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[01:16] <GitHub33> [scummvm-sites] rsn8887 closed pull request #9: BUILDBOT: Improve disabling unstable engines on PSP2 builds (buildbot...buildbot) https://git.io/vyVGD
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[01:21] <GitHub161> [scummvm-sites] rsn8887 pushed 1 new commit to buildbot: https://git.io/vyViW
[01:21] <GitHub161> scummvm-sites/buildbot 2e6355f rsn8887: BUILDBOT: revert PSP2 back to building all engines
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[01:44] <rsn8887> I closed the buildbot work for now. I cannot seem to find any way to build nigthlies with a different set of configure arguments then the dailies.
[01:44] <rsn8887> "work" = "PR"
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[01:50] <GitHub65> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vyVXE
[01:50] <GitHub65> scummvm/master 3e1d298 Paul Gilbert: TITANIC: Properly implement CBaseStarEntry equality test
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[02:31] <GitHub196> [scummvm] criezy opened pull request #920: Delay deletion of widgets when rebuilding launcher and options dialogs (master...gui-delete-later) https://git.io/vyVDI
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[03:24] <FleetAdmiral[m]1> _sev: i'll keep the content in mind, so the different subsections of the home page could have small desciptions, with links of - Download, Documentation, Developments and Contribution
[03:24] <FleetAdmiral[m]1> ^ does that meet your requirements?
[03:31] <FleetAdmiral[m]1> I'd still want to keep the home page clean. Could you mention all the content you want me to include on the home page, I'll do so :)
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[06:12] <Joefish> morning
[06:20] <fuzzie> g'morning
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[08:13] <waltervn> morning
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[08:20] <GitHub84> [scummvm] sev- pushed 4 new commits to master: https://git.io/vywvs
[08:20] <GitHub84> scummvm/master 3c08904 Eugene Sandulenko: DIRECTOR: Fixed global even handlers calling...
[08:20] <GitHub84> scummvm/master f123a6e Eugene Sandulenko: DIRECTOR: More debug output for movie playback
[08:20] <GitHub84> scummvm/master 2506f61 Eugene Sandulenko: DIRECTOR: Lingo: Reset scripts when switching movies
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[14:22] <rsn8887> Could someone with webserver access please update the server with my recent changes in scummvm-sites of the buildbot master.cfg? The only net change is ".zip"->"zip" for psp which will allow the latest nightly to be accessible via the webpage instead of being build with extension "..zip" as is currently the case
[14:23] <rsn8887> Psp2 I mean
[14:24] <rsn8887> See stdio of package step on latest nightly (build 21) of master psp2 build
[14:25] <rsn8887> First line shows the ..zip problem
[14:51] <wjp> I don't see any commit?
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[15:24] <Tkachov_> all that redesign discussion made me want to sketch my own vision of site redesign in green: http://tkachov.ru/scummvm/flat/site.png
[15:29] <rsn8887> wjp: you mean on scummvm-sites?
[15:35] <wjp> but I guess you mean the change from days ago
[15:36] <rsn8887> Yes it is very old, but it should be updated
[15:43] <FleetAdmiral[m]1> Tkachov_ : Loving the flat design! And really like the placements of the buttons too :D. But don't you think it'll look better if the colors were the same as the one one scummvm.org?
[15:43] <Tkachov_> nah, like the greens better :D
[15:44] <FleetAdmiral[m]1> Ah ok, i'm working on my next mockup right now and mine somehow turned out pretty similar to that :P. May i know what tool you used to make the same?
[15:44] <Tkachov_> I think it looks much cleaner with green/white rather than with orange/pale yellow
[15:45] <FleetAdmiral[m]1> ^i agree i'd like a color change from the orange/yellow too, that kind of gives it an outdated look, but i'd rather go with a baby blue and white, but hey that's just a personal preference :P
[15:45] <Tkachov_> I'm usually using Fireworks for drawing
[15:46] <Tkachov_> it has its own fw.png, where it stores all layers separately, so if you need one, I can pass it to you
[15:46] <rsn8887> wjp: you can see the problem with a grep .zip on master.cfg
[15:46] <rsn8887> "gui/themes/scummclassic.zip",
[15:47] <rsn8887> "gui/themes/scummmodern.zip",
[15:47] <rsn8887> "dists/engine-data/wintermute.zip",
[15:47] <rsn8887> "archive_format": "zip"
[15:47] Last message repeated 1 time(s).
