#gemrb@irc.freenode.net logs for 16 Aug 2012 (GMT)

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[11:21:09] <Avenger> fuzzie: StartDialogNoSet() without object, should not work. Where is it used without parameter?
[11:22:02] <fuzzie> in various dialogs
[11:22:14] <fuzzie> that's why I said, maybe it's just broken
[11:22:18] <Avenger> Though, I think there was some intentional feature of replacing null parameter with Myself, in some actions. Like defaulting to myself
[11:22:43] <Avenger> dialogs use startdialog in their action code ?
[11:22:49] <fuzzie> sure
[11:23:03] <Avenger> that sounds really pervert :)
[11:23:06] <fuzzie> only in the last nodes of course, so the action doesn't run inside the dialog :-)
[11:23:25] <Avenger> well, even then, it is quite weird
[11:23:33] <Avenger> can you tell me an example?
[11:23:41] <fuzzie> of the no-param one?
[11:23:44] <Avenger> yes
[11:23:55] <Avenger> because, it shouldn't work in the original IE
[11:23:57] <fuzzie> aerie.dlg or kalah2.dlg, according to my quick grep
[11:24:01] <Avenger> in gemrb it would work, i think
[11:24:06] <fuzzie> yes, well, it might be broken and fixpacked for these
[11:24:15] <fuzzie> it doesn't work in gemrb, gemrb constructs an impossible filter for them
[11:24:29] <fuzzie> Obviously I can fix that, but I don't know if I should.
[11:24:36] <edheldil> Hi all
[11:24:54] <fuzzie> (the most obvious thing to do is to just make sure the object is NULL, right?)
[11:25:04] <Avenger> well, i got no dlg here ;(
[11:25:27] <Avenger> Yes, i guess, if the object is null, then it would default to myself
[11:25:32] <Avenger> at least, i think so
[11:31:33] <fuzzie> well, let me add a print and see if it happens elsewhere
[11:32:06] <Avenger> here is an old note i found: http://www.shsforums.net/topic/11910-near-infinity-checks-scripts/
[11:32:27] <Avenger> that's exactly the aerie one
[11:32:42] <Avenger> so, gemrb isn't expected to run correctly with that bug
[11:32:59] <fuzzie> well, someone says there that you can usually replace (Myself) with ()
[11:33:09] <Avenger> yes
[11:33:19] <Avenger> and that was the gemrb behavior
[11:33:40] <fuzzie> but doesn't work :P
[11:34:31] <fuzzie> but maybe it's really a matching bug, doesn't work if I make the object NULL either, and I thought that should work fine
[11:34:34] <Avenger> maybe it is a new development
[11:35:51] <fuzzie> lynx mentions 'CI' in a probably-related note, what does that mean?
[11:36:54] <lynxlynxlynx> chateau irenicus
[11:37:08] <fuzzie> ah :-)
[11:37:21] <fuzzie> you check for the filters being -1, and I'm wondering whether you hit this bug
[11:37:32] <fuzzie> but the relevant lines of shape.dlg here seem fine, no parsing issues
[11:38:34] <lynxlynxlynx> i don't remember where it happened, but hopefully i mentioned it in the commit message
[11:38:36] <fuzzie> although the SetGlobal("Frennedan","AR0603","1) just above is horrible :)
[11:38:46] <fuzzie> yes, you gave line numbers even!
[11:38:54] <lynxlynxlynx> ah, that's the shapeshifter
[11:40:03] <Avenger> the source code i got, should return myself
[11:40:08] <Avenger> but i got an old code
[11:40:17] <fuzzie> this is not GetAllObjects
[11:40:17] <Avenger> lets see what's currently in git...
[11:40:46] <Avenger> it calls getallobjects
[11:40:56] <fuzzie> not with null object
[11:41:12] <fuzzie> GetActorFromObject returns NULL immediately if the object is NULL
[11:41:23] <Avenger> but the object is not null, is it?
[11:41:37] <fuzzie> oh, well, not in git :)
[11:41:40] <fuzzie> I am just experimenting.
[11:42:09] <fuzzie> in git, the parser code is buggy, and it accidentally constructs an object where the first filter field is -1
[11:42:44] <fuzzie> as far as I can see, that will return NULL because gemrb thinks it's an internal hack
[11:43:34] <fuzzie> I can fix the parser to return anything you want, though.
