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   February 16, 2017  
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[02:47:21] <snover> phant2 does an awful lot of spin looping over GetTime. :\
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[09:08:02] <rsn8887> Does somebody here understand the polling in ScummVM?
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[09:18:37] <waltervn> morning
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[09:36:44] <rsn8887> hello
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[12:38:05] <waltervn> do we have a rough estimate of when the next release will be?
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[15:45:12] <L0ngcat> Laura Bow 1 & 2 released on gog
[15:45:47] <te_lanus> https://www.gog.com/game/the_dagger_of_amon_ra
[15:50:36] <wjp> woohoo
[15:50:46] <wjp> first Freddy Pharkas, now these two. They're on a roll :-)
[15:51:46] <te_lanus> the versions sold only comes with the windows version of scummvm :( why not the linux/mac ones too
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[16:20:14] <TMM> FP was way better than it had any right to be
[16:20:18] <TMM> on a sidenote
[16:20:23] <TMM> if you haven't played it, go play it ;)
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[16:56:36] <waltervn> nice. I'm still waiting for something that I don
[16:56:40] <waltervn> 't already own yet though :)
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[17:08:50] <waltervn> I think LB1&2 should be a bit cheaper though
[17:09:14] <waltervn> the price for those two combined it higher than the QFG collection
[17:09:16] <waltervn> *is
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[17:30:57] <rsn8887> Is there a developer channel for scummbm?
[17:31:00] <rsn8887> scummvm
[17:32:00] <LePhilousophe> I think this one is ok
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[17:40:12] <rsn8887> I am trying to debug the analog mouse pointer jerkiness in DreamWeb engine.
[17:40:30] <rsn8887> I fixed it everywhere else recently, but somehow Dreamweb is still jerky.
[17:43:07] <rsn8887> as long as the engine is calling SDLEventSource::pollEvent it should be ok. However it seems that the dreamweb engine is only calling that function when there already is some event in the queue, instead of calling it regularly.
[17:44:05] <rsn8887> Is there a developer forum for ScummVM where I could ask the seasoned devs some questions?
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[17:55:41] <LePhilousophe> rsn8887: the ops here are devs just be patient
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[17:57:37] <rsn8887> Ah ok. It seems to me that there's a whole bunch of event management going on in ScummVM that is almost impossible to debug, at least to me. For example, some engines use g_system->getEventManager()->pollEvent(event) and some engines use _eventMan->pollEvent(event)
[17:58:29] <LePhilousophe> I never looked at the event handling :/
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[18:13:27] <LePhilousophe> rsn8887: btw _eventMan == g_system->getEventManager()
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[18:21:17] <snover> rsn8887: what can i tell you to help you with debugging input?
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[18:23:40] <rsn8887> Hello sorry I lost connection
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[18:25:31] <rsn8887> snover: It seems as if the handleKbdMouse function inside SDLEventSource is not updating _MousePos in defaultManager
[18:25:47] <rsn8887> I want to force an update
[18:26:06] <rsn8887> I cannot seem to setMousePos, there's only a getMousePos memeber
[18:26:45] <rsn8887> The way these variables are updated is very convoluted, obtuse and confusing to me
[18:27:00] <rsn8887> It seems almost impossible to follow the different conditions.
[18:27:55] <rsn8887> For example, it looks like there's a setMousePos function that is called inside warpMouse. However it depends on the window focus somehow, it is only called if the window does NOT have focus?!?!
[18:31:57] <snover> yes, that changes the engine’s internal mouse position in response to an event, without moving the hardware cursor
[18:36:42] <rsn8887> I think I am getting there...
[18:37:37] <rsn8887> is it guaranteed that that will result in an SDLEventSource->pollEvent call?
[18:37:44] <rsn8887> if the SDL backend is used?
[18:39:10] <rsn8887> _graphicsManager->notifyMousePos(Common::Point(x, y));
[18:39:11] <rsn8887> _graphicsManager->transformMouseCoordinates(event.mouse);
[18:39:20] <rsn8887> the above members
[18:39:55] <rsn8887> but somehow that does not result in a pointer movement in Dreamweb (but it works in DOTT etc)
[18:40:26] <snover> one moment
[18:41:55] <rsn8887> So how can I make sure _eventMan->getMousePos() returns the updated mousePos values?
[18:42:07] <rsn8887> I would like to force an update of those somewhere in handleKbdMouse.
