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Nicolas will present what Plasma 6 has in store for the future for us.

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Hello everybody, let's talk about Plasma 6.

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We'll get to the technical part of things with Marco,

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I don't know anything about that, but we'll talk about design and style first.

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So about that, the idea from the VDG that we had like some months ago was like to

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try to do some incremental style change, so without any

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big revolution in the design and the style.

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But whilst I was putting together the presentation, I realized that we did

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not do that and in fact we're still months away from the release

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and yet we have a lot of visual changes and redesigns and such.

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Not all of them have landed and are ready to be used in master,

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but everything that I'm gonna talk about today should be in Plasma 6 if I'm not too lazy.

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So starting off with some stuff about Plasma itself,

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we've got a completely redesigned overview, which yet again is currently not in master,

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it's in a branch, it's almost done, it looks completely different compared to what we have

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currently, it looks much more like to the GNOME overview,

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with the BlurMyShell extension, which I did use as a reference whilst implementing this.

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In here it's just a design that's different, but it actually works completely different because

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it also now includes the GridView and the idea is that there are three states,

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no overview at all, and then normal overview, and then the GridView,

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and you should be able to switch from one to the next one or to the previous one instead of having

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two different effects, it's just a single one that has both the GridView and the overview.

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Whilst doing that, the touch screen and touchpad animation gestures changed completely as well,

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so now you can switch between the three states, so as an example just by doing one swipe up with

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three fingers you're gonna switch to the next state, which is gonna be the overview, if you

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do it again then you're going to switch to the GridView, and if you yet again do three finger

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ups you're gonna get back to normal, and the opposite things happen if you go three fingers

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down as an example, and the same applies to the touchpad, so the gestures are consistent between

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the touch screen and the touchpad, so it's a pretty big rework of how you interact with your

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open applications, and ideally this should make all the transitions a bit nicer, and also if

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you're switching virtual desktop whilst in the overview that looks much nicer as well.

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Next up we would like to have, oh no sorry, we do have already, we have this already in master,

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it's ready, the settings for the panels have been completely redesigned, now they have these little

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drawings to show you what would happen if you click on each setting, which I think are super

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nice looking and should be applied to everywhere in system settings, and these however cannot be

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the last revision of the panel settings, because we do have to change them again to change how we

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set the position of the panels and such, because of some technical things that I think already

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happened but I completely lost track of them. Next up we would like to have floating panels

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by default, ideally it's a discussion that we're having, but to do that they need to work a bit

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better, so there is a merge request, again not landed yet, which reimplements a lot of the

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features that floating panels have, so now they do have a shadow, they didn't previously, and also

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whenever there's a window maximized they just defloat vertically without taking any more space

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as they used to do previously, they had this big margin around them, people didn't like those

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margins rightfully, now they're just gone, it just floats towards the top or the bottom, so that's

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nice and ideally, who knows, that might make the floating panels usable by default. Next up,

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the applets are going to be redesigned too, again this is very ongoing work, so what we do have

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already are this couple of very pretty switches, and the idea is that everything that gets applied

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immediately as soon as you click them is going to be a switch, not a checkbox, and checkboxes are

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going to be used for things that you click, and then you also have to click apply or it's some

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settings inside of an application, but yeah I do think that these switches within the applets look

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very pretty. We do also have a redesigned task switcher, this comes from the plasma sprint just

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a couple of months ago, and the idea is that we couldn't quite agree on which one was the prettiest

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task switcher, so we took a couple of them and just smashed them together, so now we do have thumbnails

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for each application and we also have the icons on top of the thumbnail, so that's gonna make it

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much easier to switch to the right one. So these are the things that are gonna happen to the plasma

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shell itself, I hope that I'm not forgetting anything, I probably am, but we'll also get more

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stuff when we get closer to the release date. There's also some more stuff, ah yes, I almost forgot

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about this one, sorry. So these are floating dialogues, these are again not in master, almost

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3D, and the only thing left is to decide how to expose them to the user, and we also kind of have

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to decide if we want them at all. If we do want them, then they're gonna look kind of like this,

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not by default but as an option, either that can be toggled by the user or by the plasma theme

