[Kde-games-devel] scripting languages

Paolo Capriotti p.capriotti at gmail.com
Wed Jul 18 12:12:37 CEST 2007


On Wednesday 18 July 2007 11:57:54 Aaron J. Seigo wrote:
> > Having one language for scripting in the whole of KDE is certainly a good
> > thing, but I must say that making a transition to Kross (which for us
> > would probably also mean extending Kross to support Lua, since we already
> > have a lot of Lua code)
>
> that does make it more difficult indeed. how much Lua do you have?

"wc -l" tells me 2077 lines, so not that much as I thought. Converting those 
to js would be a major pain, but it's probably feasible in a short time.
Losing the Lua code, however, has the disadvantage of damping my motivation to 
add Lua to the languages supported by Kross (yes, I actually had that in mind 
since a long time).
I think we will stick to Lua for themes for the time being. If we will add 
real scripting support (like the possibility of defining new games in a 
scripting language), we will surely use Kross for that. In the meanwhile, 
I'll investigate about how to extend Kross, and if Lua can be included (there 
may be some problems because of the stack based C interface).

>
> > is not a top priority at the moment for us.
> > While we're at it, can you point me to the projects that are now using
> > Kross / QtScript?
>
> seems just SK and koffice use Kross. QtScript is also pretty new. it's not
> like you guys are behind, it's just nice to get people onto the leading
> edge as quickly as possible...

I still have to understand what QtScript actually is for. What's the advantage 
of using it instead of Kross, which seems strictly more general? Any 
pointers?

> if KBoard doesn't have js support, well .. it's not like it's a huge loss.
> just would be nice to have as many app as possible in line with each other.

Agreed.

Paolo


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