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Spent the morning looking how much work the move of to / will be and it turned out better than expected.

Needed to stub out some dependencies (libcall-ui, gcr, libgnome-desktop) and hack back support for custom wayland surfaces into but with that things start to work and we can go widget by widget:

I gave a short talk about on mobile devices at the in Regensburg last weekend (wiki.debian.org/DebianEvents/d) and I could present the slides using a with HDMI over usb-c connected to the presenter and phom (source.puri.sm/guido.gunther/p) as a virtual mouse. Needed some hacks still to e.g. bring up to exit full screen but I think we can make this work out of the box in the future.

Working on controlling a drone with the Librem 5. Today I figured out how to stream video from a Skydroid 5.8Ghz OTG Receiver.
`guvcview -d /dev/video3 -g none`

Being used to working with no ready-made engine this gives me very ambivalent feelings:
1. Yaaay, I can do this without fully understanding how it works underneath! Prototyping is so quick!
2. Oh no, I don't fully understand how it works underneath! Debugging is so hard!

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Not really participating in jam, but took this opportunity to go back to my old "park revitalization" prototype in and learn how to use viewports in order to add splitscreen multiplayer :)

But at least one could already play stuff like Animatch or Neverball at full res on the phone with no glaring issues.

Today, while still not ready to become the default (almost!), SDL got bunch of those missing parts filled in - mostly by Ethan Lee. I've managed to find and fix some bugs this time as well. So, grab SDL 2.0.16, test and enjoy its refreshed Wayland backend while it's hot!

More info on the Wayland backend state (by Ethan): icculus.org/finger/flibitijibi

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Back in 2018, putting SDL's Wayland backend into shape was part of my first project done for @purism. Before that you couldn't really use it without expecting it to crash; it was outdated and lacked support for basic stuff like high DPI screens. Got it to work well enough for basic use-cases back then (even fixing some compositor bugs in the process), but it was still pretty bare bones with tons of features missing and the rest held by duct tape.

Update on how we are accelerating Librem 5 software support in mainline Linux ➡️ puri.sm/posts/librem-5-support

phosh 0.13.0 is out 🚀 :
gitlab.gnome.org/World/Phosh/p

Improved call handling when shell is locked, lockscreen notifications, high contrast theme support and much more. Check the release notes.

So one of my old FLOSS games got removed from Google Play Store because apparently "No information is gathered from users whatsoever" is not a valid privacy policy for an application that does not gather any information from users whatsoever 🤷

The GNOME Mobile Q&A starts in half an hour (14:00 UTC)!

We'll have many of the core people behind various pieces of the stack, including @agx, @KekunPlazas, @exalm, @dos, and myself.

Join here: meet.gnome.org/ale-u66-xf7-kic

If you're interested in GNOME Mobile development, adaptive apps, and the future of the GNOME platform join our virtual Q&A later this week!

We'll have many of the core people behind various pieces of the stack, including @agx, @KekunPlazas, @exalm, @dos, and myself.

Thursday, July 29
14:00 UTC

meet.gnome.org/ale-z3p-pjq-kkn

phosh 0.12.1 is out 🚀 : source.puri.sm/Librem5/phosh/-

This mostly brings the bug fixes by @dos and yours truly into a release, updates translations and also no longer claims the accelerometer when automatic rotation is off (making iio-sensor-proxy sleep a lot more, helps 🔋) .

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