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[01:34] Sir_Burpalot (~Shloosh@unaffiliated/shloosh) left irc: Client Quit [01:34] Well, no real harm [01:40] RUBICN64 (~Android@2601:547:4000:b04:342b:220:340e:a8f6) joined #scummvm. [01:44] RUBICN64 (~Android@2601:547:4000:b04:342b:220:340e:a8f6) left irc: Client Quit [01:49] lskovlun (~lars@0x3ec6ab96.inet.dsl.telianet.dk) left irc: Quit: Leaving [01:50] DominusExult (~dominus@unaffiliated/dominus) joined #scummvm. [01:52] Dominus (~dominus@unaffiliated/dominus) left irc: Ping timeout: 252 seconds [01:52] Nick change: DominusExult -> Dominus [01:54] Vampire0 (~Vampire@jEdit/Vampire) joined #scummvm. [01:57] Vampire0_ (~Vampire@jEdit/Vampire) left irc: Ping timeout: 245 seconds [02:09] GitHub65 (~GitHub65@192.30.252.45) joined #scummvm. [02:09] [scummvm] m-kiewitz pushed 1 new commit to master: http://git.io/vU5dL [02:09] scummvm/master e339cd6 Martin Kiewitz: AGI: implement engine option to disable mouse... [02:09] GitHub65 (GitHub65@192.30.252.45) left #scummvm. [02:10] Javacat (~Javacat@unaffiliated/javacat) left irc: Ping timeout: 276 seconds [02:11] m_kiewitz: simply starting the games should make ScummVM pick up new engine options for that detection entry [02:11] oh, i didn't know that [02:11] right, that works [02:12] couldn't we execute a redetection when the user enters the game options in case for example no gui-options were saved last time and optionsList[] is available? [02:17] But that would only catch the case when no gui-options are available? [02:18] We have some not really tested/wip update targets code. The idea was IIRC that we considered to just rerun detection when ever the user upgrades to a new ScummVM release. [02:22] yes, the best solution would have been originally to save the available gui options as well [02:22] that way a change in gui-options could be detected [02:23] i guess one could still do exactly that [02:24] well, scummvm build date would somewhat work as well, but then you would have to redetect everything at once [02:24] or well save the scummvm build date per game [02:25] and if we do that, we could also simply save the available gui options and compare those [02:25] build date isn't really meaningful alone [02:26] we would have to implement a way to detect a newer daily build too [02:27] and comparing version numbers and/or build dates will result in lots of redetections that are not really needed [02:27] well, it was only aimed at releases [02:27] you could just manually have a command line option for use when you want to do it [02:27] sure, but there are quite a few people who use daily builds too [02:28] for us it doesn't matter. for end-users it does [02:28] end-user starts ScummVM after some upgrades -> selects AGI game -> clicks on options -> engine options gone [02:29] Daily builds are really WIP snapshots anyway [02:30] yes, but those get used [02:30] well we could also just define a detector version number per game engine [02:30] as soon as something like this gets changed -> increment it [02:30] I wouldn't put too much effort in that, if people play with unstable builds, they could just ask ScummVM to redetect everything [02:30] when we detect a change in that version number -> redetect game when going to options [02:31] that way we would never do unneeded redetections [02:32] but all sorts of changes would get detected internally and the user wouldn't notice anything [02:34] dreammaster (~dreammast@c-73-167-118-204.hsd1.ma.comcast.net) left irc: [02:34] could work, but I am really no fan of all these version numbers being manually updated etc... [02:37] we could also create checksums/hashes of the detection tables :P [02:39] but then it's not the same as your version number again? [02:39] the version number is about the ability to detect changes [02:39] so it's actually almost the same [02:40] no, if you hash the detection tables it will also cause redetection whenever a new entry is added [02:40] we could also for example create hashes of all gui-options within the detection table too [02:40] well, then just make a hash of the current detection entry [02:40] it wouldn't really hurt in case entries are added or changed [02:41] but how do we know what detection entry the game from the config belongs to? [02:41] one entry could get marked as pirated copy [02:41] or would you just redetect it when there's no matching hash? [02:41] but this gets way too complicated [02:41] well, a hash of the whole detection table isn't really complicated [02:42] sure, it would trigger unneeded redetections, but at least only when the detection table gets changed [02:42] and we redetect the game anyway when its started [02:42] I am pretty sure the detection table gets changed more often than new engine options or similar are added [02:43] sure, but the redetect on game start is a different story [02:43] sure, but you want to trigger redetections on a version number change [02:43] i doubt that every engine has detection table changes that often [02:43] definitely more often than engine options etc. [02:44] yes, as i said - we could also just store the available engine options and compare those [02:44] but there could be cases, where gui options are changed for one detection entry [02:44] in that case a redetection should happen [02:45] Schnabeltierchen (~Schnabelt@xdsl-84-44-251-154.netcologne.de) left irc: Ping timeout: 256 seconds [02:45] checking available engine options would be trivial. that way redetections would only happen when gui options are removed or added [02:45] it wouldn't be perfect, but at least we would avoid any unnecessary redetections [02:47] at least this would make the agi change invisible to the user [02:47] Schnabeltierchen (~Schnabelt@xdsl-78-35-95-15.netcologne.de) joined #scummvm. [02:49] Shouldn't the only issue for users right now be that they don't see the option in the game options unless they start their game? [02:50] These comments in your commit make my brain hurt. [02:50] "// we actually do disable mouse instead of enabling it in case the option is set" [02:50] what? [02:51] Also, this style of having an empty space in the comments at the start is really ugly in my eyes, but that's just minor... [02:51] sorry, i'm currently preparing for a colonoscopy [02:52] " [02:52] + _s("Enables mouse. Games, that require a mouse, will have mouse always enabled." [02:52] im not fully there and i'm actually sleepy, but i can't sleep [02:52] if this option is only shown for games where it is not required, then this addition explanation seems confusing to the users (at least it seems confusing to me) [02:53] i wrote the description before i implemented gui-options [02:53] that's why it's confusing [02:54] the option is not shown for those other games, so i can simply remove part of it [03:01] I will just rename the option to "mousesupport", ok? [03:01] option-name "Mouse-Support" [03:01] description "Enables mouse-support." [03:02] Maybe, some more details would be nice. I.e. what it makes possible to control with a mouse now. [03:03] so what shall i write? [03:03] I also wonder how this mouse support affects the predictive input dialog. Didn't you bring that up with the mouse? [03:03] "Allows to use mouse for movement and in game menus." Or something like that, I have no idea what it allows actually. [03:04] there is a special event for predictive dialog [03:04] Common::EVENT_PREDICTIVE_DIALOG [03:04] i don't know how it works exactly [03:04] yeah, that's for backends having a key combination for it [03:05] I think you could also bring it up by clicking on the text input area. [03:05] But not sure anymore... [03:05] Port build status changed with c787560a: Failure: master-iphone [03:05] woops [03:06] More likely that's the nightly fail :P [03:06] yeah, it's a different commit hash [03:09] GitHub154 (~GitHub154@192.30.252.42) joined #scummvm. [03:09] [scummvm] m-kiewitz pushed 