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itself, so you just put some margin in the SVG file as an example and then that's gonna be applied

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around the dialogue so that it's floating. This used together with the floating panel actually

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helps reduce the number of margin errors, like some ugly stuff that happens when you open kickoff

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and it just like floats into nothing, so it's a bit better looking with this option. Again,

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might not be in Plasma 6, but who knows. Next up is not plasmashell itself stuff, as an example

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some things that are like stuff that can be reverted. As an example we do have a merge request

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ongoing for a completely redesigned icons for places and you know dolphin stuff, so this was

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started by Kenver and Matt a couple, a year ago or something, and luckily he wasn't able due to

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stuff to finish up the work, but we now do have the draft and all the python code that went with

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it and in fact it's a lot of python code that completely automatizes the process of creating

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new MIME type icons and folder icons. It's a super big thing that needs some python developer help,

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so if you know a bit of python and want to contribute to KDE, this could be a good starting

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point, it's just some tooling that needs to be finished. Next up we do have a redesigned mouse

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icon theme that if I recall correctly is currently in master. I think it was done by manual,

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again some thumbs up, so I didn't look much at it. It looks slightly different, this might not be the

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final version, but that's it. So this is the final version that will for sure be in plasma6

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and I think it's like a bit darker and a bit prettier. It's a bit incremental but it looks good.

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We also have a redesigned, if that's the word used for it, sound theme which isn't on master yet,

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but it is done. It is a bit weird from a technological point of view how to deliver

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this one to the user because currently we do not have the concept of sound themes that you can just

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swap out, we don't have a system settings page with a lot of sound themes that you can switch

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between. So one idea would be just to replace all old oxygen sounds with these new ones. It would

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be a bit weird but we can do that and there's a no from the audience so we're not gonna do that.

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Again I'm kind of outdated on the latest info about these ones but you can check it out. And

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finally there's also the idea of having some colorful window headers. So the context about

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this, this doesn't exist yet. These pictures are edited and they're also misleading because you

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see a lot of different colors between windows. That's not the idea. The idea is that you have

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an accent color as always and that accent color is slightly applied to the window header that

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you're currently using. It's going to be the same accent color for all the headers but only for the

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active window so that it's easier to actually distinguish what you're currently using from

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other windows. Also there's no merge request or patch that currently implements this.

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There are two different options. One to actually paint the header bars but it uses a different

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color that's way stronger. It's actually the same one as the accent color so we don't want to go

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that route. And the other one does tint the colors but it tints all of the colors of the window which

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is pretty cool but we didn't want to go that route by default. So this is the idea. You pick

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an accent color, it's going to be slightly tinted, it's probably not going to be as strong as I

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presented it right here. This is just to see what's going on. Just something very slight to help you

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identify what is the currently active window. And from the design point of view I think that was

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everything. If you have any questions I guess that's at the end we're gonna do. And if I forgot

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anything again I'm really sorry but that's what I was able to come up with.

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Okay so now unfortunately the pretty pictures are over and there are boring technical details

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and code samples so bear with me please. Most of the rest of the talk will be about things inside

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the Plasma Shell itself and how plasmoids are written but it would be unjust to talk about

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Plasma 6 without mentioning some important things that are coming in the other big very big component

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of a Plasma session which is KWin. Just three important things to mention. In master already

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KWin will support HDR so if you have the right hardware, the right monitor, if you run an

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application that natively supports HDR such as a particular game or a particular video it should

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work out of the box. Everything more colorful and beautiful. Another big feature on Wayland which is

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very important for future parity with X11 is the restart support. So until now on a Wayland session

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on any system on any desktop if you had a crash on your compositor or if you just wanted to restart

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your compositor then you lose the whole of your session or all of your applications. Now the

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applications will support the compositor going away at least every application that supports

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the protocol and then the compositor restarts and you should get all your applications running

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like nothing happened. Another thing not there yet but we are planning to support which

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could have quite some more applications. There is a new Wayland protocol floating around about

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workspaces that it's basically a virtual desktop protocol on steroids which will allow us to do

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things like different virtual desktop error activity or different virtual desktop error output

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which also ties on the further support of tiling that we will do in KWin since apparently for

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tiling window manager users having different virtual desktop screen it's quite of an important

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thing. Now passing on all the rest on what's happening in what is purely the Plasma session

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so your panels your widgets and what changes are in the Plasma library and in how you are writing

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plasmoids. The rest of the talk will be about that because there are many third-party plasmoids

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on the store whoever maintains that will have to do quite some work. The good news is that

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almost everything that is around on event everything on workspace and whatnot has already

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been ported but there are quite some important API changes so let's start with a thing we are

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getting rid of. Data engines that was that concept that we had at the beginning of KDE4.

