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[00:00] <snover> dreammaster: in the end everyone ought to just use the new ability to drag the window anyway, since point scaling looks pretty bad and the overall surface scaling is hardware-accelerated
[00:02] <snover> dreammaster: https://zetafleet.com/i/59e548b72d0f0.jpg does the original engine have this grey fringing on the edges of the facial features videos?
[00:02] <dreammaster> Well, that's true. Though we do offer a lot of other scalers than just the plain scaled versions
[00:05] <dreammaster> No, it doesn't
[00:05] <dreammaster> Looks like a new bug. Though I can't recall seeing those lines previously. It may well be a recently introduced bug
[00:06] <dreammaster> And here I was happy that all the outstanding bugs were finally closed :)
[00:07] <snover> https://gist.github.com/csnover/0dc13d2a3f15a4d1921d3ee845d89f88 when you have a moment, could you try this patch with SDL 2.0.4 to confirm it is fixed? it could also conceivably be a problem with the set-up of the new texture, so i want to just double-check out of an abundance of caution.
[00:07] <snover> it = the cursors
[00:08] <dreammaster> Sure. I'll try it out shortly
[00:08] <snover> thanks!
[00:09] Nick change: Stormkeeper -> Storm-AFK
[00:33] <dreammaster> Your patch does the trick for 2.0.4. Good work
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[00:37] <GitHub103> [scummvm] csnover pushed 1 new commit to master: https://git.io/vdyXn
[00:37] <GitHub103> scummvm/master ce052fb David Fioramonti: SCI32: Fix cursor color when quitting for phant1...
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[00:38] <GitHub127> [scummvm] csnover closed pull request #1026: SCI32: Fix pointer color when quitting for phant1 (master...phant1-redpointerpatch) https://git.io/v5ptB
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[00:41] <GitHub183> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vdyX2
[00:41] <GitHub183> scummvm/master 8057d88 Paul Gilbert: TITANIC: Remove redundant room check in CEarSweetBowl
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[00:43] <snover> more like CSweetEarBowl
[00:46] <dreammaster> Potayto Pohtarto :)
[00:47] <dreammaster> I had to keep names like in the original so the initial game state could instantiate everything. There were a few classes I would have liked to rename otherwise. Like CodeWheel to CCodeWheel for consistency.
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[01:00] <snover> yeah, but that wouldnt be such a good joke
[01:11] <dreammaster> True. :)
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[01:19] <Strangerke> hi guys :)
[01:19] <tsoliman> yay I resurrected the N810 and the changes don't break it!
[01:20] <dreammaster> Strangerke: Hey there :)
[01:20] <Strangerke> hey dude :)
[01:20] <Strangerke> What's up?
[01:21] <tsoliman> hi Strangerke :)
[01:21] <dreammaster> Not much. I was, briefly, enjoying the feeling of having no further work to do on Titanic. Then snover came up with a problem with the rendering of Titania. :P. But I figure I'll leave looking into that till tomorrow, and savor the rest of my "free night" :)
[01:22] <snover> snover, mr wet-blanket
[01:22] <Strangerke> hey tsoliman
[01:22] <tsoliman> I actually tried playing it for the first time - we got stuck pretty badly
[01:22] <snover> if it makes you feel any better i have really bad hiccoughs right now
[01:22] <tsoliman> I am guessing it is valuable to have a playtester who isn't familiar with the game
[01:23] <tsoliman> instead of just following a guide :)
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[01:26] <snover> it should hopefully find more bugs

[01:27] <snover> probably during compilation of all these libraries for these buildbot ports
[01:29] <tsoliman> ok cursor weirdness
[01:29] <tsoliman> but only if I un-fullscreen and then fullscreen
[01:29] <tsoliman> the cursor is appearing at an offset from where I click
[01:29] <tsoliman> (this is on SDL1.2 on maemo)
[01:29] <tsoliman> gonna try with an old build to see if it is related to the new changes
[01:30] <tsoliman> yeah definitely a regression
[01:33] <snover> thats ports for you.
[01:33] <snover> tsoliman: you saw the email i sent to the mailing list
[01:33] <snover> ?
[01:34] <tsoliman> yeah but I don't think I am doing any teleportation/mapping of the cursor myself - it's been a long time but I can't spot anything
[01:34] <tsoliman> but yeah the offset seems to be equal to the black border on the side
[01:34] <tsoliman> (equal to the width)
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[01:37] <snover> let me know what you figure out.