[11:43:47] <Avenger> should return myself, i guess?
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[11:44:20] <fuzzie> no, I mean, the dialog parser
[11:44:26] <fuzzie> so it returns an Object
[11:44:54] <fuzzie> oh, you mean, it should fake a Myself one?
[11:44:55] <edheldil> Would it be possible to write unit tests for this?
[11:45:00] <Avenger> yes
[11:45:09] <Avenger> i meant yes to fuzzie
[11:45:17] <Avenger> first filter = 1
[11:45:21] <fuzzie> thanks
[11:45:25] <Avenger> that would be a myself object
[11:45:31] <fuzzie> It would be fiddly to unit test it I think, edheldil.
[11:46:09] <Avenger> we can also hack begindialog and a few other actions
[11:46:36] <fuzzie> well, right now the parser is producing really bad output here
[11:46:51] <Avenger> though, it wouldn't be able to determine if it didn't find an object or the object was null
[11:48:33] <fuzzie> of course that doesn't work because I get a "You can not initiate dialog. Aerie appears busy." :-)
[11:48:48] <Avenger> odd
[11:48:59] <fuzzie> pretty sure that is a different bug, though; dialog should ignore uninterruptible stuff on self
[11:49:10] <Avenger> she should be outside of dialog when the action is evaluated, no?
[11:49:34] <fuzzie> oh, hm, that is actually wrapped in a 'speaker!=target' check, weird!
[11:49:45] <Avenger> lol
[11:50:08] <Avenger> the stuff is really spaghettified
[11:50:10] <fuzzie> yes
[11:50:15] <fuzzie> I never got around to fixing this.
[11:50:32] <Avenger> all this is to support sloppy scripting ;D
[11:50:43] <fuzzie> I hope BGEE fix all this :P
[11:50:53] <Avenger> ...
[11:51:09] <fuzzie> no?
[11:51:28] <Avenger> outside nda... we just ran into the start actors active/inactive dilemma ... inside nda ;D
[11:51:45] <fuzzie> heh
[11:52:09] <fuzzie> ok, let me add more hacks
[11:52:27] <Avenger> they need to shoehorn bg1 dataset into bg2 game. like bgt or tutu or such
[11:54:21] <fuzzie> well I hope they make soundsets work :P
[11:55:33] <Avenger> You really should have been in the beta team :D You got so much insight
[11:55:42] <fuzzie> no time though :)
[11:56:10] <Avenger> maybe in bg2ee?
[11:56:20] <Avenger> i will recommend you for sure
[11:57:56] <Avenger> btw, did you see into the db?
[11:58:18] <fuzzie> the idb?
[11:58:20] <Avenger> yes
[11:58:31] <fuzzie> yes, it worked fine :)
[12:00:49] <fuzzie> gah, I must be missing something obvious here
[12:02:23] <fuzzie> maybe I am
[12:03:33] <fuzzie> Actor::GetDialog can trigger the TARGETBUSY string, that is confusing :)
[12:04:31] <fuzzie> also really silly
[12:05:04] <Avenger> there IS a check in GetDIalog
[12:05:16] <fuzzie> yes, it is the check being triggered :-P
[12:05:22] <Avenger> if ( (InternalFlags & IF_NOINT) && CurrentAction) { if (flags>1) {
[12:05:28] <fuzzie> I will fix it in the caller.
[12:05:35] <Avenger> i guess, you can check what is in flags
[12:05:55] <fuzzie> flags is GD_FEEDBACK, but if you call it with GD_NORMAL in the speaker==target case, it works fine
[12:06:27] <fuzzie> well, maybe. I will commit this and then you can tell me what I did wrong :-)
[12:06:32] <Avenger> ah yes, it would not be enough
[12:08:31] <Avenger> this GD_* flags usage was definitely written by me ;D
[12:08:35] <fuzzie> yep
[12:08:49] <Avenger> i recognise the style
[12:09:42] <Avenger> should at least use a GD symbol instead of 1
[12:11:58] <Avenger> btw, i think it is correct to call with gd_normal in speaker==target case, and gd_feedback otherwise
[12:12:11] <fuzzie> well, there is a swap case too
[12:12:12] <fuzzie> I add a comment
[12:12:25] <Avenger> the problem is, why would there be a CurrentAction
[12:12:41] <fuzzie> because it's running StartDialogueNoSet :)
[12:13:00] <Avenger> huh
[12:13:09] <Avenger> so it is always in an action?