[15:47] <rsn8887> "../../src-master/src/backends/platform/psp/kbd.zip"
[15:47] <rsn8887> "../../src-stable/src/backends/platform/psp/kbd.zip"
[15:47] <rsn8887> "archive_format": ".zip"
[15:47] <rsn8887> "archive_format": "zip"
[15:47] Last message repeated 5 time(s).
[15:47] <rsn8887> line number 8 is psp2 ;)
[15:47] <rsn8887> and is currently wrong
[15:48] <FleetAdmiral[m]1> Tkachov_: Nice, i'll try my hand at fireworks too, thanks :)
[15:49] <snover> i dont think the web site update should be an exercise in rebranding
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[15:51] <FleetAdmiral[m]1> ^ i agree, if the color scheme has stuck to the website for some time and people are familiar with it, then i wouldn't want to change it either. I'm working with the same colors, btw :)
[15:54] <Tkachov_> snover: I recently posted similar redesign mockups for desktop ScummVM, so I think that could be appropriate to update both site and app at the same time
[15:54] <Tkachov_> it's kinda 2017 already
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[16:03] <WooShell> meow =^.^=
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[17:15] <easy> Can anyone help me getting started with reading the source code? I mean from which file shuld I start?
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[17:57] <GitHub195> [scummvm] sev- pushed 1 new commit to master: https://git.io/vyr37
[17:57] <GitHub195> scummvm/master d541c5e Eugene Sandulenko: DIRECTOR: Lingo: Improved debug output
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[18:44] <waltervn> sorry, not sure what's going on here
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[18:52] <logix> the CIA messed up the exploit for your TV and is accidentally resetting your online connection
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[19:52] <indrora> Ahoy! I'm thinking of picking up the touch GUI stuff for GSoC; I'm guessing I shold tap _sev on the shoulder
[19:53] <indrora> I have ideas, but I'm looking mostly for guidance on a few of the finer points of how ScummVM handles input internally
[19:53] <wjp> hello
[19:54] <indrora> o/
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[19:55] <wjp> what would you like to know more about?
[19:56] <indrora> What's the HAL look like? Specifically, how does ScummVM differentiate different kinds of inputs vs. what the underlying engines are expecting?
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[20:00] <wjp> That's a pretty broad question
[20:00] <wjp> Generally the engines expect mouse/keyboard input
[20:01] <indrora> Is there any kind of abstraction that ScummVM has?
[20:01] <wjp> We have event handling code that turns platform input into a standard set of events
[20:01] <indrora> Okay.
[20:01] <wjp> The final events that the engines see are Common::Event objects (common/events.h)
[20:01] <wjp> And engines can query things like current mouse position independently
[20:02] <wjp> How complicated the event transformation is varies a bit per platform, as you can probably imagine
[20:02] <wjp> But the relevant code is in backends/events
[20:03] <wjp> I'm not personally very familiar with the non-desktop platform event handling, but others here may know more
[20:03] <indrora> Yeah. I just tried playing flight of the amazon queen on my tablet using finger input and it was zero-to-impossible.
[20:03] <wjp> android? iOS?
[20:03] <indrora> Win64
[20:05] <indrora> I have 2 windows devices with touch input (laptop, tablet) and one with pen input (tablet). My goal with the GSoC project would be to make touch -- plus optionally pen -- good input mechanisms.
[20:05] <wjp> That would be very welcome
[20:05] <indrora> I don't know how Linux Handles touch input (I'd assume Xorg goes "It's a mouse")
[20:06] <indrora> My second bonus would be getting all these interactions running on Android, since I also have both a Nexus 4 and a Kindle Fire.
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[20:07] <logix> indrora: on some level it goes through X11, yes, but scummvm just talks to SDL
[20:07] <indrora> Can SDL determine input type (pen, touch, mouse, spatula)?