[18:43:06] <rsn8887> I might still be confused. But I see two possible problems:
[18:44:04] <rsn8887> 1) _eventMan->pollEvent(event) does not always result in a call to SDLEventSource->pollEvent(event) (this would be a problem resulting in jerky mouse movement with analog stick)
[18:45:31] <rsn8887> 2) _eventMan->pollEvent(event) DOES result in a call to SDLEventSource->pollEvent(event) and in a subsequent call to handleKbdMouse, but somehow handleKbdMouse fails to update _mousePos inside _eventMan, so that Dreamweb does not see the updated mousePos.
[18:46:06] <snover> I believe _eventMan will be a pointer to Common::DefaultEventManager
[18:48:02] <m_kiewitz> snover: i got myself one of the localized Space Quest 6 versions today
[18:48:02] <snover> and g_system->getEventManager() should point to the same object
[18:48:19] <rsn8887> ok that is good to know thanks.
[18:48:20] <snover> m_kiewitz: is it a language you understand?
[18:48:25] <m_kiewitz> yes :P
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[18:49:08] <m_kiewitz> well there aren't that many languages, that sierra translated their games to, that I don't understand.
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[18:49:31] <snover> it is nice to be multilingual
[18:49:34] <m_kiewitz> according to what I read the localization and voice acting was well done for that localized version too
[18:50:13] <m_kiewitz> i'm actually surprised about that. even nowadays all sorts of localization efforts are kinda meh
[18:50:31] <rsn8887> snover: I do not understand, it seems DefaultEventManager never calls SDLEventSource->pollEvent()?
[18:50:53] <m_kiewitz> for the new Legend of Zelda game they actually botched the English version. All the others are kinda fine.
[18:51:02] <rsn8887> snover: but if an engine only ever calls _eventMan->pollEvent() (and many do) somehow the SDL events are still polled....
[18:51:10] <snover> rsn8887: DefaultEventManager::pollEvent calls EventDispatcher::dispatch calls SdlEventSource::pollEvent
[18:53:01] <rsn8887> snover: Ah I see so that works. That leaves me with number 2) somehow, after a call to handleKbdMouse, the mousePos inside _eventMan is not updated. But it is updated when an actual joyAxis or mouse movement event is generated, just not inside handleKbdMouse.
[18:53:41] <rsn8887> e.g. the mousepointer in Dreamweb only reacts if my joystick _changed_ it's axis values, but does not move if my joystick stays at the same values.
[18:53:52] <snover> m_kiewitz: well i am glad to hear that it was well done!
[18:54:07] <snover> hopefully that means no new bugs ;)
[18:54:14] <m_kiewitz> sierra put in quite some effort for some games
[18:54:18] <rsn8887> I fixed this for all other games I tried by adding a "processMouseEvent" into handleKbdMouse to force an update of the pointer position.
[18:54:20] <m_kiewitz> they often translated graphics as well
[18:54:30] <rsn8887> But Dreamweb remains stubborn
[18:54:32] <m_kiewitz> and the Japanese Police Quest 2 is quite something :P
[18:55:07] <snover> rsn8887: how do you test all the other games? there’s quite a lot of engines :)
[18:55:29] <rsn8887> snover: Honestly I only tested mouse movement in the menu, in the vkbd, and in scumm games.
[18:55:35] <rsn8887> snover: ;)
[18:56:07] <rsn8887> snover: Funny thing: In Dreamweb if I open the vkbd, the mouse pointer movement is fine. Just inside the game there's a problem
[18:56:58] <m_kiewitz> snover: my bet is that they didn't change scripts. But you never know for sure. Freddy Pharkas German had some very special resource issue and only that one version.
[18:56:58] <rsn8887> snover: Do you know a way to force an update of _mousePos inside _eventMan (a private variable) for debugging purposes?
[18:57:26] <snover> rsn8887: unfortunately, i don’t really know anything about the virtual device stuff
[18:57:45] <snover> for debugging purposes you could just make that public
[18:57:49] <snover> and then do whatever you want
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[18:58:12] <m_kiewitz> snover: wish me luck btw. i may get a sealed Shivers 2 in a few days for just a few bucks.
[18:58:13] <rsn8887> true I guess lol
[18:58:22] <snover> m_kiewitz: are you going to break the seal?!
[18:58:25] <m_kiewitz> yes :P
[18:58:35] <snover> mint condition!
