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[03:05] <GitHub37> [scummvm] criezy pushed 1 new commit to master: https://git.io/f49tq
[03:05] <GitHub37> scummvm/master 1a097b1 Thierry Crozat: I18N: Regenerate translations data file
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[03:13] <Drenn> I've noticed that the position of the mouse cursor can end up higher than the screen resolution. I'd expect the mouse's x-position to range from 0-319 in star trek, but it actually ranges from 0-320. Giving it a range of 321 pixels.
[03:13] <Drenn> Is this normal?
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[03:28] <digitall> Drenn: ping? You asked about mouse co-ords?
[03:28] <Drenn> yeah, do you know anything about that?
[03:29] <digitall> We I assume you mean a MouseMove or similar event coming back into the EventManager?
[03:29] <digitall> https://github.com/scummvm/scummvm/blob/master/common/events.h#L116
[03:29] <Drenn> Either from a mousemove event or from calling getMousePos
[03:29] <digitall> or a call to getMousePos() ? https://github.com/scummvm/scummvm/blob/master/common/events.h#L412
[03:29] <Drenn> yeah
[03:30] <digitall> Hmm... As the comment says there, it should be limited to "the coordinate system of the screen area as defined by the most recent call to initSize()."
[03:31] <Drenn> so it shouldn't get as high as 320
[03:31] <Drenn> maybe I should try on another platform, I'm running linux
[03:32] <digitall> https://github.com/scummvm/scummvm/blob/master/common/system.h#L635 is the call there...
[03:33] <digitall> Well, it is slightly unclear, but rect.h does not include the right and bottom IIRC
[03:33] <digitall> This is the OSystem layer interface in common/system.h which is the borderline between the common / engine code and the backend code ... so while it _should_ be within the screen size ... backend are responsible for doing that :|
[03:34] <Drenn> I'm calling initgraphics, which calls initSize. They don't take rects as parameters, so I don't see that being part of the issue.
[03:36] <Drenn> sounds like it might be a bug in the linux backend then. I'll try setting up scummvm on windows to try and confirm.
[03:36] <digitall> Sorry, I meant that there is always an issue with rectangle regions as to whether they include the right / bottom side or not . Our convention is that they do not ... Since otherwise 0 to 320, ends up with 321 pixels... not 320 etc.
[03:36] <digitall> See https://github.com/scummvm/scummvm/blob/master/common/rect.h#L84
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[03:37] <digitall> Odd... I am running Linux too and if this is using the SDL backend, this should not really happen. See the CLIP calls here: https://github.com/scummvm/scummvm/blob/master/backends/graphics/sdl/sdl-graphics.cpp#L184
[03:37] <digitall> Hence why also I mentioned about rect conventions for our codebase :)
[03:38] <digitall> Since the drawrect there :)
[03:38] <Drenn> I ran into that issue myself, since star trek uses the opposite convention :)
[03:38] <digitall> Argh ... Little Endian vs. Big Endian, Left vs. Right handed... Perennial issues :)
[03:39] <digitall> It is all fine as long as we know which convention we are using and try to keep the same one... and if not, COMMENT... and convert to the nominal one at the engine boundaries ;-)
[03:41] <digitall> Drenn: It might be helpful to compile in the https://github.com/scummvm/scummvm/tree/master/engines/testbed engine and do some testing with that. If that doesn't indicate the issue, it's code should be improved :)
[03:41] <digitall> testbed is designed as an test engine for backends.
[03:42] <digitall> https://github.com/scummvm/scummvm/blob/master/engines/testbed/events.cpp#L131 looks useful to you :)
[03:42] <Drenn> I'll try messing with that, thanks
[03:43] <digitall> No problem... If you have improvements for testbed, feel free to drop a PR on that :)
[03:44] <digitall> P.S. I have copies of both Judgement Rites and 25th Anniversary... as I played them both back in the day. Kudos on the damn good progress and if you want some playtesting at some point, I am happy to :)
[03:44] <digitall> Admittedly in my copious free time :)
[03:44] <digitall> But I need something to distract me from work at times :)
[03:46] <Drenn> cool, I'll let you know when it's ready for some playtesting
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[04:06] <digitall> Anyway, ttfn... Good luck :)
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[04:29] <Drenn> aha, the mouse only goes out of range when the graphics scaler is at least 2x
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[04:35] <Deledrius> rounding issue?
[04:37] <Drenn> probably. The bounding checks that digitall pointed out were for the scaled coordinates, not the virtual coordinates.
