through KGlobalAccel: System Settings can link against KGlobalAccelD directly, so we can put the new trigger class in there without worrying about backwards compatiblility for apps.
  • Natalie, Nate, Kristen and I sat down for a long UX design session, improving on our previous UX proposal together.
  • Nicolas Fella provided wise advice on config syntax, leading to a better trade-off between readability, clean code, and migration concerns.

Xaver Hugl deserves a special mention, he was generous with all the other technical questions that I kept pestering him about.

Of course I also got involved in a few other discussions, as well as daily dinner outings. It's a good group. But you've read about this on other blogs already, so I won't bore you except with a few more pictures.

Proof I was there Proof I was there
I bought an amigurumi Konqi I bought an amigurumi Konqi
One of many food outings One of many food outings
Walking to a rustic restaurant on a hill Walking to a rustic restaurant on a hill
Snackies Snackies
Konqi at Linuxtage Graz Konqi at Linuxtage Graz

I spent the remainder of April improving my previous patches. The result is a series of MRs that are finally ready for code review by KWin and KF6 maintainers (1, 2, 3, 4, 5). This will allow assigning touchpad and touchscreen gestures for global actions by editing the kglobalshortcutsrc config file. Schedules were tight, so this didn't make the cut for Plasma 6.7 anymore. Let's see if we can get it into 6.8 though.

Based on this work, my work-in-progress changes to support mouse gestures stroke gestures line shape gestures have been improved as well (1, 2). Autotests and more code polish are needed before this can go into code review, but it's now quite functional: path simplification, shape recognition, action configuration, and a neat little visualization effect are all in place.

Other recent input highlights

Plasma Keyboard was also heavily discussed in Graz, spearheaded by Kristen who put some serious polishing work into it. Kristen introduced a long-press diacritic selection pop-up for Plasma 6.7, a killer feature in my opinion. Meanwhile, on a different continent, Devin Lin has been hard at work to prepare an architectural overhaul of Plasma Keyboard, which would facilitate much-requested improvements to the on-screen keyboard experience (this won't make it into 6.7 though).

Quinten Kock's changes to make touchpad pinch zoom gestures work in Okular are now available with the recent KDE Gear 26.04 release. This bug was pointed out in the discussion on our Input Goal proposal, all the way back in 2024, so it's great to see it fixed. If you're a developer, have a look at the commit and use QNativeGesture events to support touchpad pinch. Shout-out also to Taufeeque Sifat, who's been improving Okular's text selection behavior including triple-click line selection.

Kai Uwe Broulik modernized the code for mouse and touchpad settings pages. This is not a user-visible change, but future changes to these settings become easier thanks to Kai Uwe's work. I'm excited because it paves the way to a unified Mouse & Touchpad settings page in future releases. Alexander Wilms tweaked System Settings to hide Mouse, Touchpad, and Game Controller settings pages when no such devices are connected. Also notable is work on a custom pointer acceleration curve editor, which is not ready to ship yet but hopefully can get there eventually.

Joshua Goins added an option for the stylus cursor to stay in sync with the mouse pointer. David Redondo fixed the stylus button assignment lines looking weird in the Drawing Tablet page in System Settings.

Vlad Zahorodnii added support for libinput plugins to KWin, allowing technical users to work around otherwise unfixable input hardware quirks. Xuetian Weng and Nicolas Fella improved the behavior of key repeats for input methods and screen readers. David Edmundson fixed an issue with pointer positions for mirrored touchscreen displays.

Thanks to everyone who has worked on KDE's Input Goal in the past! At this year's Akademy in Graz, we should see a new set of goals elected, so we're in the final stretch for this one.

Onward to Germany

I wrote this blog post while riding a long-distance train, on the way to another gesture customization mini-sprint with Natalie. The plan is to focus on implementing the new settings pages that will let regular users reassign (or unassign) gestures. Thanks again to KDE e.V. for travel support for another week of in-person collaboration. Let's see how much stuff we can get squared away - it's not just settings forms, but more infrastructure on the KWin and KGlobalAccelD side is also still needed to make everything fit together.

There will be another blog post to follow up on this later. Until then!

I want to highlight a few changes that came to Dolphin 26.04 and add some nuance to the release announcement.

The the KDE Gear 26.04 release announcement mentions:

In version 26.04, Dolphin lets you add keyboard shortcuts to nearly any option in any menu, plugin or extension.

This refers to this MR: Add keyboard shortcut support for service menu actions. This change made it possible to add shortcuts to the beloved service menus and closed a highly-requested feature.

In other words, this allows you to add shortcuts to custom actions that can be run on currently-selected files or folders in Dolphin.

Shortcut edition for context menu custom actions

This was implemented by a new contributor Albert Mkhitaryan, who also did the necessary library work with my assistance. Kudos to Albert.

Most of Dolphin's UI could already benefit from shortcuts with some caveats and the new feature does not apply to context menu plugins, such as Ark's "Extract here" or Dolphin's "Set Folder Icon".

Additionally, context menus options are reloaded as they are modified thanks to Pan Zhang.

xi ota added an option to pick the tab width.

There was an important fix for split view users by Māris Nartišs.

I made a small improvement to the layout of the Settings dialog.

Rafał Lichwała improved dragging and dropping from the Places panel.

Of course a few bugfixes (not exhaustive list):

  • 514209 prevented flickering when holding F5 key, by Ritchie Frodomar,
  • 510829 improved the rendering of gif/animated images in hidpi context, by me.
  • 453262 refreshing the image preview in the information panel after a file is renamed, by me.

And we reverted a dreaded change to the Create New Folder shortcut.