[12:13:14] <fuzzie> yep
[12:13:26] <Avenger> then there is a problem with swap
[12:13:39] <Avenger> it should always check the target
[12:13:55] <fuzzie> shoudl it?
[12:13:56] <Avenger> but getdialog shouldn't always be called on target, i guess?
[12:14:06] <fuzzie> oh, there are other checks later
[12:14:10] <Avenger> well, the sender cannot be busy :)
[12:14:22] <Avenger> i mean, it is busy with initiating the dialog
[12:14:35] <Avenger> the check is to see if the target is busy
[12:14:53] <fuzzie> yes, so no need to check it here
[12:15:02] <fuzzie> there's code later which does pretty much the same check
[12:15:06] <Avenger> except if you click on aerie
[12:15:09] <fuzzie> probably it shouldn't be duplicated, but .. it is spaghetti
[12:15:22] <Avenger> could be
[12:16:06] <fuzzie> well, take a look at what I pushed, I guess
[12:16:11] <CIA-28> GemRB: 03fuzzie * r040e181451c7 10gemrb/gemrb/core/GameScript/GSUtils.cpp: GSUtils: remove outdated commented-out code
[12:16:14] <CIA-28> GemRB: 03fuzzie * r8fe103f26a09 10gemrb/gemrb/core/GameScript/GSUtils.cpp: GSUtils: Skip dialog interruption checks if target==speaker.
[12:16:15] <CIA-28> GemRB: 03fuzzie * r7fb632efb2fd 10gemrb/gemrb/core/GameScript/GSUtils.cpp: GSUtils: replace missing dialog script objects with Myself
[12:16:29] <Avenger> i won't be able to work too much until i get home
[12:16:40] <fuzzie> I am definitely not in a rush :-)
[12:17:58] <Avenger> you can call getdialog without param? it will default to 0?
[12:18:27] <Avenger> huh, and this code is so ugly: if ((speaker != target) && (target->GetInternalFlag()&IF_NOINT) && ((curact && curact->actionID != 137) || \
[12:18:31] <Avenger> not your fault
[12:18:36] <Avenger> but that 137.... brrr
[12:18:57] <Avenger> that's the ugliest hardcoded action code i've ever seen in gemrb
[12:19:01] <fuzzie> yeah
[12:19:05] <fuzzie> the original code has more of those
[12:19:15] <Avenger> you mean the IE?
[12:19:17] <Avenger> :D
[12:19:18] <fuzzie> yep
[12:19:58] <lynxlynxlynx> i was just about to say that maybe now it can be removed
[12:20:07] <lynxlynxlynx> i should have a save nearby
[12:20:09] <Avenger> well, it was never their goal to get rid of these
[12:20:25] <Avenger> if we can get rid of it, cool :)
[12:20:42] <Avenger> i guess, we can always use an action flag
[12:20:45] <Avenger> if nothing else
[12:21:45] <Avenger> hmm that is in begindialog?
[12:22:03] <Avenger> meh, we should just pass a bit in Flags
[12:22:12] <fuzzie> no
[12:22:25] <fuzzie> it's action in target
[12:22:32] <fuzzie> but yes, we should do it more elegantly
[12:22:57] <Avenger> ah i see
[12:23:16] <Avenger> isn't this something like an unbreakable action by dialog?
[12:23:43] <fuzzie> what are your dialog message functiosn called?
[12:24:13] <Avenger> ?