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[19:00:28] <m_kiewitz> for shivers 2 we will probably have to implement a x86 heuristic to SCI script code decoder
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[19:01:05] <snover> m_kiewitz: wat? :)
[19:01:13] <m_kiewitz> heh
[19:01:21] <snover> m_kiewitz: i was going to just implement the game logic, like for all the other scummvm c++ games
[19:01:40] <m_kiewitz> it seems sierra had the brilliant idea to create the game using SCI scripts, and then compiled them into native x86 code
[19:01:48] <snover> no, the game logic was in c++
[19:02:01] <snover> they split the kernel in sci3 so they could write sci or c++ games
[19:02:15] <m_kiewitz> ah sure? dang
[19:02:38] <m_kiewitz> then it's probably a job for dreammaster :P
[19:02:46] <snover> :)
[19:04:28] <Harekiet> How far is gk1, gk2 and gk3?
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[19:05:56] <snover> gk1 and gk2 are completable on my working branch, so hopefully will be in testing mode for the next release, so long as some people review and approve my PRs ;)
[19:06:19] <Harekiet> Is that just a branch on github?
[19:06:21] <snover> yes
[19:06:27] <snover> https://github.com/csnover/scummvm/tree/working
[19:06:40] <Harekiet> kay, if I can get scummvm to compile at least :)
[19:09:07] <snover> at the moment i am struggling to figure out what is going on with the email in phant2, it is calling kSetNowSeen on a view that contains a disposed bitmap. i’m not sure yet if the original interpreter just happily did a use-after-free or if there is some VM bug or what…
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[19:10:10] <bgK> Is the detection scheme for the mac version of gk2 future-proof?
[19:10:42] <snover> i have no idea. i guess i should clarify that i don’t have mac versions of anything so they aren’t supported.
[19:12:55] <bgK> ok, I have the French version of it, but I guess it's too early to add detection for it
[19:13:14] <m_kiewitz> snover: i wouldn't be surprised. sci16 was doing just that
[19:13:58] <m_kiewitz> i had to change the port code to also re-use IDs, because some games expect it (aka use old pointers lol)
[19:14:04] <snover> nice.
[19:14:21] <snover> i sure hope i don’t have to do that.
[19:14:34] <m_kiewitz> well in that case i would patch it out
[19:15:13] <m_kiewitz> if it's really a script/engine bug, then that's probably the only time
[19:15:24] <snover> yeah. the other problem is that things are a little slower with sci3 games because scic cannot decompile them, and it’s been a while since i had to read sci disassembly unassisted
[19:16:15] <m_kiewitz> I'm actually the opposite. I can't read decompiled script code, I'm too used to SCI "assembly"
[19:17:40] <snover> i also need to do a little more work on the disassembler in scummvm. the lofs opcodes don’t disassemble correctly because, i guess, they used an overlay for 32-bit addresses instead of actually extending the opcodes to accept more than 16-bits
[19:21:51] <snover> hm. that should actually be working already, i wonder why it isn’t. debugging debugger. meta.
[19:51:02] <snover> maybe because resources from ressci.pat are taking priority over individual patch files…
[19:52:44] <Harekiet> hmm starting the gog version of gk2 with your working tree instant kills scummvm :)
[19:53:16] <snover> Harekiet: delete resmap.001
[19:53:46] <Harekiet> ah that does more
[19:54:11] <Harekiet> sweet :)
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[20:01:15] <Harekiet> I'd forgotten how bad the acting was
[20:01:20] <snover> :)
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[20:03:43] <snover> ah, good. .CSC patch files were being totally ignored by the resource manager, and the crashy script was one of the ones with a patch file. let’s see what happens now.
[20:04:49] <m_kiewitz> Harekiet: https://www.youtube.com/watch?v=2KkSC_Q3vZ0
[20:05:44] <Harekiet> :)
[20:08:48] <snover> grr. still crashes.
[20:09:58] <Harekiet> slow fadeouts are slow!
[20:10:37] <snover> Harekiet: which fadeouts where?
[20:10:46] <Harekiet> when you click on yhe movies button
[20:12:43] <snover> should be like 1.5 seconds or something
[20:13:01] <snover> i had to guess at what the right fade speed was supposed to be for sci32 since it was entirely cpu-dependent
[20:13:22] <Harekiet> it just seems overly slow here
[20:13:55] <snover> it’s “dramatic”
[20:14:20] <Harekiet> like 6 seconds before the screen has fully faded back in after you click the movie button
[20:14:30] <snover> that does sound slower than it should be
[20:15:48] <snover> you can blame me for not trying to implement frameskip
[20:15:53] <snover> i guess maybe i need to do that
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[20:16:43] <Harekiet> yeh seems to be frame rate fixed, so 256 levels at 60 hz?