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At the beginning we wanted to write plasmoids in javascript that was before QML again existed so

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we came up with a completely imperative API and the way to get data from your tasks like your

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notifications and whatnot from C++ source was we did that API. It worked very well in a

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imperative work it doesn't really work and we do have bindings from QML but doesn't really

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much well that job is done much better by QML extensions so you have you write your

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your QObject with properties and data models and whatnot and expose that to QML. Now it's the way

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to do that so everything about data engines has been moved out of libplasma it's seen in its own

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repo in workspace called Plasma 5 support so for the time being the existing data engines

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still work but we are planning to eventually get rid of all of that. Second thing,

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SVGs. We will still support SVG teams as they are you can think they are kind of getting

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long in the tooth that's correct and we eventually will have even some way to replace that

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will not be for plasma 6.0 it's something to think about in the future but in the meantime

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actually some things in all the SVG related libraries were quite useful for instance I

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heard many times that somebody wanted to have some simple SVG icons in its android application

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that but that wanted to color with with a color theme and a cache on disk because loading SVGs on

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android was not with Qt SVG was not really great in Plasma there were classes to do exactly that

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couldn't use them because all of the dependencies of the Plasma that depended from everything now

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all of that has been moved to a different framework called ksvg basically recycling

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the name of an old dead one but that's fine so it's Plasma svg Plasma frame svg so still supporting

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the nine patches thing everything about Qt SVG is not exposed in the public API so in the in the

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future we could even in a compatible way switch the back end if need arises for now if you were

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using it porting it it's very simple it's just pretty much just the changing the import changing

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the namespace and it's okay all the old API still works for simple SVG items you are now just

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recommended to use this more compact form but the old form still worked a nice addition is that

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that this framework has compared to the plasma version if you had SVGs that support all the

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stylesheet stuff to to have like a rectangle with the with the same color of the system color

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background now this this works with normal system colors it integrates with Kirigami and the Kirigami

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team class so even if you by hand replace a color then in your svg that will be paints with the new

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color as well which is nice on the c++ side there is this image set class where you define where

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your SVGs are so you don't have to use a Plasma team in your application you can have any set of

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elements and files you want and you can ship it for instance in the data application of your

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application or or together with all the qml files or whatever you want you control it with this

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class yeah that's basically it the biggest headache if someone wrote a plasmoid third-party

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plasmoid on the store the biggest headache is a big change in the plasmoid api also the the

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plasmoid api still had many components from the old imperative javascript api and we wanted to get

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rid of all of them so you had this still this magical context property which is not a good

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thing to have in qml called plasmoid which was a qquik item that wrapped most not all kind of

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similar but not exactly the same api of the central class of plasma is plasma applet

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now you only have the uppercase plasmoid so an attached property version which is directly the

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plasma applet instance so you can use basically 100 of the api or everything that is exposed in

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the api has properties invocable signals and whatnot what was that qquik item it became

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graphical element called plasmoid item that now must be the root element of your plasmoid so

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comparing these we used to have any random item as the root item and then put the attached properties

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for like full representation so basically this full representation will always be basically your

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item so this in most of the plasmos these these actual graphical item was not shown anywhere

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in the in the scene which was kind of weird now you would declare it like that and and this

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will be the actual root object in the scene of your plasmoid the more semantic properties like

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title like the status if it's expanded or not are still of plasmoid which is not the applet

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and the purely graphical ones like the actual representation or compact representation for

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representation are direct properties of that plasma item that the main thing that changes

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another thing that was completely taken from the javascript api was the actions api basically

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a plasma can just add an arbitrary number of context menu action if you right click like on