[12:24:28] <fuzzie> the implementations of the messages
[12:24:40] <Avenger> AddMessage... in idb
[12:24:41] <Avenger> i think
[12:24:58] <fuzzie> ah :)
[12:25:26] <Avenger> msg_*
[12:25:35] <Avenger> those are the messages
[12:25:46] <Avenger> i don't know what the dialog is called
[12:26:04] <fuzzie> yes, i wanted MsgStartDialog
[12:26:09] <Avenger> ok
[12:27:47] <fuzzie> the original doesn't have the code there though
[12:28:03] <Avenger> it has several layers of messages for dialog
[12:28:23] <fuzzie> instead it has checks in several places
[12:28:41] <fuzzie> the relevant one is in StartDialog I guess
[12:29:04] <fuzzie> so .. that should be flag anyway
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[12:31:59] <Avenger> fuzzie, now getdialog will get the dialog from a different actor
[12:32:17] <Avenger> if (swap || speaker==target) Dialog = scr->GetDialog();
[12:32:18] <fuzzie> it's the same actor
[12:32:22] <Avenger> will get the dialog from scr
[12:32:24] <Avenger> oh
[12:32:36] <Avenger> ah right
[12:32:40] <Avenger> haha
[12:32:43] <fuzzie> :)
[12:33:00] <fuzzie> I did check it a bit, it seems to work fine everywhere.
[12:33:43] <fuzzie> of course that doesn't mean anything!
[12:34:17] <Avenger> well, i looked at all changes
[12:34:23] <Avenger> and they seem fine
[12:39:37] <Avenger> i will have 2 weeks off of work next week. I still don't know how much of that will be used for gemrb
[12:40:04] <fuzzie> the rest will be used playing BGEE? :)
[12:40:12] <Avenger> yes
[12:42:33] <lynxlynxlynx> hehe
[12:44:28] <lynxlynxlynx> hell works without the hack :)
[12:44:43] <lynxlynxlynx> it was needed for the illithid compound too though, checking
[12:45:06] <fuzzie> well, as far as I'm concerned, you can remove what you think isn't needed, we can always put it back
[12:46:40] <Avenger> which hack
[12:46:52] <Avenger> the 137 thingie?
[12:47:06] <lynxlynxlynx> yes
[12:47:37] <Avenger> it says something about swap, so... i guess it will work
[12:47:53] <Avenger> fuzzie can fix everything :)
[12:51:17] <edheldil> 11th commandment: Thou shalt not suffer a magical constant to live
[12:51:21] <lynxlynxlynx> i can confirm we have a new spawn issue now
[12:51:48] <lynxlynxlynx> when you enter the lair, a bunch of them spawn right before the cutscene starts
[12:52:59] <Avenger> the spawn problem was present before
[12:53:23] <Avenger> it is really annoying because you cannot fight them without triggering the ambush cutscene
[12:53:39] <Avenger> i don't know for sure, but i suspect even the original has it
[12:54:16] <lynxlynxlynx> i don't remember it from before though
[12:54:34] <lynxlynxlynx> someone (re?)reported it fairly recently
[12:54:50] <Avenger> i remember it in gemrb from the time we tested the activation bug
[12:55:16] <lynxlynxlynx> that's fairly recently :P
[13:06:36] <CIA-28> GemRB: 03lynxlupodian * r8ba62c52d6b9 10gemrb/gemrb/core/GameScript/GSUtils.cpp:
[13:06:37] <CIA-28> GemRB: the hack from c8c12d751d4731c is not needed anymore
[13:06:37] <CIA-28> GemRB: verified both hell and illithid compound, the original reasons for the change
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[13:22:34] <Avenger> see you later
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[14:12:17] <edheldil> Hi, traveler
[14:12:57] <edheldil> I have found the problem, there's an error in GemRB. Hopefully I will get to fixing it today
[14:13:13] <edheldil> with a hack fix, it displays correctly
[14:20:08] <traveler> excellent
[14:21:23] <traveler> anyway
[14:21:58] <traveler> how does bg1 pl encoding work without conversion table? :)
[14:22:14] <edheldil> it does not :)
[14:22:55] <traveler> ..
[14:23:38] <traveler> pl glyphs are displayed, but not counted?