1 new commit to master: http://git.io/vUdeF [03:09] scummvm/master b39b154 Martin Kiewitz: AGI: mouse support cleanup [03:09] GitHub154 (GitHub154@192.30.252.42) left #scummvm. [03:09] well, it seems to be my SCI3 commit [03:10] it's a toolchain issue [03:10] the newer toolchain we use works fine [03:10] maybe it's time to kill off the old one [03:12] right "failed package" [03:37] dtcrshr (~datacrush@unaffiliated/datacrusher) left irc: Ping timeout: 276 seconds [03:40] clone2727 (~clone2727@ool-2f105dd5.dyn.optonline.net) left irc: Remote host closed the connection [03:43] GitHub51 (~GitHub51@192.30.252.41) joined #scummvm. [03:43] [scummvm] m-kiewitz pushed 1 new commit to master: http://git.io/vUdTS [03:43] scummvm/master 915e65d Martin Kiewitz: AGI/SCI: add engine options to README file [03:43] GitHub51 (GitHub51@192.30.252.41) left #scummvm. [03:55] LordHoto (~loom@unaffiliated/lordhoto) left irc: Quit: ... [04:03] Polynomial-C (~Poly-C@p4FDA8B3A.dip0.t-ipconnect.de) joined #scummvm. [04:03] Polynomial-C (~Poly-C@p4FDA8B3A.dip0.t-ipconnect.de) left irc: Changing host [04:03] Polynomial-C (~Poly-C@gentoo/developer/Polynomial-C) joined #scummvm. 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[12:56] #scummvm: mode change '+o droid2727' by ChanServ!ChanServ@services. [12:57] GOG replied: they used the correct SDL.dll since february 2015 [12:59] Ramal (~dennis@2.66.113.97.mobile.tre.se) left irc: Ping timeout: 255 seconds [13:01] Ramal (~dennis@2.70.36.202.mobile.tre.se) joined #scummvm. [13:02] salty-horse (~ori@bzq-79-179-121-25.red.bezeqint.net) joined #scummvm. [13:02] #scummvm: mode change '+o salty-horse' by ChanServ!ChanServ@services. [13:17] ajax16384 (~User@185.6.247.126) left irc: Read error: Connection reset by peer [13:27] GitHub129 (~GitHub129@192.30.252.41) joined #scummvm. [13:27] [scummvm] m-kiewitz pushed 1 new commit to master: http://git.io/vUNfq [13:27] scummvm/master 574675e Martin Kiewitz: AGI: added the ability to disable mouse in NEWS [13:27] GitHub129 (GitHub129@192.30.252.41) left #scummvm. [13:33] Strangerke (~Strangerk@109.128.192.34) left irc: Ping timeout: 256 seconds [13:33] ajax16384 (~User@185.6.247.126) joined #scummvm. 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[23:17] baudtack (~baudtack@unaffiliated/baudtack) joined #scummvm. [23:18] hey, anyone using the android app? it works great except for one thing... I can not get the keyboard to popup. which i need for Discworld [23:22] Holding the menu button down failed? [23:22] Try a long tap on the "Menu" button, not the "Home" button. [23:23] droid2727: yes. [23:23] Nitrus: done that [23:23] Yasu2 (Yasu@h-239-252.a328.priv.bahnhof.se) left irc: Quit: Client exiting [23:23] Have you read this? http://wiki.scummvm.org/index.php/Android#Controls [23:23] Nitrus: yes [23:23] Menu button held for 0.5s: Toggle virtual keyboard [23:23] does not work [23:23] i'm running cyanogenmod 12 [23:24] baudtack: Add your details to http://sourceforge.net/p/scummvm/bugs/6852/ then [23:24] And I think Discworld did all of its stuff through the ingame menu, can you somehow toggle that? [23:25] droid2727: ok. that doesn't seem to be the problem i'm having exactly though [23:25] Nitrus: i've looked for how to save and people say it needs to keyboard aparenlty [23:25] the scummvm save sysetm doesn't work for whatever reason [23:26] I reckon the issues are close enough [23:26] If in the end it's not, we can just split yours off to a new ticket [23:27] I think Discworld handled save/load it with it's own system. Can you tap on the empty space where you're supposed to write the save's name? [23:27] Or tap-hold? [23:27] Nitrus: i can't get any kind of menu to come up other than the scummvm one [23:28] Which Discworld, 1 or 2? [23:28] 1 [23:29] Going to try it on my phone, stand by for about 5-10 mins [23:29] the save button in the scummvm menu is not clickable. [23:29] ok :-) [23:30] Discworld saving and loading was handled