[20:07] <logix> I think it has at least *some* idea of different input devices, but I'm not sure if it's fully up to date on that
[20:08] <indrora> https://wiki.libsdl.org/SDL_TouchFingerEvent cursory search says "touch at least"
[20:08] <indrora> I could (worst case) write some Win32-specific stuff to consume pen input actions.
[20:09] <indrora> It "mostly" comes up as a mouse to non-aware applications, which helps somewhat. But, disabling touch when pen input comes around would make for a better interaction (no accidential palm boops)
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[20:10] <logix> indrora: the DS port also does touch, perhaps you cane take some inspiration from there
[20:10] <logix> this isn't really your question, I just wanted to mention it
[20:11] <logix> s/cane/can/
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[20:11] <indrora> No, this is *very* pointed for my questions.
[20:12] <indrora> I'll fiddle around with the DS port if it runs on a DSLite w/ flashcart
[20:13] <indrora> Mostly: I want to know how things like right-click are handled in the current touch interactions.
[20:13] <logix> so do smartphone ports btw, but I assume they're all touch-only whereas the DS allows use of both the crosspad and the touchscreen, so it might be closer to what you have in mind (or perhaps not)
[20:13] <logix> indrora: yeah, that should work
[20:14] <indrora> I'll peek around. I'm just now finished with midterms, so I have a week to doot around some codebases.
[20:19] <indrora> From a procedure standpoint: Since I'm looking at *specifically* Win32 support, would a new "win32sdl" event backend be in order to handle incoming events from the win32 input queue (e.g. touch/pen/etc)?
[20:21] <indrora> I don't want to just glue more things on top of the default event manager. That seems... inelegant.
[20:22] <wjp> future maintainability will probably play a large role in that decision
[20:22] <indrora> definitely. I'd like to make sure I know what goes into that when I put together my proposal.
[20:24] <indrora> It does look like it's common to do so (especially given how WinCE - long let it be dead - has its own input handler)
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[20:41] <Strangerke> hi guys
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[20:49] <_sev> indrora: as a start you may take a look here: https://github.com/scummvm/scummvm/pull/401
[20:54] <rsn8887> indrora: note there's an AndroidSDL port in addition to regular Android. I think the AndroidSDL port has more mature touch support, and also supports analog joystick mouse pointer. There's no buildbot for it yet, but Lubomyr has recently improved it. I am not sure where the latest executable is. I think it was a forum post by Lubomyr.
[20:55] <indrora> rsn8887: I'll look into it.
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[22:35] <rsn8887> noname120[m]: don;t have my Vita. If you want you can test it, the vpk is here: https://mega.nz/#!QNQn0JbB!8LcgB_TFwJGBZNmdz5JLyWGovFVD3RN7-BovuPsQjqc
[22:35] <rsn8887> Sorry wrong channel
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[22:42] <GitHub128> [scummvm] rsn8887 pushed 1 new commit to master: https://git.io/vyrhe
[22:42] <GitHub128> scummvm/master f323cff rsn8887: PSP2: optimize compilation for file-size
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[22:44] <rsn8887> I fixed the crash on startup when building with "--enable-all-engines" on Vita. It was simply changing -O1 to -Os to reduce executable size.
[22:45] <rsn8887> Now the nightlies should be usable (if someone updates scummvm-sites to include my ".zip"->"zip") fix.
[22:46] <Henke37> on the topic of engines, is it supported to put each engine in a dll?
[22:47] <rsn8887> Henke37: I think it is already supported on some platforms, via --enable-plugins or some such.
[22:48] <rsn8887> For example, that's how scummVM runs on the PSP with very limited RAM.
[22:48] <rsn8887> Not sure about Windows.
[22:57] <rsn8887> Maybe one of the senior devs could give me a quick heads up how I can make the change to update the actual buildbot server with the config from https://github.com/scummvm/scummvm-sites ? I already have access and can see the old master.cfg file on ~buildbot/scummvm-sites/config on the server
[22:58] <rsn8887> I suppose I can impersonate buildbot and do a git pull?
[23:01] <wjp> done
[23:03] <rsn8887> wjp: Thanks very much, I just saw you do it :) figured it out too
[23:03] <rsn8887> Ok so we should have working vita nightlies now.
[23:03] <rsn8887> That don't crash.
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[00:00] --- Sat Mar 11 2017