[14:24:02] <edheldil> so far we did not need to know anything about the encoding (disregarding user input for e.g. char names)
[14:25:10] <edheldil> if there's 0xF4 in dialog.tlk (S' iirc), we just display 0xf4th character in font BAM
[14:25:35] <traveler> i thought that without conversion table
[14:25:53] <traveler> raw characters from dialog would be displayed, but apparently not
[14:26:23] <edheldil> the only thing we need encoding info for (see caveat above) is the uppercase <-> lowercase conversion
[14:26:42] <traveler> ah
[14:27:52] <edheldil> but I would like to change it eventually - we would convert strings to unicode on load and we would need encoding info for that
[14:29:03] <traveler> thanks for explaining
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[14:33:42] <edheldil> I have ordered a polish version of everything in the 'LEGENDY RPG' package, but the payment form was so huge and confusing, I doubt I have managed to pay for it :(
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[15:06:18] <brad__> ed: SDL_ttf has a short char* to unicode conversion function that may be of interest.
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[15:07:20] <fuzzie> huh. does it?
[15:07:24] <brada> yes
[15:07:28] <brada> iirc
[15:07:28] <edheldil> brada: thanks, I suspected there would be st. like that
[15:07:50] <fuzzie> oh, sorry, misinterpreted
[15:08:20] <edheldil> but there's also setlocale() and mbstowcs() :-)
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[15:09:55] <fuzzie> are we back to living in a utopia where the original engine data isn't insane? :P
[15:10:03] <brada> shut up you!
[15:10:06] <brada> :p
[15:10:36] <brada> just coping with the insanity
[15:22:28] <edheldil> fuzzie: no, but what do you specifically mean?
[15:26:30] <lynxlynxlynx> sdl_ttf ey
[15:26:36] <lynxlynxlynx> the one we just removed :D
[15:28:28] <brada> well i mean for him to look at/shamelessly copy from it
[15:29:15] <brada> thats more or less what did to get rid of it in the first place :p
[15:30:19] <fuzzie> edheldil: most of the weird encodings for IE games I looked at didn't match any locale which'd work on most of our platforms, afaik
[15:32:31] <edheldil> well, look at the page I made. The ones I looked at (with the exception of Polish) weren't that bad
[15:34:06] <lynxlynxlynx> i don't think it would be too much to ask modders to convert the packs into something sane, especially if we provide good instructions
[15:35:03] <traveler> ed, maybe you could buy from aukro.cz if sellers would enable intl selling?
[15:35:38] <edheldil> that's what I did, traveler, but I have to pay for it nonetheless :)
[15:36:07] <edheldil> ah, cz ... hmm, I will have to try that, but I doubt it will be different
[15:37:26] <traveler> hm.. payment form shouldn't be complicated
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[15:39:25] <fuzzie> edheldil: in fact predictably the implementation of setlocale on e.g. android is null :/
[15:39:35] <edheldil> eh.
[15:40:01] <edheldil> I suspected there would be something like that, but I pre-blamed windows for that :)
[15:40:58] <edheldil> but never mind, it just means we have to prepare the conversion tables in advance
[15:42:44] <edheldil> traveler: do you per chance know what are and were encodings/code pages used for polish?
[15:43:28] <edheldil> ... in general computing
[15:43:34] <traveler> aaaahh
[15:43:44] <traveler> i thought you were asking about bg1
[15:43:49] <traveler> it has it's own
[15:44:53] <traveler> Windows-1250 or iso-8859-2 usually
[15:45:16] <edheldil> the same as Czech
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[15:45:39] <traveler> yes
[15:46:15] <edheldil> but we also used to have Koi8-cs, cp890, cp..., keybcs2, cork/TeX and some Mac encoding
[15:46:16] <traveler> sometime utf-8
[15:46:56] <traveler> are you interested in ancient/osoloete polish encodings?
[15:47:34] <edheldil> not that much, I just thought I would try them before defining Polish encoding of bg1 as ad-hoc :)
[15:47:43] <traveler> hm
[15:48:00] <wjp> in the DOS era CP852 I guess?
