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[00:49] <lb_ii> t0by: I have added actor.Talk("Keyboard.KeyCode is "+Keyboard.KeyCode) to a template WME game
[00:50] <lb_ii> official WME produces 4 different keycodes for "q"/"Q"/"9"/"" (&# is russian for QWERTY)
[00:51] <lb_ii> nightly build ScummVM without my touches produces 2 different keycodes for "q"/"Q" and it ignores active keyboard language layout
[00:54] <t0by> I'm not surprised. I don't know if we _can_ reliably know the active layout.
[00:55] <t0by> Not 100% sure, but I'd guess the possibility depends on the backend in the first place.
[00:55] <t0by> lb_ii, do we have a use case for non-latin chars?
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[01:07] <lb_ii> t0by, I don't know of any, however ISO-8859 was mentioned by somaen for some reason, so _maybe_ those usecases actually existed
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[01:08] <lb_ii> t0by, I also tried running FoxTail with my test data.dcp
[01:09] <t0by> Until we actually hit upon a game with the bug, I'd forget about it for the time being and focus on the much more legit F1-12 bug
[01:09] <t0by> If you have a sec would you be so kind as to push your test game somewhere, file a bug for future reference?
[01:09] <lb_ii> FoxTail'd WME produces the same keycode for "q"/"Q"/"9"/""
[01:09] <t0by> I'm not surprised, I doubt they have touched those bits.
[01:10] <lb_ii> no
[01:10] <t0by> (Then again, sometimes you never know...)
[01:10] <lb_ii> I mean, WME produce 4 keycodes, ScummVM produce 2 keycodes, FoxTail produce 1 keycode
[01:11] <lb_ii> WME detects inputed character, ScummVM detects inputed english character, FoxTail detects inputed lowercase english character
[01:12] <lb_ii> looks like they have completely rewritten BaseKeyboardState
[01:12] <t0by> oh
[01:12] <t0by> sorry
[01:12] <t0by> I thought you meant "produces the same keycode [as stock WME]"
[01:13] <t0by> that's interesting, and I have no idea why they'd do it.
[01:13] <lb_ii> so, my journey into keyboard stuff started, when I discovered that their keyboard constants differ from usual WME keyboard constants
[01:13] <t0by> Oh, for the magic key combo
[01:13] <t0by> sure
[01:13] Action: t0by scratches head
[01:13] <t0by> neat.
[01:14] <lb_ii> yeah, but they could have just use upper-case "S" in combo =)
[01:14] <t0by> I'm sure you're having a blast with this, but have you considered dropping those folks a line and ask for a list of what they have modified and/or for the modified source?
[01:15] <t0by> I don't think those couple of hacks on top of WME are _that_ critical to be super secretive about it.
[01:15] <lb_ii> they finally answered my today
[01:16] <t0by> The fact that you're still hacking away at this makes me suspect that you got a negative answer? :_)
[01:16] <lb_ii> have said that they don't plan sharing sources because the code is dirty 8-D
[01:16] <lb_ii> also mentioned that they don't have exact list of changed things, like they were adding what they needed during some years
[01:16] <t0by> "Dirty"
[01:16] <t0by> pff
[01:17] <t0by> they haven't seen ours, then :P
[01:17] <t0by> lb_ii, they won't share it even with the explicit assurance that it will never ever be made public?
[01:18] <lb_ii> translation of exact words was something like "there are some lines that they are ashamed of" =)
[01:18] <t0by> lb_ii, of course you have mentioned that you're working on getting their stuff supported on ScummVM, have you? :)
[01:18] Action: t0by is ashamed of entire listings
[01:19] <lb_ii> I've got their lead's approvement and blessing for this work even before I downloaded ScummVM sources, actually =)
[01:20] <lb_ii> but he was to busy to forward my questions to the dev guy, so the anwser was only today
[01:20] <t0by> Well, let's cross fingers then.
[01:20] <t0by> Anyway, it's 3AM here
[01:20] <t0by> I'm crawling to bed
[01:20] <lb_ii> It's 4:20 here
[01:20] <t0by> Sorry, I can hardly make sense
[01:21] <t0by> Okay, you win :P
[01:21] <t0by> lb_ii, anyway, thanks a million for your work _and_ updates
[01:21] <t0by> Good night!
[01:21] <lb_ii> Good night!
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[03:05] <GitHub69> [scummvm] criezy pushed 1 new commit to master: https://git.io/fNdza
[03:05] <GitHub69> scummvm/master df236f1 Thierry Crozat: I18N: Regenerate translations data file
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[19:55] <somaen> lb_ii: I vaguely remember there was a fair bit of work involved in getting that stuff together, as WME Lite had moved to the TEXT_INPUT interface, whereas ScummVM was still using SDL1 at that point, which meant we had to do some adjustment for it.