[20:16:56] <Harekiet> wonder if that subtitle patch works
[20:16:58] <m_kiewitz> snover: yeah, that's frameskip
[20:17:08] <m_kiewitz> Harekiet: no, don't try. I'm working on that.
[20:17:29] <m_kiewitz> the patch also effectively includes all scripts of the game, that's not needed
[20:17:48] <m_kiewitz> it also breaks saved game compatibility at least in ScummVM
[20:17:55] <Harekiet> ah too bad, think that was my major problem replaying the game a few years ago, I wanted some easier subtitle reading :(
[20:18:01] <m_kiewitz> i'm trying to fix that all and make it so that you can turn them on and off
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[20:18:14] <m_kiewitz> patience, you will get that soon
[20:18:29] <m_kiewitz> oh right and of course not break saved game compatibility
[20:18:38] <Harekiet> that'd be sweet :)
[20:18:49] <snover> Harekiet: should be like https://zetafleet.com/dl/gk2fade.mov
[20:20:01] <Harekiet> that seems faster than it's going here indeed
[20:20:38] <Harekiet> running opengl output hereI think together with a just built debug version in vstudio
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[20:21:03] <snover> let me see what happens with opengl. i turn it on and it seems very laggy
[20:21:18] <snover> (in scummvm, in general)
[20:21:22] <Harekiet> yeh the mouse seems a bit sluggish as well
[20:21:51] <snover> if you switch graphics mode to one of the non-opengl ones, is it better?
[20:22:34] <Harekiet> yeh then it's more like your speed
[20:22:41] <snover> that’s not good.
[20:22:57] <Harekiet> mouse feels a lot smoother as well
[20:23:27] <Harekiet> no more resizing screens and just run it fullscreen then :)
[20:23:33] <snover> hardware deceleration
[20:24:03] <Harekiet> indeed
[20:24:45] <snover> i don’t know a thing about opengl programming except that it’s a special level of hell
[20:25:14] <Harekiet> hehe dunno, thought the scummvm intermediate layers would justh andle that
[20:25:52] <snover> well, yeah, but apparently some part of them is broken and making things really slow
[20:26:28] <Harekiet> time for sdl2 :)
[20:26:47] <wjp> is this another case of it trying to update the screen too often?
[20:27:16] <snover> wjp: which “it” is it? :)
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[20:28:57] <wjp> some random it
[20:28:59] <wjp> :-)
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[20:29:36] <snover> GfxTransitions32 has frame limiting but not frame skipping; the OpenGL laggy slowness happens even in the ScummVM main menu
[20:29:53] <snover> I have no idea what is going on with OpenGL renderer to cause that
[20:33:38] <m_kiewitz> i think some opengl drivers are frame limited, others aren't
[20:33:53] <m_kiewitz> ah i mean some have forced v'sync others don't
[20:34:07] <m_kiewitz> thats why i had to add frame skipping too
[20:34:31] <m_kiewitz> snover, do you own a Wii? I tested all sorts of transitions on the Wii as well
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[20:38:05] <bgK> would there be interest in porting the vsync detection code from ResidualVM? So that if vsync is enabled engines can rely on it instead of delaying?
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[20:38:30] <snover> this shows up when returning to the launcher WARNING: GL ERROR: (Unknown GL error code 0x506) on glDrawArrays(0x0005, 0, 4) (scummvm/backends/graphics/opengl/pipelines/shader.cpp:86)!
[20:39:05] <rsn8887> so I just made _mousePos in default-events.h public for debugging purposes. There's basically no comments in the code. What does Common::DefaultEventManager::_mousePos represent again? The coords of the mouse pointer in game?
[20:39:53] <rsn8887> I see there are some warp functions that mess with the coordinates. What is the purpose of those?
[20:41:16] <snover> rsn8887: warp forces the mouse cursor to a new position, like when a game takes control and moves the mouse cursor for you
[20:43:31] <rsn8887> snover: Ah thanks. So that is being used to move the mouse pointer when it is controlled by keyboard. That makes sense. Well I should be able to debug the analog joystick mouse in Dreamweb now and hopefully fix it in there. I wish the event handling wasn't such a complete chain of hell skipping through x functions each doing something with the events. Never realized how much of a hack keyboard/analog stick mouse in Scum
[20:43:31] <rsn8887> mVM was.