[15:48:16] <wjp> hm, this looks like a useful comparison table: http://en.wikipedia.org/wiki/Polish_code_pages
[15:48:23] <traveler> hah
[15:48:25] <traveler> just in time
[15:48:30] <traveler> wikipedia to the rescue
[15:50:45] <traveler> speaking of bg1 encoding, everybody i know who referred to it in pl ie modding scene called it ad-hoc
[15:50:50] <edheldil> oooooh, even worse than ours :)
[15:50:50] * edheldil drools
[15:50:57] <traveler> but rechecking will not hurt
[15:51:44] <traveler> *i don't even recall half names from wiki though
[15:52:45] <traveler> *if you would check wikipedia source, they are called strictly historical
[15:58:58] <edheldil> hmm, AmigaPL matched at least two, but then it broke on ę, so it's really ad-hoc
[16:00:00] <traveler> i can ask around
[16:00:14] <traveler> but probably it really is
[16:01:58] <edheldil> well, that's not important
[16:04:14] <edheldil> In: Nasze cierpienia s\xee wielkie. Wdzi\xf0czni b\xf0dziemy, je\xf4li pozwolisz nam dzieli\xef je z tob\xee ; \xf0 is ę, \xf4 is ś, \xef ć but what is \xee?
[16:04:27] <traveler> ą
[16:04:34] <edheldil> ah, ty
[16:05:41] <edheldil> ok, ad-hoc it is for all ages
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[16:53:01] <brada> i wonder why SSH over IPv6 is so slow for me...
[16:53:15] <fuzzie> slow ipv6 connection on one end? :)
[16:53:32] <fuzzie> or do you just mean at connection time?
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[16:58:00] <brada> no the whole session is slow :(
[17:04:13] <Textmode> gemrb/docs/en/CodingStyle.txt doesn't contain much of anything, never mind the stuff on http://titanpad.com/LHPyb9r96s
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[17:21:55] <traveler> later
[17:23:47] <lynxlynxlynx> Textmode: what more do you want to know?
[17:24:09] <Textmode> lynxlynxlynx: I'm more pointing out that I'd expect that info to be in the given file.
[17:24:55] <lynxlynxlynx> as can be seen, we haven't reached a final consensus yet
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[17:27:37] <lynxlynxlynx> nobody cares enough apparently, 10 years went by without it
[17:30:22] <brada> well it took forever due to slow connection but i have a buildbot environment set up.
[17:30:57] <brada> i just need to know the create-slave command etc
[17:31:04] <brada> tomprince: here?
[17:34:03] <lynxlynxlynx> buildslave create-slave <slave-dir> buildbot.gemrb.org:9012 <slave-name> <passwd>
[17:35:24] <brada> yes i did that
[17:35:34] <brada> but i dont remember the password i used before
[17:35:42] <brada> so i made a new one
[17:35:57] <brada> but i still need tom to do something on the buildbot end dont i?
[17:37:27] <brada> hmm i used the wrong port too i guess
[17:37:31] <brada> how do i edit that?
[17:40:25] <brada> found it
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[17:58:51] <brada> is tomprince the only one with buildbot access?
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[18:12:55] <lynxlynxlynx> it runs on his machine
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[18:35:37] <brada> i hear SDL is moving to cmake
[18:36:24] <brada> maybe i can use their work to get our cmake to make a suitable xcode project so i can remove it
[18:36:31] <brada> all my attempts fail horrible :(
[18:39:57] <lynxlynxlynx> would be nice
[18:40:13] <lynxlynxlynx> all those ugly, full of hashes commits would be gone
[18:41:32] <brada> yes
[18:41:43] <brada> biggest obsticle is getting cmake to build for iOS
[18:41:49] <brada> never could get it to work
[18:42:25] <brada> and multiple build targets too
[18:43:32] <lynxlynxlynx> multiple build target are easy
[18:43:55] <lynxlynxlynx> we already have some custom ones (uninstall comes to mind)
[18:45:05] <brada> what i meant was the resulting xcode project had messed up targets
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[19:00:54] <Beholder> hi
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[19:08:09] <lynxlynxlynx> oj
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[20:16:35] <brada> lynx: re using hotkeys from inside windows. The solution i have thought of is to have key events return a boolean indicateing wether or not the control choose to handle the event
[20:16:53] <brada> does that sound like a good solution?
[20:17:43] <lynxlynxlynx> how would it be exposed to event handlers?
[20:19:10] <lynxlynxlynx> here's a use case: pressing i throws you into the inventory; pressing it again should exit it
[20:19:36] <fuzzie> shouldn't you only have one control present in that case anyway?
[20:20:00] <lynxlynxlynx> which one should listen?