[19:56] <somaen> The ISO-8859-1 stuff I don't rightly remember, but I seem to remember having to deal with games encoding their text in ISO-8859-1, CP1252, possibly the cyrrilic equivalents, as well as UTF8, so I might have gotten a fair bit wrong.
[19:56] <somaen> The keycode mappings into the engine come from the demo-game IIRC
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[21:41] <lb_ii> somaen: hi!
[21:44] <lb_ii> Is it just me, or ScummVM completely ignores user's keyboard language, both in WME and launcher?
[21:44] <lb_ii> Is it a misbehaviour or a feature?
[21:46] <lb_ii> I don't know of any games that required non-english input, however launcher for me seems like user's land where forcing English layout is not an obvious action...
[21:52] <criezy> lb_ii: it does respect my keyboard layout.
[21:53] <criezy> I remember that in the past (with old SDL versions?) it would not take into account a change a layout that occured after changing the application.
[21:54] <criezy> But not even that works fine for me.
[21:54] <criezy> *that occured after starting the application
[21:54] <lb_ii> hm, brb - need retest with nightly
[21:55] <lb_ii> does not work for me on windows
[21:56] <criezy> I am on macOS. But I can check with a Windows 10 VM...
[21:57] <lb_ii> I have tried typing at search field (small field above games list) and at Edit Game -> ID, Name fields
[21:58] <criezy> I was also using the search field to test.
[21:59] <criezy> Now I just have to find were I am supposed to change the keyoard layout in Windows 10...
[22:00] <lb_ii> Just to make sure: what keyboard language do you test? does it have additional letters or just moving usual ones, AZERTY-style?
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[22:00] <GitHub165> [scummvm] ccawley2011 opened pull request #1275: BACKENDS: Mark resetQuit and getKeymapper as override (master...patch-1) https://git.io/fNbIv
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[22:01] <criezy> Since I am French I was testing with French layout.
[22:02] <criezy> And while I didn't test before, I just tried it and I can get correct accentuated letters :-)
[22:04] <lb_ii> hm, both of MacOS and Win10?
[22:04] <criezy> I am still looking where to change the layout in Windows 10 :-P
[22:04] <criezy> Since I use it once every two months, I am not really used to it.
[22:05] <criezy> Also every time I start it it wants to install a bunch of updates that slow it down to a crawl and doesn't help to test something quickly...
[22:05] <lb_ii> 8-D

[22:06] <criezy> Er...
[22:06] <lb_ii> I could read it!
[22:06] <criezy> OK, the french layout is available now. Let's test. But maybe not on IRC :-P
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[22:07] <criezy> It works in Windows 10 as well.
[22:07] <lb_ii> wtf...
[22:07] <lb_ii> I'm using Win10 as well.
[22:08] <lb_ii> My language is russian and I see english letters as if I haven't chenged the layout
[22:09] <criezy> Ah. You might be encountering a different issue then.
[22:09] <criezy> Basically ScummVM uses a 8 bits encoding, such as latin1 for western european languages.
[22:09] <criezy> The encoding used depend on the language selected in ScummVM.
[22:10] <lb_ii> I believe my encoding is CP-1251, which is 8bit too.
[22:10] <lb_ii> need to check it though
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[22:10] <criezy> So if the language selected in ScummVM is English for exanple, you have no chance of displaying Russian letters because the encoding used by ScummVM would not contain any Russian letters.
[22:12] <criezy> To be able to display Russian letters in ScummVM you would have to select a language that uses the ISO-8859-5 encoding
[22:13] <criezy> in the ScummVM Options
[22:16] <lb_ii> ScummVM interface is russian, codepage of cmd.exe is 866, Windows locale for non-Unicode apps is russian, still english input
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[22:19] <lb_ii> tested on another PC with 8.1 with release ScummVM 2.0.0 - still english input
[22:19] <lb_ii> *with Windows 8.1
[22:20] <lb_ii> maybe it does work with latin1 only?
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[22:22] <criezy> lb_ii: Can you try copy/paste of russian text from the system to the ScummVM search field? A few months ago I added proper encoding conversion for clipboard access in ScummVM and I am curious whether this works in your case.
[22:22] <criezy> You would need a recent version that uses SDL2 to test, since on Windows clipboard support doesn't work with SDL 1.2.
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[22:39] <lb_ii> criezy: some letters are inserted in russian, but the string looks completely different, I copy "9FC:5=" from notepad and paste "011000" to ScummVM
[22:39] <lb_ii> English text is copypasted without issues
[22:40] <criezy> lb_ii: thanks for testing. This makes me think SDL doesn't properly handle the encoding of your system. Maybe it expects UTF-8.
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[22:54] <lb_ii> criezy: tried rebooting win10 into UTF-8 mode, nothing changed though - input is still english, paste is still rubbish
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[00:00] --- Tue Aug 14 2018