[20:43:33] <m_kiewitz> rsn8887: but keep in mind that there are devices that do not support that
[20:43:42] <m_kiewitz> for example touchscreens or Wiimote controls
[20:44:03] <snover> bgK: maybe, though running graphics code based on a non-wall-clock source is the problem in the first place for the SCI games. vsync may be appropriate for SCI32 kFrameOut but it wouldn’t be appropriate as a timing source for animations
[20:44:06] <m_kiewitz> i had to add workarounds for certain sierra games, where the scripts rely on warpMouse() working "properly"
[20:44:31] <rsn8887> I think everything is fine with those devices. It is specifically the analog joystick mouse pointer control in SDL2 that I found problems with. The problems are almost fixed, but Dreamweb is still not behaving...
[20:45:20] <rsn8887> m_kiewitz: it is still a mystery why it works in the menu and in scumm games, but just not in Dreamweb. But I should be able to debug it now.
[20:45:32] <m_kiewitz> good luck :)
[20:46:57] <rsn8887> :) I wish ScummVM was written in C I hate classes.
[20:47:22] <rsn8887> I should say I hate event-driven-programming. Impossible to tell what happens, too much state.
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[20:48:00] <bgK> snover: I think I'll make a pull request with it, and see if there is feedback. I implemented the transitions in Riven recently and felt like there were some missed frames due to imprecise delays in the engine.
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[20:53:07] <rsn8887> snover: apparently there's yet another mousePos type variable it is called mouseCurState in the GraphicsManager? How is that related to EventManager::_mousePos?
[20:53:58] <rsn8887> Seems like ScummVM used around 5 different member variables of various classes to keep track of simple mouse_x and mouse_y coordinates. Yikes
[20:55:23] <snover> rsn8887: i would have to read the code to answer that question.
[20:55:55] <rsn8887> snover: Ah, not necessary I am already doing that, just thought it would be faster if you knew at the top of your head
[20:56:03] <snover> i understand
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[21:06:43] <Deledrius> Sweet. Laura Bow is on GoG. :D
[21:08:24] <m_kiewitz> o_O both?
[21:08:29] <m_kiewitz> or just the first?
[21:08:37] <m_kiewitz> do they use Dosbox or ScummVM?
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[21:09:59] <m_kiewitz> ah Dagger of Amon Ra, so the second one
[21:10:14] <m_kiewitz> they have the other one too, nice
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[22:01:50] <Harekiet> to check the walkthrough or struggle on....damn you gabriel knight
[22:04:53] <Harekiet> and *crash* sdl2 having texture issues when you alttab from fullscreen or something
[22:06:18] <snover> Harekiet: https://bugs.scummvm.org/ticket/9551?
[22:07:11] <Harekiet> yeh that seems similar
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[22:09:33] <Harekiet> no more using the win10 tabbed thingie to get out of fullscreen windows
[22:09:59] <snover> just update SDL to 2.0.5
[22:10:53] <Harekiet> yeh probably, was just using the binary/lib package that's linked in the compiling guide on the site
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[22:16:34] <waltervn> snover: or maybe downgrade to 2.0.3 is the better option, because 2.0.5 has that stack size problem
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[22:18:37] <snover> who knows what bugs 2.0.3 has :)
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[22:19:24] <snover> it would be nice if they would release more frequently after finding such defects
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[22:24:01] <Harekiet> having to walk though that muninch street a 100 times is somewhat meh :)
[22:24:15] <WooShell> meow =^.^=
[22:25:10] <snover> Harekiet: move the cursor higher up on the edge and it should turn into a fast-forward.
[22:25:24] <snover> that street is super lame, and the hidden nature of the fast-forward is super lame.
[22:27:05] <Harekiet> oh indeed :)
[22:35:41] <snover> these bugs with the computer in phant2 are super duper extra lame.
[22:39:13] <rsn8887> god I am looking at EventDispatcher::dispatch() what is that monstrosity?
[22:39:34] <rsn8887> No clue what is going on in there.
[22:39:58] <Harekiet> well so far so good, chapter reached, it looks nice and stable
[22:43:15] <wjp> rsn8887: have a look at DefaultEventMapper::mapEvent for context
[22:43:46] <rsn8887> I am too scared :)
[22:44:34] <rsn8887> all I want is to make sure _mousePos is updated whether there is an SDL_Event or not.