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its icon on the panel or whatnot it used to have this api that it's very imperative so in uncompleted

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then a bunch of javascript which created internally this is called created internally a qaction and

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then if you wanted to bind something you even had to use an imperative api for for property bindings

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and then to react when when the user clicked that you had to declare a function with a kind

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of magical name so if this was previous it was action previous and then you have your code

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now on the attached plasmoid object contextual action is a list property so you just declare a

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list of everything you need and then and then the action you just you just put it declaratively

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with all the bindings and whatnot this action type is actually a natural qaction because are

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things that still go from qml to c++ back and forth so they are not qml actions it's something

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that i would really like that was supported in qml the fact that the qml actions are not real

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actions it's still something i'm not completely happy so hopefully in the future something better

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another thing that that changes in how things are done so in kirigami when we first designed it

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we had lifted pretty much one-to-one some concept that we were using and like in plasma

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that that we could not use there again because of dependencies that brought out quite some code

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duplication basically to two big classes plasma team and plasma units so plasma team for all the

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colors so i want a background color i want a text color whatnot that come magically from the proper

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color team but over over over the the years the the kirigami version got much more advanced

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than the plasma version like this inheritance so i can say the kirigami theme of this item is

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an header so if if a header has different colors everything in that item also the sub items will

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have colors from the header which is possible because it's an attached property that that's

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narrates in the whole tree of of the scene while the plasma version was a singleton so this was

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the same for the whole application didn't really work also in kirigami for some reason the

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application wants that in that particular part in all its children the background color is not

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normal but it's a particular shade of purple for reasons it works so in plasma six a team

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will go away just use the kirigami version units that it's for for duration animation and duration

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layout spacing and whatnot also that use the kirigami version another class that was in plasma

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was color scope that was implementing that in color inheritance that i talked before also that

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goes away from plasma 6 so so yeah just just use the kirigami version a blocker that we couldn't

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do that in in in plasma 5 was that we may have to need two different teams so like plasmoids need

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colors that come from the plasma team configuration dialogues needs colors that come from the system

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team by default those two are the same thing but some plasma teams have their own core set so we

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have to base where we are we have to return the proper colors now this works in plasma 6 so so

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that's fine so also yeah units i use the kirigami version icons we had a particular widget for

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displaying icons in plasma that was also duplicated in kirigami didn't make any sense

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so use only the the kirigami version it's kind of unfortunate that one to display icons that

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properly works is not really in qml base but at least we have only one implementation instead of

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two so yeah most of most of the work in plasma 6 was actually to make it way smaller with much

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less code to maintain so hopefully less bug so any question both of my part and nicolo part

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so regarding the floating dialogues are you gonna like have a way to have a little arrow that points

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to the part to the little applet that's been requested actually implementing that would be

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quite painful to say the least so i would be inclined to say currently no like ideally i

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would like to have that but understandable it's it's possible it's it's yeah it's painful it's

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not technically impossible all the dialogue also one thing that i forgot to mention all the

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implementation of those pop-ups the edi class was quite of a mess internally as being rewritten

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so that may make it a bit easier to do in the future so i must say i'm sick and tired of oxygen

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sound so i'm glad that there's finally something new coming up i'm also happy that you log into the

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xg sound scheme spec which is something i've wanted to implement for the longest time so

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we should have a chat about all of that if there's anything else you need or if there's

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something that might be still floating around on my computer that you could find useful but yeah so

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very nice work on the whole sound stuff and let's bring back the broken glass sound

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so now that we have the ability to use kirigami themes theme stuff can you touch a little bit on

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the blockers to unifying the actual component sets themselves such that we could also get rid

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of the duplication between say the kirigami and plasma versions of things like placeholder message

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label things like that right so there is still one problem to just use every single kirigami

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components in plasmoid still for the same problem of having to support two teams in the same process

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so for everything that is just colors like just label headers and and things like that we now can

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use it without problems everything that uses Qt Quick controls so like if a controller is inside

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a button then that becomes a problem because simply the import import Qt Quick controls

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gives you only possible team per process because it's how the button type is registered

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so we cannot have two and that is still an unsolved problem in Qt 6 unfortunately

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no more questions and thank you Marco and Nuclo

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you