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[01:41] <tsoliman> hmm .. not doing anything fancy in the mouse events
[01:41] <tsoliman> and the graphics handling is also basically just SDL but with a minor tweak
[01:42] <tsoliman> ugh - I hate that "it's a bug in SDL" is a possibility
[01:42] <snover> does the mouse work correctly in the launcher?
[01:42] <tsoliman> yeah this is all launcher
[01:42] <snover> oh, ok.
[01:42] <tsoliman> it starts fullscreen because the port sets AR and Fullscreen to default to true
[01:43] <tsoliman> but if you window it (which IMHO makes no sense on an N810) and then fullscreen again - it is offset
[01:43] <snover> wait, so its OK until you toggle the fullscreen once and then it is broken thereafter?
[01:44] <tsoliman> yes
[01:44] <snover> H E H
[01:44] <snover> its possible that could be my bug but it seems less likely
[01:45] <tsoliman> the cursor appears to the left N pixels of where you "click"
[01:45] <snover> id be interested to know if handleResize is being given correct dimensions
[01:46] <snover> i honestly never check fullscreen because the fullscreen experience on macOS is so bad, and if something crashes into the debugger then the window manager locks up

[01:46] <tsoliman> which means the launcher is 640x480 with 80px black bars on each side I assume
[01:46] <snover> desktop fullscreen used by sdl2 is less bad, and works fine
[01:47] <tsoliman> this is SDL1.2 btw .. on "linux"
[01:47] <snover> yes, for the surface renderer that is how it would be
[01:47] <tsoliman> yep it is surface
[01:47] <tsoliman> but then when you "window" it .. there's less X and Y room because of the top bar (kinda like a phone) and the left "applications" bar
[01:48] <tsoliman> and there's no scaling
[01:48] <tsoliman> so yeah the old behavior is the whole thing is shifted down and to the right by about 40x40 pixels
[01:50] <tsoliman> oh interesting - the windowed mode has no black bar on the left - weird
[01:53] <tsoliman> nevermind that's the behavior from before and after the change .. yeah ok I will try to add debugs for handleResize
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[02:02] <snover> thank goodness wikipedia has a flowchart for the gnu build system. one of these packages uses it and it is just&
[02:02] <snover> why.
[02:04] <tsoliman> the debugging loop on this toolchain is slooow .. just linker + strip is 1+ mins
[02:05] <snover> why are you running strip?
[02:05] <tsoliman> I have half a mind to just disable all engines
[02:05] <snover> linking of titanic engine takes a long time
[02:05] <tsoliman> because if I don't the executable is huge
[02:05] <tsoliman> I disabled titanic
[02:05] <snover> your toolchain is slow
[02:05] <tsoliman> yep
[02:05] <snover> :)
[02:06] <tsoliman> ok so initially handleresize gets 640x480 .. then when windowed it gets 640x480 .. then fullscreening again gives it 800x480
[02:07] <tsoliman> this is from a debug() right in the first line of SurfaceSdlGraphicsManager::handleResizeImpl
[02:12] <snover> interesting.
[02:13] <snover> 800x480 ought to work just fine
[02:14] <tsoliman> yeah it draws just fine - it is just the cursor to click mapping
[02:14] <snover> what kind of cursor is this?
[02:14] <tsoliman> and the OS cursor is invisible on this platform (because touchscreen)
[02:14] <snover> ok
[02:15] <tsoliman> so when I touch with the stylus on a location on the screen, the "red" scummvm cursor jumps to there
[02:15] <snover> the cursor jumps to the correct place but the activation is in the wrong place?
[02:15] <tsoliman> when the mapping is wrong .. it jumps (and clicks) to the left
[02:15] <snover> oh
[02:15] <snover> ok
[02:15] <snover> thats more consistent
[02:15] <tsoliman> yeah
[02:15] <tsoliman> it is being given the wrong place to jump to somehow
[02:16] <snover> so& let me go look at something so i dont say the wrong thing
[02:17] <tsoliman> I am not doing any coordinate translations in the port's code .. it is just a thin inheritance from SDL stuff
[02:17] <snover> what are the values in _activeArea?
[02:17] <snover> it sounds like theyre right since the screen is correctly drawn centred, is that right?
