Qstring packagemanagercoreinstallerbinarypath const
As gyscos pointed out, the. Same goes for the q4 version. The problem is the package version: That change has been mainlined. Any chance you could switch back to the Splintermind repo? In the future, it would probably be best to just convert the fix commit to a patch add. This package was broken as upstream does not compile for Qt5. I have changed it to use a working pull request on GitHub which fixes this issue.
I don't take changing the source lightly, but this is a tiny fix and I have personally audited it to make sure it's not malicious. You can see the PR diff here: It causes checksum change. It will fix the issue. Theres a new Version out there http: I have the same problem as kusayu with the same checksum. How can i fix this? There reason why version is different for you is that I have code. I'll work around it once upstream git will updated.
The current package is installed as 1: Changes versioning scheme, as suggested. Sanity checked on I am receiving a checksum error when trying to connect to DF. It says it doesn't support the version I am using when I am already using Please consider changing this package to a different versioning scheme, that includes the actual upstream version. For example, something like: That would include the latest tagged version, the number of commits since that version as well as the current commit hash.
This would not even require bumping the epoch if I'm not mistaken. Currently, the version here on AUR includes a longer hash than what your pkgver produces, making cower other AUR helpers probably as well think there is a new version. How is this compiling for you people? Here's the diff, first is the new version: Hope this helps somebody.
Would you please fix these issues as detected by namcap: Dependency hicolor-icon-theme detected and not included needed for hicolor theme hierarchy dwarftherapist-git W: Dependency qt5-base included but already satisfied dwarftherapist-git W: Dependency libxkbcommon-x11 included but already satisfied.
Yup, it works now. Replace texlive-bin with texlive-latexextra in the dependencies, please. Now it enters some pdftex interface, gives me: And asks for the filename. I tried entering Dwarf Fortress. Didn't help at all or produce different error message now?
A failure occurred in package. I tried building this package today, now not only is the patch unneeded, the patch cannot be applied automatically and fails.
The patch doesn't seem to be needed any more. It works for me perfectly fine without the patch. They fixed the file finding in https: The build fails for me: Branch makepkg set up to track remote branch DF from origin. It is missing git as build dependency and the patch file does not work anymore with the current version. I had problems installing it because I didn't have git installed.
Therefore I would recommend to add git as an dependency. Oh, also, there is no difference now. Splintermind now has the de-facto standard Dwarf Therapist, since the original maintainers haven't updated for the new version. Fails in the build section for me. Also what is the difference from this package: The text leading up to this was: I've fixed the patch, but current version from git triggers sigsegv. I'll update the package once it will be fixed upstream.
Well, let's just hope people learn not to get the -hg version. Anyway, the build fails for me: I don't think so. The vanilla DT is pretty much useless. I doubt it will support DF ever. Hunk 2 succeeded at offset -1 lines. Hello, What's difference with splintermind-attributes-git https: Just had trouble getting dwarf therapist to work and after a while of searching the web found out why.
To save you the trouble I put the solution in a new dwarf fortress Wiki page: Can you add icu to the dependencies? Need it for unicode stuff. It missing causes the UnknownUnknown last names. I think it's ok, this package is named "-hg", so that's what people would expect anyways. I'm thinking about switching to always building from hg tip, since I usually pick the revision that include the latest linux layouts anyways.
What do you guys think? Not that it seems to support dwarf fortress v Would you please update it? But I had no problems yet. The "Check for updates" button in the "About" window doesn't work for me. Nothing happens on click and the label to the left says "Version check failed". Is anyone else experiencing this issue? And here is a working ini for 0. Working ini for 0. Thanks, updated to http: Here is the fix for 0.
It also needs some patching, the build fails with: Thanks, cuz I just breached a hole right next to a "curious structure", so my base was getting flooded with skeletals, and it's a pain to set every dude to masonry! It appears to me that dwarf therapist is broken again, probably due to the March 28th, update. Can anyone verify this? Thanks, I won't need to add that since I'm holding back on qt anyhow thanks to spotify. Build failed Something broke apperantly: Let me know if that causes any issues.
I felt kinda uncomfortable writing into another apps folders, so I went with QDir:: I'm also thinking of using the greatred-dwarftherapist linux changes for dwarftherapist clone at http: This clone includes the memory layout files so I wouldn't need to add them myself for every df release.. Bad news about the maintainer: Also, chmod is no longer continuing with the project, and they are looking for another maintainer: It is working on my computer now Arch 64bit.
IMO if we do that, then it should be a hidden file at least to avoid visually cluttering the home dir. As long as the code changes stay minimal I'm fine with it: I'll apply it when the next version comes out. In order to place the log file in the user's home directory you can use Qt's builtin QDir class. I'd suggest just using the individual user's home directory instead. If you don't have KDE3 installed, specify a location with configure 's --prefix option. If Smoke's linking fails or your Qt library was built with very specific options, run Makefile.