[22:44:36] <wjp> it basically transforms certain events, like mouse clicks on virtual keyboard buttons into keypresses
[22:44:51] <rsn8887> That's what I figured.
[22:45:11] <wjp> the default path through dispatch is straight to dispatchEvent
[22:45:34] <wjp> well, almost straight :-)
[22:46:31] <wjp> why do you want to update _mousePos when there is no event? Are you not getting mouse motion events somehow?
[22:47:04] <rsn8887> wjp: I am using the analog joystick to move the mouse. The Joystick does not generate events when the direction is constant.
[22:47:13] <rsn8887> the mousepointer I mean
[22:47:33] <rsn8887> HandleKbdMouse should take care of it, and does in most cases after I patched it.
[22:47:45] <wjp> which platform is that?
[22:48:13] <rsn8887> But I want to *force* an update of _mousePos to make sure some engines (such as Dreamweb) receive the new mousecoords.
[22:48:29] <rsn8887> wjp: SDL2 on Vita, but also Android.
[22:48:42] <rsn8887> My device has an analog joystick. I am testing mostly on Vita.
[22:48:58] <wjp> I see
[22:50:06] <rsn8887> wjp: this was the longstanding bug 6996 I fixed it here: https://github.com/scummvm/scummvm/pull/900
[22:50:09] <wjp> but handleKbdMouse is called when there are no events
[22:50:26] <wjp> right
[22:50:28] <wjp> I see you added that
[22:50:37] <wjp> so what is still missing?
[22:50:39] <rsn8887> But it looks like at least on Vita, Dreamweb engine still shows the old behaviour. It only updates the pointer when the stick is moving.
[22:51:47] <rsn8887> wjp: the only thing I can think of is that *somehow* handleKbdMouse still does not lead to an update of _mousePos. At least not in the Dreamweb engine.
[22:51:59] <rsn8887> wjp: but it could be something else entirely.... hard to tell.
[22:52:10] <wjp> mhm
[22:52:16] <rsn8887> wjp: Dreamweb is reading the mousePos via _eventMan->getMousePos().
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[22:53:09] <rsn8887> wjp: The mousepointer updates fine as long as SDL Events (JoyAxisMotion) are generated. But stops updating when those are missing. But in the vkbd and scumm GUI, as well as scumm and other games it works fine.
[22:53:41] <rsn8887> wjp: I think it is the peculiar way Dreamweb polls the mouse, but all it does is _eventMan->getMousePos().
[22:54:22] <rsn8887> wjp: So maybe my Common::MouseMove event I generate in handleKbdMouse is not _exactly_ equivalent to the SDL_JoyAxisMotion event.
[22:54:54] <rsn8887> wjp: maybe it is not updating mousePos at all, or only in certain engines...
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[22:55:01] <GitHub189> [scummvm] sev- pushed 1 new commit to master: https://git.io/vDSju
[22:55:01] <GitHub189> scummvm/master c0d155d Eugene Sandulenko: DIRECTOR: Lingo: Revert D3 script addressing modification
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[22:56:19] <wjp> which SDL version?
[22:56:27] <wjp> ah, 2, nvm
[22:57:07] <wjp> did you check if SdlWindow::warpMouseInWindow is calling SDL_WarpMouseInWindow ?
[22:57:49] <wjp> since it looks like handleKbdMouse is depending on that to generate a mouse motion event
[22:59:04] <wjp> (which should then in turn pass through the event system normally and update _mousePos)
[23:01:53] <wjp> hum
[23:02:00] <wjp> your changes to handleKbdMouse aren't quite right
[23:02:27] <wjp> it's using an uninitialized event structure
[23:03:41] <wjp> the event argument to SdlEventSource::pollEvent is for output, not input
[23:07:29] <wjp> or if you actually wanted to use it as output, then pollEvent should handle that output from handleKbdMouse
[23:09:33] <wjp> ah, I see in the PR discussion that there's no call to SDL_WarpMouseInWindow
[23:09:39] <wjp> so that explains
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[23:22:33] <wjp> I don't understand what handleJoyAxisMotion is doing with event.type
[23:24:34] <wjp> in fact, this code doesn't make much sense at all
[23:25:38] <wjp> I wonder why JOYAXISMOTION handling is so different from handleKbdMouse
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[23:38:36] <wjp> rsn8887: I have to go, but I left a comment on github
[23:48:54] <m_kiewitz> Space Quest 3 mix https://www.youtube.com/watch?v=EYrTxELiZ6E
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   February 16, 2017  
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