by ingame menu, not the ScummVM one iirc [23:30] right. so everyone says. [23:30] Like Simon the Sorcerer with the postcard [23:30] i can't get any menu to come up though [23:30] maybe i'm just doing it wrong? [23:30] heroux (sandroco@gateway/shell/insomnia247/x-ftvwkolyowrydrwh) left irc: Ping timeout: 256 seconds [23:30] but it looks like people are saying you ahve to get the keyboard up and press % [23:30] or & [23:32] maybe i'm not far enough into the game to save? [23:32] i know some games are like that [23:33] heroux (sandroco@gateway/shell/insomnia247/x-ljtfjyjlkptuxyrc) joined #scummvm. [23:35] In theory you should be able to save just as soon you're able to click on that cupboard (at the very beginning) [23:36] yeah... if i could bring up the menu heh [23:37] OK... Does holding the menu key not bring up the phone's regular typing keyboard? [23:37] it does not. [23:37] it brings up the scummvm menu [23:38] Hold for 0.5 seconds [23:38] right [23:38] doesn't work [23:38] i think this may be related to cm12 [23:38] ignalina (~pettersjo@c-ebc3e555.044-303-73746f39.cust.bredbandsbolaget.se) joined #scummvm. [23:38] Quite possibly :( [23:38] Do you have any custom keyboard methods enabled, like Swipe? [23:38] i have google keyboard and the aosp keyboard [23:38] like you can set what you want the long press on that button to do [23:38] and bring up the keyboard isn't an option [23:40] Not that familiar with Cyanogen I'm afraid... is AOSP the default for it? [23:40] default keyboard? yeah [23:41] elQuotho (~Quoth@cpc67575-seve22-2-0-cust45.13-3.cable.virginm.net) joined #scummvm. [23:43] elQuotho (~Quoth@cpc67575-seve22-2-0-cust45.13-3.cable.virginm.net) left irc: Quit: Leaving [23:43] hrm. apparently there is some framework thing i can install that might let me change it -_- [23:45] elQuotho (~elQuotho@cpc67575-seve22-2-0-cust45.13-3.cable.virginm.net) joined #scummvm. [23:46] At this point I'm just googling cyanogen stuff... Do you by chance have a OTG cable? (USB to MicroUSB) [23:46] i don't [23:49] This is a long shot but... Could you try holding your phone vertically and do the long tap again? ScummVM probably won't change rotation, but I read somewhere that the keyboard only pops up in vertical orientation... [23:49] nope [23:49] i think i'm just sol on this [23:50] baring being able to save with scummvm, i can't play this on my phone [23:50] oh well i guess :-\ [23:52] there is this xposed framework thing that i might be able to use... but it's suport for lolipop seems uh.. shakey heh [23:52] elQuotho (~elQuotho@cpc67575-seve22-2-0-cust45.13-3.cable.virginm.net) left irc: Quit: Leaving [23:53] lskovlun (~lars@0x3ec6ab96.inet.dsl.telianet.dk) left irc: Remote host closed the connection [23:54] elQuotho (~Quoth@cpc67575-seve22-2-0-cust45.13-3.cable.virginm.net) joined #scummvm. [23:54] I'm out of ideas, on stock rom I'm able to get the keyboard to popup without problems. I'd do what droid2727 said and submit the ticket anyways. [23:55] Just curious, what happens if you hold Menu for a really long time? [23:55] i might, but i really think this is a cm problem not a scummvm problem [23:55] Nitrus: at the momment i just brings up the scummvm menu [23:55] i can tell cm what i want to happen on long press [23:55] it's just that "open the keyboard" isn't an option [23:56] i guess my options are to like [23:56] plugin a keyboard via otg heh [23:56] or bluetooth [23:57] baudtack: I'd rather have it recorded in our tracker and rejected later on than forgotten about [23:57] droid2727: k. I'll add it then [23:57] I also just found this, but I guess you already tried it: http://forum.xda-developers.com/showpost.php?s=b7019bcf435733c5be5673d232c00df7&p=28494298&postcount=3 [23:58] Nitrus: right. there isn't an option for softkeyboard [23:58] which is ultra irritating [23:58] HAve you checked if it's there for the other buttons? Like Back or Home? [23:59] yeah. there isn't [00:00] --- Sat May 16 2015