When building smoke, configure will check for OpenGL and try to compile support for it if it is properly installed and supported by Qt. Also, default behaviour is to prefer the Mesa GL library over a proprietary implementation.
If your system features a proprietary OpenGL library, and you'd like to use it, specify:. PL as above, but the one located in the. In order to use such an installation, you must tell to Perl where to find this extern hierarchy. This can be done either on the command line:.
This basically means that such a program is no more envisioned as a straight flow where you would need to handle yourself every single events such as a mouse click or a key press.
Instead, you just create an Application object, create the GUI components it uses, define what objects methods need to be called when an event occurs, and then start the main event loop. This program first loads the Qt interface [line 1] and creates the application object, passing it a reference to the command line arguments array ARGV [l. This application object is unique, and may later be accessed from anywhere through the Qt:: At line 3, we create a PushButton, which has no parent i.
Therefore, we pass to the constructor an undef value for the parent argument, which is PerlQt's way of passing a Null pointer. After some layouting at [l. Now the last steps are to make this widget visible as opposed to hidden, which is the default by calling the show method on it [l. You don't need to say new Qt:: Before we can discuss how Perl subroutines can be called back from Qt, we need to introduce PerlQt's inheritance mechanism.
PerlQt was designed to couple as tightly as possible Qt's simplicity and Perl's power and flexibility. Here, we want to create our own version of the PushButton widget. Therefore, we create a new package for it [l. We now want to declare our widget as subclassing PushButton. This is done through the use of the Qt:: It is now time to create a constructor for our new widget. This is done by creating a subroutine called NEW note the capitalized form, which differentate it from the usual "new" constructor.
PerlQt's NEW constructor is called implicitly as can be seen on line Since we want our widget to call its parent's constructor first, we call the superclass's constructor here: PushButton on line 9, passing it all arguments we received. When building a new composite widget, you may just create its different parts inside my variables, since widgets are only deleted by their parents and not necessarily when their container goes out of scope.
In other words, PerlQt performs clever reference counting to prevent indesirable deletion of objects. Now, you'll often want to keep an access to those parts from anywhere inside your package.
For this purpose, you may use the this object's blessed hash, as is usual in Perl, but that isn't really convenient and you don't have any compile time checking Attributes are data holders where you can store any kind of properties for your object.
Declaring new attributes is done through the use Qt:: An attribute itsTime is declared at line 7, and loaded with a Qt:: Time object at line Since we reimplement the virtual function "resizeEvent" [l.
Furthermore, if you want to call a base class method from a derived class, you'd use the specal attribute SUPER:. Existing virtual functions are marked as such in Qt's documentation they are prefixed with the "virtual" keyword. You can inspect what virtual function names are being called by Qt at runtime by putting a use Qt:: We'll now learn how Qt objects can communicate with each other, allowing an event occuring, for instance, in a given widget to trigger the execution of one or several subroutines anywhere inside your program.
Most other toolkits use callbacks for that purpose, but Qt has a much more powerful and flexible mechanism called Signals and Slots. This can be thought off as something similar to the wiring between several Hi-fI components: Also, a tape recorder deck can start to record when it receives a signal wired to it's input slot, and it doesn't need to know that this signal is also received by a CD recorder device, or listened through headphones.
A Qt component behaves just like that. It has several output Signals and several input Slots - and each signal can be connected to an unlimited number of listening slots of the same type, wether they are inside or outside the component.
This mechanism can be extended at will by the declaration of custom Signals and Slots, through the use Qt:: Each declared slot will call the corresponding subroutine in your object, each declared signal can be raised through the emit keyword. We know from the Qt Documentation that a clicked PushButton emits a clicked signal, so we connect it to our new slot at line We also connect our signal changeIt to our own change slot- which is quite stupid, but as an example.
Now, whenever our Button is clicked, the clicked signal is raised and triggers the wasClicked slot. This syntax is perfectly compatible with the traditional use Qt:: Declarations will be checked for consistency at compile time, and any mismatch in arguments would trigger a warning.
Nevertheless, the below is still accurate with regard to puic command line interaction and with regard to using Qt Designer without the specific plugin. As efficient and intuitive as Qt can be, building a complete GUI from scratch is often a tedious task. Hopefully, Qt comes with a very sophisticated GUI Builder named Qt Designer, which is close to a complete integrated development environment.
It features Project management, drag'n drop GUI building, a complete object browser, graphical interconnection of signals and slots, and much much more. Assuming you have already built an interface file with the Designer, translating it to a PerlQt program is simply a matter of issuing one command:. This will generate the package defined in your ui file and a basic main package for testing purposes.
You can then generate the corresponding image collection by issuing:.