[02:18] <tsoliman> it is drawn centered correctly
[02:18] <tsoliman> do you want me to debug _activeArea?
[02:18] <snover> you may look at it, it shouldnt be surprising
[02:19] <tsoliman> I am gonna disable all engines first
[02:21] <tsoliman> ok so where to query _activeArea? before or after the resize?
[02:21] <tsoliman> (also .. what is _activeArea?)
[02:21] <snover> i may have not made everything work correctly in SDL1
[02:21] <snover> do you have the ability to switch to opengl?
[02:22] <snover> does it work if you switch to opengl?
[02:22] <tsoliman> nope :(
[02:22] <snover> oh
[02:22] <snover> kayy.
[02:22] <tsoliman> I mean I can't
[02:22] <snover> there were some things that didnt get exposed to SDL1 because the way SDL2 support was added to SurfaceSdl was to emulate the SDL1 layer
[02:23] <snover> so the internal SDL2 code could be fixed but the SDL1 code cant because it& is SDL code, not our code
[02:23] <snover> so i am wondering if there is some bad interaction going on there, where some important stuff isnt being communicated
[02:24] <tsoliman> I could theoretically bisect to try to narrow down a culprit commit .. the last "GOOD" one was last May or June .. and the "BAD" one is from after the refactor (right after you fixed building all the ports)
[02:24] <snover> i wasnt aware that the surface SDL1 renderer would create some window that wasnt the content size
[02:25] <snover> id suggest to look for SDL_VERSION_ATLEASTs in surfacesdl-graphics.cpp/h and see if there is some coordinate manipulation code that isnt being invoked
[02:26] <snover> im too involved in building libraries right now to look myself :)
[02:27] <tsoliman> no worries - I'll try my best
[02:27] <tsoliman> so the _activeArea is always 640x480 (I only checked .width and .height)
[02:27] <tsoliman> well it is initially 0x0
[02:27] <tsoliman> but I suspect that's because I am querying it too early
[02:27] <snover> the drawRect is really the thing to look at since that describes the scaled rect
[02:28] <snover> i mean& well, the docs are there in the code, you can read them as well as i can type them at you :)
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[02:35] <tsoliman> ok handleResize is called twice when coming back from a window.. once with 640x480 and one with 800x480 .. (only once initially and only once going to windowed)
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[02:36] <criezy> Hmm, wouldnt it make sense to add wjp as maintainer for the bug tracker on http://wiki.scummvm.org/index.php/Project_Services#Trackers ?
[02:36] <snover> augh!
[02:36] <criezy> (and here: http://wiki.scummvm.org/index.php/Trackers)
[02:36] <snover> how do i ban people
[02:36] <Strangerke> ... from where?
[02:36] <criezy> I can ban myself if you prefer.
[02:37] <snover> :)
[02:37] <criezy> Or maybe I cant. I never tried :P
[02:37] <snover> speaking from experience, you definitely can.
[02:39] <snover> at least *somebody* has answered my question.
[02:39] <snover> though now im not sure if youve been possessed by Lightkey
[02:39] <snover> blink twice if youve been taken hostage
[02:40] Action: criezy blink once
[02:40] <snover> but how do i know that you werent ordered to type that!
[02:42] <snover> being reminded by two pages on the wiki with the same information, have you given any more thought about what to do with the readme?
[02:45] <criezy> Ah, no. I am still on my initial reaction which was that it might indeed be a good idea to shorten it, probably to the current QuickStart, and have the rest on the wiki.
[02:52] <tsoliman> snover: ok I narrowed it down to SdlEventSource::handleResizeEvent calling notifyResize with a bad width/height .. if I comment that call out, then there's no problem .. I don't think that's the right solution
[02:52] <snover> is it bad or is it actually the window size?
[02:52] <snover> having a window size different from content size is normal for desktop fullscreen
[02:52] <tsoliman> it is 800x640
[02:53] <snover> thats half the point of WindowedGraphicsManager, to handle that mismatched relationship
[02:53] <tsoliman> I am starting to think this SDL isn't even "standard" SDL1.2
[02:54] <tsoliman> 800x480 I mean not 640x480
[02:56] <tsoliman> right .. but maemo doesn't really have "windowed" apps
[02:56] <tsoliman> you really only have 2 modes .. "maximized" and "fullscreen"
[02:57] <snover> i dont think thats relevant here
[02:57] <tsoliman> I guess what I am saying is .. that "windowed" (maximized) doesn't draw correctly (and never did)
[03:00] <snover> i understand. what i am saying is with this new WindowedGraphicsManager it should not be a problem to draw that, except it sounds like there is some coordinate translation problem. depending upon what that problem is, it could be that some other part of the system is sizing the window to 800x480 but then giving coordinates as though its 640x480, and so when we go to correct the coordinates they get double-corrected.