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[04:56] <GitHub127> [scummvm] Drenn1 opened pull request #1227: SDL: Clip mouse range in convertWindowToVirtual (master...mouse-range-fix) https://git.io/f49mN
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[05:15] <GitHub170> [scummvm] eriktorbjorn opened pull request #1228: SCI: Use LarryScale in games that support it, not just LSL7 (master...larryscale) https://git.io/f49Yc
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[06:57] <rootfather> good morning everybody
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[07:29] <Strangerke|work> hi guys
[07:30] <rootfather> hi Strangerke|work
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[11:07] <scummvm-bugs> raziel- created ticket #10581: MADS: Save game loading assertion (https://bugs.scummvm.org/ticket/10581)
[11:11] <scummvm-bugs> raziel- created ticket #10582: SCI: KQ6 - Cursors broken (https://bugs.scummvm.org/ticket/10582)
[11:15] <scummvm-bugs> raziel- created ticket #10583: SCI: Larry6 - Hourglass cursor cut off (https://bugs.scummvm.org/ticket/10583)
[11:16] <scummvm-bugs> raziel- created ticket #10584: SCI: Larry7 - Animation slows down when inventory window is open (https://bugs.scummvm.org/ticket/10584)
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[12:43] <GitHub30> [scummvm] yuv422 opened pull request #1229: Illusions Engine. (master...illusions) https://git.io/f49X5
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[13:03] <bonki> Yuv422: awesome!
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[13:03] <Yuv422> :)
[13:15] <scummvm-bugs> bonki closed ticket #10581: MADS: Save game loading assertion (https://bugs.scummvm.org/ticket/10581)
[13:25] <_sev> Yuv422: yay!
[13:29] <rootfather> wohoo, new engine incoming
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[13:39] <Yuv422> bed time, cya :)
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[17:26] <L0ngcat> awesome, Illusions made some gems!
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[20:39] <tsomi> hi. I'm doing some translations with scummtr, and in INDY4 there's a \016 sequence that lets you insert a non-breaking space, which is quite useful in French. I'm trying to use the same thing in MONKEY2, but I'm nore sure it exists there. Are you aware of the SCUMM games supporting this sequence? Does the sequence number change between games? Thank you.
[20:39] <criezy> Drenn: have you seen the comment in the forum about the random text being a result of the virus affecting Spock?
[20:39] <criezy> Here: http://forums.scummvm.org/viewtopic.php?t=14603
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[22:33] <SupSuper> is it possible to use CursorManager with animated cursors?
[22:35] <digitall> SupSuper: Simple answer is not that I can see.
[22:36] <digitall> Though not clear as common/winexe_ne and winexe_pe do support returning animated cursor resources.
[22:37] <digitall> I think any engines that do cursor animation, do it in the engine code by updating the cursor image at intervals. ...
[22:38] <SupSuper> well only way i can see to update the cursor image is constantly replacing the cursor, since there's no pointer to the cursor data. wouldn't that get expensive?
[22:38] <digitall> Unsure... Cursor images are pretty small and the dirty rect area of screen to redraw is probably limited ... so maybe not.
[22:39] <dos1> hello! could a game be added to the list of SLUDGE games on the wiki? http://wiki.scummvm.org/index.php/SLUDGE/Games - "The Secret of Tremendous Corporation" - https://tremendouscorp.com/
[22:39] <digitall> In any case, I can't see that the common/system.h Cursor Manager API indicates it supports Animated resources...
[22:40] <SupSuper> alright thanks
[22:40] <digitall> dos1: Best to nudge metafox / Jennibee on forums about that I think... http://wiki.scummvm.org/index.php?title=SLUDGE/Games&action=history
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[22:41] <digitall> SupSuper: No problem... Just not sure myself as not clear... best to find a game with animated cursor and take a look at that.
[22:45] <digitall> SupSuper: Not maybe the best example of code to follow... but Sword1 engine does animate cursors in this way i.e. the animated use cogs : https://github.com/scummvm/scummvm/blob/master/engines/sword1/mouse.cpp#L305
[22:46] <dos1> digitall: thanks!
[22:46] <digitall> dos1: No problem.
[22:50] <SupSuper> digitall: yeah i was wondering what the advantage was of using cursor vs just blitting a sprite on screen. well as long as it's not a performance problem :)
[22:53] <digitall> SuperSuper: Take a look at the comments in common/system.h ... Basically the cursor images are drawn to an overlay and dirty area redraw dealt with more cleanly than drawing on the graphics screen layer... but anyway, see how you get on.
[22:53] <digitall> ttfn
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[00:00] --- Tue Jun 26 2018