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DolphinQt.exe won't run.
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DolphinQt.exe won't run.
09-21-2014, 12:44 PM
#11
antidote Offline
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(09-19-2014, 11:22 AM)MaJoR Wrote: Thethiala: by getting rid of the much hated WX and moving to Qt, we might actually get some interface work from time to time since it won't be such a pain in the ass to work with!

As a Qt (pronounced cute for those who don't know) developer myself, Qt will definitely be a welcome addition to the Dolphin codebase imho, for one thing, since Qt has native Android support, unification of the GUI is entirely possible. The only potential problem in that regard is that the Android version requires QML, which honestly isn't that much of a downside really. QML is really intuitively put together and is rather trivial to learn. I'll probably wind up pushing a few PRs to the Qt submodule myself in the future.
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09-21-2014, 02:01 PM (This post was last modified: 09-21-2014, 02:02 PM by shuffle2.)
#12
shuffle2 Offline
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The submodule is used to provide dependencies so that you don't have to install the Qt SDK to build dolphin (unless you want to).
If you are a Qt developer, dolphin is already set up to start developing for...just check out the repository and get hacking on DolphinQt Smile
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09-21-2014, 05:24 PM
#13
tueidj Offline
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(09-19-2014, 11:22 AM)MaJoR Wrote: Thethiala: by getting rid of the much hated WX and moving to Qt, we might actually get some interface work from time to time since it won't be such a pain in the ass to work with!

Actually I'm pretty sure all this effort is just so shuffle2 has an excuse to keep using his "cute dolphin" avatar without people thinking he's strange.
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09-21-2014, 06:18 PM
#14
CarlKenner Offline
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I had to update the submodule and rebuild the DolphinQt project, but now it's working.
Well done.

Nothing to see yet though except a menu bar and an about dialog, so I guess I don't have to worry about porting my VR options over yet. :-)
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09-22-2014, 09:24 AM (This post was last modified: 09-22-2014, 09:26 AM by antidote.)
#15
antidote Offline
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I'll definitely look into getting some work done on the GUI, I think the most important part right now is getting games running in it. The games browser can wait.
My only problem right now is the fact that I don't have ready access to windows (I'm running 7 in a VM), and absolutely no access to Mac.
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09-22-2014, 09:29 AM
#16
shuffle2 Offline
godisgovernment
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The current DolphinQt code is tested to compile and run on OS X, linux, and windows. You don't need a VM.
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09-22-2014, 09:34 AM
#17
antidote Offline
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(09-22-2014, 09:29 AM)shuffle2 Wrote: The current DolphinQt code is tested to compile and run on OS X, linux, and windows. You don't need a VM.
Yes, but I need to test MY code Tongue
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09-22-2014, 10:54 AM
#18
Sonicadvance1 Offline
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That's what our buildbot system is for, also other developers on the team.
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11-29-2014, 08:01 AM (This post was last modified: 11-29-2014, 08:03 AM by TurboK.)
#19
TurboK Offline
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(As a Git/submodule/VS2013 novice) I'm getting an error when building the latest version on Windows.

It states Error 1 error : QTDIR not set or non-existent (pull the submodule?) C:\***edit***\dolphin\Source\VSProps\QtCompile.props 69 5 DolphinQt

I haven't been building for a couple of months and VS threw me a bunch of warnings at first. After
-updating to VS2013 update 4
-updating git submodules with the command "git submodule update"
the only remaining error is the one above, there are no performance warnings that were there earlier. The build runs fine, and fixing my settings might be trivial, but still... do I need to do some git magic with the Qt submodule or..?
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11-29-2014, 10:21 AM
#20
waddlesplash
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If you still have the "pull the submodule" message it means you haven't pulled the submodule properly. You have to pull them with:
Code:
git submodule init
git submodule update
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