[03:02] <snover> knowing the window size now, it would probably be illustrative to see what the coordinates are prior to processing by SdlGraphicsManager::notifyMousePosition.
[03:02] <snover> or if the same event is being processed twice, that could also account for the doubling.
[03:03] <snover> there isnt any `processed` flag right now, the code just assumes a mouse point will only be passed once, which could be a faulty assumption.
[03:11] <tsoliman> ok I added a debug at the top of notifyMousePosition for mouse.x,y ... it is odd output (to me) .. the position before the processing tends towards x=0 at the edge of the active launcher area
[03:11] <tsoliman> it is also spamming that debug while the mouse is down
[03:12] <snover> ok. it does sound increasingly like the system is giving the wrong window size in this case.
[03:13] <tsoliman> this is giving me flashbacks of that SDL2 fullscreen/window bug :(
[03:13] <snover> the only outstanding question i guess would be if you touch at one point, do you see multiple events which seem to have an x-coordinate decreasing by 80 pixels?
[03:13] <snover> that would indicate multiple-dispatch using the same mouse point
[03:13] <snover> otherwise the system sounds broken. but good news! you can just override the window size in handleResizeImpl.
[03:14] <tsoliman> no they are all the same x,y
[03:14] <tsoliman> but there's like 4+ of them (which isn't a problem I don't think)
[03:15] <snover> it shouldnt be a problem. all events including movement events will be received.
[03:15] <tsoliman> this is for the debug on notifyMousePosition
[03:15] <snover> yeah
[03:15] <snover> they all go there
[03:15] <tsoliman> cool
[03:15] <tsoliman> so when I "drag" I get weird behavior
[03:16] <tsoliman> in the middle it is fine
[03:16] <snover> can you define weird?
[03:16] <tsoliman> but if I drag from the middle so that the offset cursor starts wanting to go out of bounds .. it starts doing this:
[03:17] <tsoliman> I get every other debug being stuck at 80x_
[03:18] <snover> i mean& *that* sounds like dispatching the same event more than once to notifyMousePosition.
[03:18] <tsoliman> ok let me define some terms to make explaining easier
[03:18] <tsoliman> there's about 80 pixels of black border
[03:18] <tsoliman> that's "out of bounds"
[03:19] <snover> right
[03:19] <tsoliman> then there's 80 pixels inside the launcher GUI .. right next to them .. that's the "contested area"
[03:19] <tsoliman> and then there's the rest of the launcher GUI to the right of that .. that's the "offset area"
[03:19] <snover> if WindowedGraphicsManager thinks the window is 800x480 then it will clamp the x-value to 80 because thats (800-640)/2
[03:20] <tsoliman> ok so if I start the drag in the contested area .. the cursor is wedged to the edge of the screen and I don't get the weird alternating X values
[03:20] <snover> so if you send an x-coordinate 080, you will get 80
[03:20] <tsoliman> no so that doesn't happen
[03:20] <tsoliman> in windowed mode it works fine though
[03:20] <tsoliman> it is fullscreening AFTER windowing that's the problem
[03:22] <tsoliman> if I drag around in the contested area I get consistent X,Y that tends to 0 at the edge of the launcher
[03:23] <tsoliman> if I drag around in the offset area I get consistent X,Y also . .same deal
[03:23] <tsoliman> but if I drag from the offset area to the contested area .. I get that weird alternating values
[03:23] <tsoliman> but in all cases it is "offset" from where I touch
[03:31] <tsoliman> ok this is interesting .. in the first launch (when things aren't offset) clicking in the black border causes nothing to happen at all
[03:31] <snover> that is how it is supposed to work.
[03:32] <tsoliman> even when fullscreen?
[03:33] <snover> yes
[03:33] <snover> why would touching on nothing cause something to happen?
[03:33] <snover> its nothing.
[03:34] <tsoliman> not even mouse move events?
