[00:03:39] <brada> feels good to be nearly done :)
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[14:33:56] <Pepelka> [commit] lynxlynxlynx: demo: dump the test results to console too https://github.com/gemrb/gemrb/commit/8fc770835aa20b02008015bebf6b9c8133c7dbe2
[14:33:57] <Pepelka> [commit] lynxlynxlynx: demo: force back the initial on the dummy string https://github.com/gemrb/gemrb/commit/cf1a1860b9fcc258966d1f06aad756e9a584dcb7
[14:33:58] <Pepelka> [commit] lynxlynxlynx: demo: added settext tests https://github.com/gemrb/gemrb/commit/fcf5f658a9e9f61b52697dd38a561e9f6224800b
[14:34:00] <Pepelka> [commit] lynxlynxlynx: demo: added too-long string tests for appending https://github.com/gemrb/gemrb/commit/06f19d5df6252383fc28ed65219beffb81c24d06
[14:34:01] <Pepelka> [commit] lynxlynxlynx: demo: start each test with a clean slate https://github.com/gemrb/gemrb/commit/8f77f513c7eebec53f18e9c9705f0ef426964f06
[14:34:02] <Pepelka> [commit] lynxlynxlynx: demo: share more of the test display code https://github.com/gemrb/gemrb/commit/e7bc218340bb8cf0a55fc2c06b2885660915125e
[14:34:03] <Pepelka> [commit] lynxlynxlynx: GemMarkupParser::GetSharedPalette: init also alpha https://github.com/gemrb/gemrb/commit/d9e3cfcdef8574b334ef4f16a09f63e7146e7dee
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[16:03:24] <Pepelka> [wiki] lynxlynxlynx: newgame:newgame - a few concrete notes http://www.gemrb.org/wiki/doku.php?id=newgame:newgame&rev=1424620863&do=diff
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[17:31:34] <Pepelka> [commit] lynxlynxlynx: iwd2: fixed most cg spacing issues https://github.com/gemrb/gemrb/commit/09139295776c919db10bf745b2cfce7375a11ab7
[17:31:35] <Pepelka> [commit] lynxlynxlynx: demo: added a test string #1 to dialog.tlk https://github.com/gemrb/gemrb/commit/28d673a2c5329634da5ed606b3fd5b2b34622ef7
[17:31:36] <Pepelka> [commit] lynxlynxlynx: demo: strref appending tests https://github.com/gemrb/gemrb/commit/95d50214c0f5966645609f6fcdb5595bd4571630
[17:31:38] <Pepelka> [commit] lynxlynxlynx: SpawnGroup: init Level https://github.com/gemrb/gemrb/commit/55befe1b40c54c458ebf48cea5bb14a924b2006e
[17:31:39] <Pepelka> [commit] lynxlynxlynx: Spawn: init everything https://github.com/gemrb/gemrb/commit/1f6a903be3150412fc21a8860ea492ec3bf4b5ba
[17:31:40] <Pepelka> [commit] lynxlynxlynx: AreaAnimation: init everything https://github.com/gemrb/gemrb/commit/2a594fe25b1a7fcaec94788a7f7a433af63708bb
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[18:28:28] <Facepalmer> 'ello everyone
[18:30:04] <Facepalmer> anyone knows if there's a way to make gem understand shield portable's gamepad?><
[18:31:21] <lynxlynxlynx> what's that?
[18:31:52] <lynxlynxlynx> we have no joystick code, but if it can emulate a mouse for sdl, i don't see a problem
[18:32:16] <Facepalmer> it's nvidia shield product, it has a d-pad and two sticks...
[18:32:59] <Facepalmer> but if i set up the options, any dpad or right stick movement is being recognized as "move to the top-left corner and push rmb"
[18:33:08] <Facepalmer> i wonder if it's fixable with direct cfg's
[18:33:49] <Facepalmer> it CAN emulate its own virtual mouse though...hm
[18:34:18] <lynxlynxlynx> we use sdl events directly, so there's no mapping you could just edit
[18:34:33] <Facepalmer> ah
[18:36:50] <Facepalmer> hmm...gemRB does override the virtual mouse though.
[18:37:15] <lynxlynxlynx> though, isn't it in essence a keyboard? So you could remap the keysyms directly
[18:37:26] <Facepalmer> i can remap the buttons, true.
[18:37:39] <Facepalmer> but mapping the mouse is another thing.
[18:38:44] <lynxlynxlynx> what do you mean that we override the virtual mouse?
[18:38:52] <Facepalmer> i wonder why it doesn't recognize the sticks properly though. It definitely accepts SOME kind of command from them.