[20:20:27] <lynxlynxlynx> it's all about delivery now, the python side is ready
[20:20:53] <fuzzie> well when I was here last, there was only one button for that :)
[20:21:36] <lynxlynxlynx> for inventory? there still is
[20:22:08] <lynxlynxlynx> but only the game control is receiving extra random keys
[20:22:33] <lynxlynxlynx> i guess we should use the window in focus when gc is not shown
[20:24:39] <fuzzie> I think I am missing context here.
[20:25:01] <brada> the problem lynx is that once the inventory window is opened the event is passed to a control in that window
[20:25:08] <fuzzie> Where's the keypress code anyway?
[20:25:14] <fuzzie> It should surely be in EventMgr, but I don't see..
[20:25:32] <brada> let me find it
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[20:26:00] <brada> fuzzie line 339
[20:26:21] <lynxlynxlynx> we externalised some of the key bindings, but iirc you were still present at that point
[20:26:27] <fuzzie> I mean, the code which calls into python.
[20:26:33] <brada> oh
[20:27:10] <brada> is it in game control?
[20:27:13] <fuzzie> it looks like it's in GameControl indeed
[20:27:16] <fuzzie> that is horrible :)
[20:27:40] <fuzzie> but you want to fix the problem where you're typing into a textbox, for example?
[20:28:03] <brada> well thats why im asking :p
[20:28:16] <fuzzie> well, if that is what you want to fix, then returning a boolean sounds like a sensible idea :-)
[20:28:43] <brada> i figue if the control returns false just pass the event to game control
[20:28:59] <fuzzie> well, the gamecontrol shouldn't be handling this
[20:29:03] <brada> but if this code shouldnt be in game control in the first place maybe i should move it instead
[20:29:07] <brada> exactly :)
[20:29:19] <fuzzie> but then you still have to have code in EventMgr to work out whether the control chose to handle the event :)
[20:29:26] <brada> sure
[20:29:54] <fuzzie> but, I guess the EventMgr passes keypresses directly to the control
[20:30:07] <fuzzie> It sounds like a good plan to me, if I understand it right now.
[20:32:53] <brada> yes i think it will work and i cant think of a better way
[20:32:59] <brada> at least not without a rewrite
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[20:33:10] <brada> and there isnt much if anything to gain from that
[20:36:15] <brada> i also am of the opinion that keymap should be part of EventManager
[20:37:30] <fuzzie> that is a different change though :)
[20:38:23] <fuzzie> And I don't think I have a technical opinion on that.
[20:39:58] <brada> well if event manager should be calling into python instead...
[20:40:18] <fuzzie> It'd be the same code, though?
[20:41:51] <fuzzie> maybe I misunderstand again.
[20:41:57] <fuzzie> you know what you're doing, anyway
[20:42:04] <brada> maybe
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[20:42:25] <brada> i know that im not overly concerned with refactoring event code
[20:42:39] <fuzzie> that is my usual approach to it, but honestly you have worked on the event code an awful lot :)
[20:42:51] <brada> most of my work is limited to the SDL side
[20:43:42] <brada> collecting dust
[20:43:44] <brada> :p
[20:43:56] <brada> would be nice if we could get it to work on android
[20:44:09] <fuzzie> is it not?
[20:44:15] <fuzzie> or you mean, not using pelya's builds?
[20:44:48] <brada> its been too long for me to know where things stand with that
[20:45:07] <brada> i do know last i heard beholder could build with SDL 2 but the events still did not work
[20:45:21] <brada> i couldnt get a clear answer about what was wrong tho
[20:45:31] <brada> for all i know it is just the coordinates
[20:45:46] <fuzzie> well I am really the wrong person to talk to about SDL on android :P
[20:45:47] <brada> i think you should try it :D
[20:46:13] <fuzzie> I have my hundreds of thousands of Market installs without SDL and I am very happy with that world.
[20:46:28] <brada> you dont like SDL?
[20:46:59] <fuzzie> SDL is fine.
[20:47:53] <fuzzie> Am sure we've had this discussion before. :)
[20:48:18] <fuzzie> Although SDL 2.0 is so very badly documented that I've given up trying to understand it, mostly.
[20:48:56] <brada> you have better memory than myself :p
[20:49:17] <brada> but yes SDL 2 documentation is absent in most areas
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