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[07:26] <Strangerke|work> hi guys
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[07:47] <criezy> Hi Strangerke|work
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[15:06] <t0by> _sev: Lingo book ordered.
[15:06] <t0by> \m/
[15:09] <m_kiewitz> Lingo book?
[15:10] <rootfather> more director madness I guess :D
[15:10] <rootfather> (which I honestly appreciate)
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[16:03] <WooShell> meow =^.^=
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[18:36] <snover> hum. so it seems to me at the moment that somewhere between sdl 2.0.2 and 2.0.5, window positioning on linux got broken again with regards to ignoring the window chrome in the positioning :\
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[19:33] <wjp> ugh, annoying
[19:34] <wjp> any idea if it's already fixed post 2.0.5?
[19:37] <snover> im not sure yet, i was away for a bit and just cloned the sdl repo so i can test and then bisect if its still broken
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[20:53] <snover> broken between 2.0.4 and 2.0.5, not fixed in the trunk.
[21:16] <snover> x11: Deal with window borders better. uh-huh&
[21:18] <snover> https://hg.libsdl.org/SDL/rev/11b490897d27
[21:22] <m_kiewitz> what's exactly going wrong?
[21:22] <snover> so thats& unclear to me how a patch to fix a thing actually breaks it and nobody notices
[21:24] <snover> m_kiewitz: when the window is changed out of fullscreen, sdl doesnt reset its position (it stays at 0,0), but storing the position of the window from before the fullscreen switch, and then setting the position of the window after the fullscreen switch to the previously stored position, the window is positioned <window border> pixels down and right of where it is supposed to be
[21:24] <snover> on linux
[21:25] <m_kiewitz> so wait, full screen is incorrect then?
[21:25] <m_kiewitz> it would make sense to set the position again after full screen (when switching back to windowed)
[21:26] <m_kiewitz> you are talking about setting the position for full screen too?
[21:26] <snover> fullscreen is fine, its when you exit fullscreen that things go wrong
[21:26] <m_kiewitz> wait, it saves position and restores that?
[21:27] <m_kiewitz> that sounds fine?!
[21:27] <snover> no
[21:27] <snover> let me try again :)
[21:27] m_kiewitz is confused
[21:30] <snover> on Linux, upon exiting fullscreen, the position of the game window is left at (0,0) instead of being restored to its previous windowed position. When attempting to work around this problem by storing the position immediately before fullscreen mode is turned on, and then putting the window back at this stored position after exiting fullscreen, the windows position is restored incorrectly
[21:32] <snover> thinking about it, I suspect what is happening is that the window chrome has not been restored by the time this SDL_SetWindowPosition call is made
[21:32] <m_kiewitz> ah, so it should restore the position but doesn't
[21:32] <snover> (the position is always off by the size of the top and left window chrome)
[21:34] <t0by> _sev: I spent the last hour exploring director/
[21:34] <t0by> sorry again - *where* would it be best to put the preloaded texts?
[21:35] <_sev> see the commit I referred you to
[21:35] <_sev> which preloads other stuff
[21:37] <t0by> I'm looking at it; I thought adding a member to Score was the way to do it, but I see it already has a _loadedText
[21:37] <t0by> or is this a different sort of text?
[21:37] <t0by> (Sorry, I'm just learning the lingo <pun intended>)
[21:37] <t0by> *i have just started
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[21:38] <_sev> that is different. pay attention to FourCCs
[21:39] <snover> (that, or they are not invalidating their cache soon enough)
[21:49] <t0by> oh man.
[21:50] <t0by> snover: I'm sorry?
[21:58] <Joefish> T_T ... I'll probably embarrass myself but I just can't find the error in my shitty code. I allocate a buffer after reading its size from a file what works fine but as soon as I try to write to it I segfault.. https://github.com/Joefish/msnviewer/blob/master/msnimage.cc#L110 (alloc at #42) I have been staring at it for too long and maybe someone with too much time here can point out to me the obvious :)
[21:59] <t0by> Joefish: where is the crashy writing?
[21:59] <t0by> Oh ok
[22:00] <Joefish> data[i++] = value or data[i++] = input
[22:00] <Joefish> as soon as it touches the memory it dies
[22:00] <t0by> how cute
[22:03] <t0by> "As soon"?
[22:03] <t0by> Are you super sure?
[22:04] <t0by> Ah, I give up already.
[22:04] <t0by> I'm way too sleepy
[22:05] <Joefish> yes I am sure
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[22:13] <t0by> Call me an idiot, but I can't remember how to enable debug output?
[22:14] <t0by> oh, --debugflags
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[22:48] <snover> t0by: i had that problem for a while
[22:52] <snover> Joefish: what is the value of `i` at the crash time?
[22:54] <Joefish> snover: 1
[22:58] <t0by> Ah
[22:58] <t0by> _sev: you mean the first argument in getResource
[22:59] <_sev> yes
[22:59] <t0by> yes, I see that loadedText comes from a VWCR, not a STXT
[22:59] <t0by> I've had a good look around, I think I understand enough now
[23:00] <t0by> I'll crawl to bed now, I'll try to get some actual coding done tomorrow.
[23:00] <t0by> Nite peeps
[23:00] <t0by> _sev: just in case - it's *okay* for it to belong to the Score object?
[23:00] <t0by> I'm a tad confused by the terminology
[23:00] <t0by> "Scores", "Casts"...
[23:01] <t0by> I see in renderText you are pulling stuff from the Score objects anyway
[23:01] <t0by> in Frame, that is
[23:01] <_sev> t0by: yes, it is okay
[23:01] <t0by> Frame::renderText
[23:01] <t0by> Fantastic, thanks
[23:01] <_sev> casts is list of objects
[23:02] <_sev> which are then referred in the score
[23:02] <_sev> so, your list is naturally could be part of the score
[23:02] <t0by> (Which has nothing to do with trumpets, has it?)
[23:03] <_sev> no, only trombones
[23:04] <t0by> Trombonists Do Wear Bow-ties: the forgotten sequel
[23:04] <t0by> *luckily* forgotten
[23:04] <t0by> And well, thanks for your assistance
[23:05] <t0by> Nite, folks
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[00:00] --- Sat Apr 22 2017