[18:39:49] <Facepalmer> well, it doesn't allow the virtual mouse, emulated by the device, to work. I suppose it's listing a stick as its own button, hence the device recognizes its usage and doesn't show the cursor/emulate clicks
[18:40:12] <Facepalmer> it being gemrb here, i mean
[18:41:10] <lynxlynxlynx> we don't do anything special though, so i suggest you look at sdl first
[18:41:33] <lynxlynxlynx> maybe there's a nice utility like xev that you could use to see how sdl maps your stuff
[18:42:41] <Facepalmer> it would require of me to read up a whole lot on sdl.
[18:42:58] <Facepalmer> using irc does not a language-user make:)
[18:43:49] <Facepalmer> any advice in particular on where to start with?
[18:46:30] <lynxlynxlynx> their keycodes are defined in a header, but i'd just look at the website
[18:46:48] <lynxlynxlynx> sdl has its own community, it's not just a code dump
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[18:48:27] <Facepalmer> while remapping it doesn't seem to see the pad or the sticks. But the stick center clicks it does recognize as sdl input. interesting.
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[18:54:47] <brada> sdl2 has game pad support, but that doesnt work well with gemrb atm
[18:56:12] <brada> that is something ive actually been working on however
[18:56:49] <Facepalmer> hmm? *interested*
[18:57:22] <Facepalmer> i've gotten used to using right stick as a mouse movement, and if it could be solved without needing to switch to touchscreen, it would be great...
[18:58:44] <Facepalmer> or even a ported d-pad driver would work, i think
[18:59:37] <brada> touchscreen also requires sdl2 :)
[19:00:26] <Facepalmer> well touchscreen works perfectly on it:)
[19:00:58] <brada> probably wont see good sdl2 support until after 0.8.3. i doubt lynx wants to merge even more radical changes to the codebase for the time being
[19:01:00] <Facepalmer> it's a tablet with a ps gamepad attached to it, basically.
[19:01:25] <brada> oh, i see, you mean touchscreen on the controller
[19:01:38] <Facepalmer> no, the screen.
[19:01:49] <lynxlynxlynx> i care more about the "complete" bit than "radical"
[19:02:06] <Facepalmer> sorry if i'm not making much sense, I'm not entirely familiar with...pretty much 70% of the stuff said here xD
[19:02:17] <Facepalmer> google helps, but...to a point
[19:02:28] <brada> well sometimes its hard to gague how “complete” radical changes are. im not always aware of subtle corner cases etc
[19:03:27] <Facepalmer> so wait, the "additional option" gamepad, d-pad and trackball support in vanilla gemrb is a test function right now?
[19:03:56] <brada> i have no idea what you are talking about
[19:04:26] <Facepalmer> talking about the android market gemrb. just a sec, gotta check the 0.8.2
[19:05:07] <brada> that wasnt done by us and is extremely out of date
[19:05:41] <Facepalmer> yeah, upon careful gemrb site readthrough i noticed it a tad too late
[19:06:39] <lynxlynxlynx> that was again a sdl change
[19:06:58] <lynxlynxlynx> brada: that's why review is awesome
[19:07:36] <Facepalmer> gahhh, the sourceforge project files page is such a mess><
[19:18:20] <Facepalmer> http://sourceforge.net/projects/gemrb/files/Other%20Binaries/android/0.8.0/ so i assume the latter from this beautiful page is the one i should go with, right?
[19:18:24] <Pepelka> GemRB Game Engine - Browse /Other Binaries/android/0.8.0 at SourceForge.net
[19:18:25] <Pepelka> »GemRB is a portable open-source implementation of the Infinity Engine«
[19:24:18] <brada> we havent had an up-to-date android build in months
[19:24:34] <brada> if you know how to compile an android app you can probably easily do it
[19:26:20] <Facepalmer> Once again, a MOSTLY total novice here. But you've sent me in the right direction, I'll see what i can do:)
[19:26:29] <Facepalmer> thanks
[19:26:49] <lynxlynxlynx> we have it mostly scripted btw, check out android/
[19:27:02] <lynxlynxlynx> well, if you're on linux
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[20:08:05] <fizzle> brada: there's a problem with dialog display still
[20:08:29] <fizzle> by random talking to people you can easily get previous content bleed into the dialog display
[20:09:20] <brada> are you talking about like a 1px rounding error type of bleed or what?
[20:09:36] <fizzle> no, a complete line
[20:10:43] <lynxlynxlynx> yeah
[20:11:08] <brada> was this before your scrollbar changes?