Another thing worth mentioning is the memory leak detection effort started by Nicolas Fella, as this allowed me to find a couple of uncommon mem leaks. The work is not complete as KIO CI tests don't pass under LSAN scrutiny yet. I have been working on it and only a couple of hard cases remain to be solved - help welcome.

Next will be activating LSAN for Dolphin tests and CI for further stability but that is already fruitfull.

Having stopped my personal blog, I am now using kde-blogs.

That's all, folks.

Saturday, 2 May 2026

Firstly, thank you to the entire community and mentors for selecting my proposal for GSOC. Congratulations to all others 🎉

Goals for GSOC

Starting with the goals for ManakalaNextGen, the GUI of Mankala Engine, the main goal is to implement a tournament system for the game. I plan to start with improving the user registrations by giving users the option to create an XMPP account directly from within the game. We can have a minimum of 3 servers, which the game can support. Based on this, we can also have possible player icons and in-game names for the players, which would be displayed in matches.

Now, coming to the important part for tournaments, my aim is to create a new page for the tournament host and the participants. In that host specifies the game variant like Bohnenspiel, Oware, etc., and also the amount of time each game should run. The participants need to join the game using the room code given by the host. At last, we implement the logic for player elimination and create a leaderboard ranking the players based on their position.

workflow

Our main concern?

Yes, the game data might get lost. We need to come up with suitable solutions to export it and make sure that even if a player leaves the game, the game data is not lost and isn't declared invalid.

So, to summarize this, here are the main goals:

  1. Add XMPP server registration option for players and update the registration page.
  2. Create tournaments and logic for player elimination and ranking.
  3. Make other necessary changes based on feedback.

Thanks for reading. Looking forward to a productive summer 🌞

Thursday, 30 April 2026

Recently a new submodule has landed in Kirigami: “Forms”.

Until this point, Kirigami had only offered the classic “FormLayout” component. which is used for configuration pages throughoug systemsettings, Plasma, and some apps. It’s the classical form used in desktop toolkits for decades:

This is a fairly clean layout which however is starting to slowly become outdated, as modern toolkits are starting to use a different layout nowdays, based on “cards”

Unfortunately FormLayout very bound to the classic layout, and it wasn’t really possible to adapt it to the new look in a compatible way which didn’t break existing applications in unexpected ways.

This is also the reason a new approach was done provided by kirigami addons: “FormCard”, which is used by a lot of applications; for instance here in NeoChat:

We wanted to have this new style of forms in the base Kirigami API, so after a review of the existing FormCard, we decided to make several changes, for two main reasons: First, FormCard is bound to the card style of form as much as FormLayout was bound to the classic flat style. Also, it tried to provide ready-made components for every kind of control; so it had its own TextField, its own RadioButton and so on — effectively becoming its own separate toolkit.

So we opted instead to go down the route of having a more generic API, so the Forms module includes containers that define a semantic structure of a form, which contains all the normal controls — such as textfields, checkboxes and radiobuttons.

This is a code example of the new API:

  import QtQuick.Controls as QQC
  import org.kde.kirigami as Kirigami

  Kirigami.Form {
    Kirigami.FormGroup {
        title: "Global Settings"
        Kirigami.FormEntry {
            contentItem: QQC.CheckBox {
                text: "Show Sidebar"
            }
        }
        Kirigami.FormEntry {
            contentItem: QQC.CheckBox {
                text: "Auto Save"
            }
        }
    }
    Kirigami.FormGroup {
        title: "Theme Options"
        Kirigami.FormEntry {
            title: "Colors:"
            contentItem: QQC.CheckBox {
                text: "Dark Theme"
            }
        }
        Kirigami.FormSeparator {}
        Kirigami.FormEntry {
            contentItem: QQC.CheckBox {
                text: "High Contrast"
            }
        }
        ...
    }
  }

which will look like this:

Or, in mobile mode:

Semantically, a Form will contain one or more FormGroup objects, each of which will contain one or more FormEntry objects. Then a FormEntry will contain the control which represents the configuration of the particular thing. It can be a single control (like a button or a checkbox) or it can be any layout with completely custom contents.

I already ported 4 modules of systemsettings to the new system: the landing page, the “workspace options” kcm, the mouse settings and the touchpad settings.

But wait… this page looks exactly the same as before; why?

A key was to do an API that was as much as separated from any appearance as possible, as we don’t know how UI design trends will evolve in the future. But this also allows us another thing: to have two separate implementations: the new one “card based” and a legacy one which looks exactly like the current FormLayout components. This is used only in systemsettings, so we can port all the kcms without introducing glaring visual inconsistencies, and when we are done, flick the switch and convert the look of everything all in one go.

Since most of KDE’s QML applications already use the existing card-style kirigamiaddons FormCard components, the new look will be used there.

And then in the future, when trends change again, we can re-style all the settings pages in one go.

A call to action

We ideally want the whole set of systemsettings kcms to be ported as soon as possible to the new system, so we can have soon a nice visual overhaul in the whole systemsettings.

In order for this to happen, we need the help of everyone, so… patches welcome 🙂

As an example, this is the merge request that ported the first four kcms.

When porting, it’s also possible to see how the kcm will look with the new system as well, to make sure it works well for when we flick the switch. If we run in a terminal:

KDE_KIRIGAMI_FORMS_STYLE=cards systemsettings

We get systemsettings using the new style for pages already ported:

Porting from FormLayout to the new Form/FormGroup/FormEntry system should be really straightforward; it should be possible to make good progress in little time.

With your help, soon KDE’s settings will benefit from greater consistency, a more modern style, and easier adaptation to future designs.