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[06:19] <tsoliman> snover if one were to want to avoid doing the acrobatics for ndk-build and wanted to use cmake+gradle instead, does that mean one would have to port all of ScummVM to cmake or just the android bits?
[06:20] <snover> thats a good question and i dont know the answer. we have a cmake project generator in create_project. otherwise i dont know what are the acrobatics that would allow ndk-build without gradle
[06:20] <snover> or what the acrobatics are to run gradle
[06:22] <snover> Mataniko has mentioned working with android in the past, maybe can speak more on it.
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[09:24] <waltervn> morning
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[14:25] <GitHub115> [scummvm] dafioram opened pull request #1108: TITANIC: Readme additions (master...TITANIC_readmeAdditions) https://git.io/vNTKK
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[16:31] <Mataniko> My company uses cmake and gradle to build a c++ app
[16:31] <Mataniko> using the NDK
[16:32] <Mataniko> I'm not super familiar with the build system, but I can float some questions
[16:36] <Mataniko> we do have a couple of gradle templates for the entry point Activities
[16:36] <Mataniko> but that's about it for Java
[16:38] <Mataniko> but we do end up generating a project that can build directly in Android Studio
[16:55] <Mataniko> (we use cmake to build cross platform)
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[18:27] <rsn8887_> Why is our virtual keyboard so strange? It is unlike any other I have encountered. Ithers do not pause the game push the key immediately
[18:27] <rsn8887_> Orhers
[18:27] <rsn8887_> Others aww my phone
[18:28] <rsn8887_> Apart from modifiers which are sticky usually so they are toggled
[18:29] <rsn8887_> Also it should have a transparency option to see what happens underneath
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[18:29] <rsn8887_> Just my opinion
[18:31] <rsn8887_> Also GamePad controls would be nice for it to quickly select keys using dpad for example.
[18:32] <rsn8887_> It takes forever to select virtual keyboard keys with GamePad controlled cursor
[18:42] <rsn8887_> I guess I am just biased because I put a vkbd like that in Uae4all a while ago together with Schlauchi
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[18:50] <rsn8887_> The switch or Wii virtual keyboard would be a good example
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[19:28] <tsoliman> Mataniko: is it sufficient to have cmake call regular make? or is it something like the NDK needing to find out all the object file names from the cmakelists.txt?
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[19:46] <Mataniko> i don't think we use make at all, and the NDK is called from the gradle project
[19:46] <Mataniko> but i'm not 100% on that
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[20:43] <rsn8887_> I am trying to remove some code duplication in the Vita backend. Is it possible to do something like call the parent member but treat SDL_locksurface function calls as return 0? I feel like this might be impossible in C.
[20:45] <rsn8887_> However something like that is done in many SDL programs in an ugly way: #define SDL_Pollevent PSP2_Pollevent
[20:45] <rsn8887_> But that is only valid on a per-file basis. It seems that the pre-processor HAS to be used for such a thing?
[20:47] <rsn8887_> And I would have to insert an #ifdef __vita__ Statement in scummvm frontend code to accomplish that which i have successfully avoided so far. Although it is done sometimes for example the Dingoo platform uses such statements somewhere
[20:48] <rsn8887_> But i would rather not use #ifdef __vita__...
[20:53] <snover> i would also rather that you dont do that :) i guess the first question that comes to mind is why the sdl graphics manager is used as a base if sdl surfaces arent being used
[21:01] <rsn8887_> I wouldnt say they are not used. All the drawing is done on sdl surfaces and most of it is done using parent members. This fill the sdl surface pixel array and that is the used to draw the pixels on the vita screen. I think it is a very nice way to use almost all the code of the sdlsurface graphics manager class. The current code duplication is simply a consequence that on Vita, sdl_locksurface a
[21:01] <rsn8887_> nd sdl_unlocksurface are not necessary and slow things down.
[21:02] <_sev> rsn8887_: could you please read the PMs?
[21:02] <rsn8887_> One second
[21:02] <rsn8887_> I must have missed them?
[21:03] <rsn8887_> Snover: so if I could just redefine lock and unlocksurface to do nothing, it would be perfect.
[21:14] <snover> you can do that to _all_ of those calls in the TU without breaking anything?
[21:14] <wjp_> which SDL version are you using?
[21:18] <rsn8887_> Sdl2
[21:18] <rsn8887_> I think so I have to check if it really works with all of them. But I think it should.
[21:19] <rsn8887_> Not 100% sure though. But at least in that one member function it should work to just replace the calls with nops.
[21:20] <rsn8887_> I have to leave but I will keep the buffer on to read it later thanks for the help.
[21:20] <snover> and to make sure i understand, this is entirely for optimisation, it is fixing no bug?
[21:20] <rsn8887_> Yes it is for speed only.
[21:20] <snover> and what is that performance bump measured at?
[21:21] <rsn8887_> Since I am maintaining SDL2 Vita I might be able to do something there instead.
[21:21] <rsn8887_> The performance was mentioned to me by Cpasjuste when he first worked on the port.
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[21:22] <rsn8887_> Good point though I will benchmark this tonight and see what the difference really is. Then I will look at the libSDl2 vita port again and see if it can be optimized there instead.
[21:22] <snover> ok, sounds good. let us know what you find out.
[21:22] <rsn8887_> I think this is the best approach the code duplication should be eliminated.
[21:22] <rsn8887_> Thanks
[21:23] <rsn8887_> Sometimes it helps to just talk it out for a minute
[21:23] <rsn8887_> Just like at work
[21:23] <snover> yes, absolutely. :)
[21:26] <wjp_> SDL_LockSurface on SDL2 is pretty much a no-op (unless you're using RLE)
[21:26] <wjp_> at least in the 2.0.6 sources I'm looking at now
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[00:00] --- Sun Jan 7 2018