[03:34] <snover> that would be like tapping on the side of the device and then it decides that was a click on the screen
[03:35] <tsoliman> ok convertWindowToVirtual is the thing subtracting 80 from my x
[03:36] <tsoliman> probably because it is being lied to about the width of the screen
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[04:40] <tsoliman> I installed the maemo emulator - the offset is happening there on initial load ... which makes it good for debugging I guess .. also it is much faster to run stuff in the emulator
[04:42] <snover> im just thinking again of the thing from yesterday
[04:42] <snover> this is a lot of effort
[04:43] <tsoliman> is it really the last "old" port?
[04:44] <snover> im not sure, i am still working on buildbot stuff. you said it was using gcc 2? i dont think there are any of those.
[04:44] <snover> but i dont know for sure.
[04:44] <snover> pretty sure not though.
[04:44] <tsoliman> gcc 3.4.4
[04:48] <tsoliman> there's some amount of fun in this though I think - like I really didn't expect to have a nostalgia bomb over seeing/using KDE 3.5
[04:48] <tsoliman> normally my VMs are headless but the emulator is a GUI thing so it needed X
[04:49] <tsoliman> I also wanna understand more of what is going on in the new refactor - it seems a lot more sane/consistent
[04:57] <snover> theres nothing wrong with any of that
[05:01] <tsoliman> ok I think I nailed down the bad call
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[05:02] <tsoliman> SdlEventSource::handleResizeEvent() is calling notifyResize() with the wrong params - if I comment out that call .. even the emulator works fine
[05:02] <tsoliman> wait .. dejavu
[05:02] <snover> yeah, i think i said a few hours ago you can just fix that in handleResizeImpl
[05:02] <snover> :)
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[05:04] <snover> good night!
[05:04] <tsoliman> good night snover :)
[05:04] <tsoliman> thanks for all the help
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[06:10] <tsoliman> so loadGfxMode calls SDL_SetVideoMode and handleResize with 640x480 .. and then right after that, we get an event from SDL_VIDEORESIZE containing 800x480... which we call handleResize again on 800x480 ...
[06:10] <tsoliman> https://www.libsdl.org/release/SDL-1.2.15/docs/html/sdlresizeevent.html
[06:10] <tsoliman> "When an SDL_VIDEORESIZE is recieved the window should be resized to the new dimensions using SDL_SetVideoMode" but we never do
[06:11] <tsoliman> also .. why are we even getting that event if it is supposed to be specific to resizable windows??!! SDL_RESIZABLE wasn't passed as far as I knw
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[14:07] <Strangerke> hi guys
[14:11] <TMM> hi Strangerke up early? :)
[14:14] <Strangerke> TMM: 7am, not that early
[14:14] <TMM> I thought you were in France?
[14:14] <Strangerke> What's up?
[14:15] <Strangerke> Hum, no. I'm in San Francisco
[14:15] <TMM> ah, well, that explains it then :D
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[15:01] <criezy> Hi guys
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[15:04] <Strangerke> heya criezy :)
[15:04] <Strangerke> criezy: I'm working on ArsanoRoger... DAMN! They are talking a lot in that scene
[15:05] <criezy> I noticed that as well working on the translation :P
[15:08] <Strangerke> it made me smile to see a character named Roger W. :)
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[15:11] <criezy> Yes, there are a few references to a SQ game as well, and to the competitor GeorgeFilm.
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[23:39] <dreammaster> snover: That 2.0.4 patch you did yesterday.. is that something you've committed that I can cherry pick into master? Or would you like me to commit in the patch if you haven't already done so?
[23:39] <snover> dreammaster: i only have it locally. does that mean it works?
[23:39] <dreammaster> Yes, I verified that it fixed it for 2.0.4
[23:39] <snover> sweet. ill send it up now then.
[23:40] <snover> thank you for checking for me!
[23:40] <dreammaster> Thanks yourself for fixing hte problem so quickly
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[23:41] <GitHub95> [scummvm] csnover pushed 1 new commit to master: https://git.io/vd9dw
[23:41] <GitHub95> scummvm/master 752f4e4 Colin Snover: SDL: Fix missing scaled cursors in SDL 2.0.4 on Windows...
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[23:42] <GitHub91> [scummvm] criezy pushed 1 new commit to master: https://git.io/vd9dK
[23:42] <GitHub91> scummvm/master 0e44fea Thierry Crozat: I18N: Update translations templates
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[00:00] --- Wed Oct 18 2017