[20:11:26] <lynxlynxlynx> you can see it by talking to Hedron in iwd2
[20:11:34] <lynxlynxlynx> looks like a simple 1-off
[20:12:22] <lynxlynxlynx> even in the initial question
[20:16:12] <fizzle> I think the problem might be in UpdateScrollBar
[20:16:27] <fizzle> if the page is smaller than the height you add some fake height
[20:16:35] <fizzle> but you don't actually add those empty lines
[20:19:49] <brada> those lines should probably be there tho. so maybe part of the dialog code isnt adding the spacing it should
[20:26:23] <brada> anyway, im burried in homewrok for today :( so i cant be of much use
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[20:45:39] <fizzle> brada: how do I get the height of the TextArea that can actually be used for displaying text?
[20:46:14] <brada> you mean the height of all the text right?
[20:46:46] <fizzle> well, not the height of the content frame
[20:47:25] <fizzle> if the text area height is x, how much of it can be used to actually display text?
[20:47:34] <fizzle> ie. Height - padding
[20:47:50] <brada> i didnt know there was any padding...
[20:48:10] <fizzle> hm
[20:48:34] <fizzle> the calculation is apparently off by exactly ftext->LineHeight
[20:48:49] <fizzle> but i don't understand why if there's no padding
[20:49:08] <brada> well for dialog there is supposed to be a blank line between dialog nodes
[20:49:17] <brada> but it should be an actual blank line
[20:52:56] <brada> so if you scroll up during dialog you should see blank lines between the nodes. if you dont, then something in the dialog code isnt always adding them i imagineh
[20:54:32] <fizzle> no, that actually looks fine (most of the time, anyway)
[21:00:47] <brada> well if it dosnt look fine all of the time then something is wrong there :)
[21:01:29] <fizzle> true but I think that's an unrelated issue
[21:01:59] <brada> well maybe partially, but the TA code assumes that newline is there
[21:02:18] <brada> and if it isnt then you will get part of the previous node on screen
[21:02:33] <fizzle> dialogs look wrong even if the nl is there, however
[21:03:04] <brada> anyway, i have confirmed the issue and can safely say that it didnt always exist
[21:03:08] <brada> so something recent broke this
[21:03:34] <fizzle> I'm pretty sure that it's caused by my scrollbar changes
[21:03:45] <fizzle> because we try to scroll beyond the max
[21:04:27] <fizzle> but that just means the max calculation is off
[21:04:41] <brada> yes, it is the scrollbar cahnge
[21:04:57] <fizzle> and if I adjust it by LineHeight, everything's dandy
[21:05:09] <fizzle> but I don't understand why that is
[21:05:52] <brada> im not sure, i remember there was at least one fixme somewhere in there that might be relevant
[21:16:23] <fizzle> I'll try to look into it tomorrow
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[21:26:06] <Pepelka> [commit] DriimGit: added build and backupfiles to ignorelist https://github.com/gemrb/gemrb/commit/b9f53e60244a402e1930d0e71e36ae5c9ecbe425
[21:26:07] <Pepelka> [commit] DriimGit: Improved casting on rest logic https://github.com/gemrb/gemrb/commit/f78bd0f652b66e8f9dc66d221dd12a41c1c11356
[21:26:09] <Pepelka> [commit] lynxlynxlynx: Game::CastOnRest: two simplifications https://github.com/gemrb/gemrb/commit/78a3f10c4603d441667b97b2a5cd10243f2d2a6b
[21:26:10] <Pepelka> [commit] lynxlynxlynx: Game::CastOnRest: bail out early, so we can reduce nesting https://github.com/gemrb/gemrb/commit/75f0045e6b72c1cc7cb2da5237c1771467fc61f2
[21:26:11] <Pepelka> [commit] lynxlynxlynx: Game::CastOnRest: use more references for better readability https://github.com/gemrb/gemrb/commit/8bf932c7e997bc70921bffb7e04f83e127945ab8
[21:26:12] <Pepelka> [commit] lynxlynxlynx: Game::CastOnRest: lookup booktype, so we don't error on non-cleric spells https://github.com/gemrb/gemrb/commit/b05de8e71149fab3ba224b8168951ece55ec7602
[21:26:13] <Pepelka> [commit] lynxlynxlynx: Game::CastOnRest: don't cast mass healing spells if not needed https://github.com/gemrb/gemrb/commit/c33880c3b6deb602110c3557e6af9dfa2528222f
[21:26:15] <Pepelka> [commit] lynxlynxlynx: Game::CastOnRest: use all data to better estimate spell healing potential https://github.com/gemrb/gemrb/commit/105dce2ce9024726d61cfce55687869acff8d615
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