Update Glaxnimate module to latest upstream#1217
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That sounds nice, but now I need to learn how to build Glaxnimate's core. It looks like its core requirements in its |
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Glaxnimate core can be added as a cmake subdirectory, by default it only depends on Qt and Zlib. It uses find_package on its requirements by itself. The zlib dependency can be toggled off with GLAXNIMATE_GZIP_ENABLED but I would not recommend it as it disables some file formats (svgz and tgs) Also now the core is built into a static library so CMake does a better job at linking its dependencies without having to specify them again to the target linking to Glaxnimate core. Here is an example of a CMake file that uses Glaxnimate core as a library: https://invent.kde.org/graphics/glaxnimate/-/blob/master/lib-example/CMakeLists.txt The only thing the core cmakelists doesn't do is set the project name and version but the it can be considered separate from the GUI build. |
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First of all there is no rush to merge it. Is your goal to "just" build MLT with the Glaxnimate module for Shotcut or do you plan to bundle the full Glaxnimate application within the Shotcut AppImage? The first should be pretty straight forward. For the later KDE deps are indeed required and Ubuntu 22.04 only provides KDE Frameworks 5 (which is Qt5 based). So you would need to build them yourself. It shouldn't be too complicated, but I get that any additional dependency is annoying. Let me now if I can help somehow. |
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The goal is simply to build the MLT module except in the case of Flatpak. But the Shotcut Flatpak is already using the kde runtime; so I’m not too worried about that. Otherwise, I already reviewed the KDE 0.6.0 builds of glaxnimate, am very impressed, and looking to unbundle. |
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Thanks for pushing this over the finish line! |
I promised it a long time ago and I finally came to it @ddennedy
@mbasaglia did some refactoring recently which makes it more convenient to use the core lib as an external renderer (like we do here)