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[02:48] <Endy> Heh the Discord vs IRC debate breaks out into yet another project I've been involved in :)
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[04:07] <Scummette> [scummvm] bluegr closed pull request #1645: WINTERMUTE: Show warning on running 2.5D games (master...wme_no3d) https://git.io/fjE0R
[04:07] <Scummette> [scummvm] bluegr pushed 1 new commits to master: https://git.io/fjuAj
[04:07] <Scummette> scummvm/master 8b929a5 lolbot-iichan: WINTERMUTE: Show warning on running 2.5D games
[04:08] <Scummette> [scummvm] bluegr closed pull request #1650: SCI: Fix backend events treated as keyboard events (master...scibackendevents) https://git.io/fju0D
[04:08] <Scummette> [scummvm] bluegr pushed 1 new commits to master: https://git.io/fjuxe
[04:08] <Scummette> scummvm/master a2cc90b sluicebox: SCI: Fix backend events treated as keyboard events
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[04:54] <rootfather> Endy, it's not even a "versus" here... It's just an "and". :/+
[04:54] <rootfather> ./
[04:54] Last message repeated 1 time(s).
[04:54] <rootfather> :/
[05:02] <Endy> rootfather: Yes, I was just referring to the debates that occur whenever other communication channels are offered.
[05:02] <Endy> I think the news post was just fine, as you said it's just offering another avenue.. and is useful for those that can't IRC at work :)
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[05:05] <browserbowser> are you not allowed to use browsers at work? :-/
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[05:08] <Lightkey> like, I don't get how "and" makes it any better, if important stuff is only being discussed on one of the two
[05:09] <Lightkey> if anything, it's worse
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[05:44] <bgK> amusingly, Discord is blocked for me at work, while I can connect to freenode using a web client. And I agree with Lightkey. Providing two means of instant messaging to a rather small community looks more like division, and less like better sharing of information
[05:45] <bgK> (I'm not sure I'd like a bridge bot either, but it'd be better than nothing)
[06:34] <Endy> One of the other projects I've worked on had a three-way Matrix->IRC->Discord bridge doing. Hyperconverged chat networks woot. (tbh it was annoying, and often broken heh)
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[08:34] <Strangerke|work> hi guys
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[09:18] <LePhilousophe> hi Strangerke|work
[09:47] <LePhilousophe> hey, I just noticed some bug with GMM in CRYOMNI3D: it eats up my cursor
[09:47] <LePhilousophe> it seems GuiManager uses CursorMan to push new cursor (the cross one) and pops it at the end
[09:48] <LePhilousophe> but I don't use CursorMan
[09:48] <LePhilousophe> is it mandatory to use it or is it a bug in GuiManager?
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[12:38] <Strangerke|work> hi LePhilousophe, sorry, I didn't notice your messages
[12:38] <Strangerke|work> And I don't know :/
[12:39] <LePhilousophe> oh it wasn't directed at you specifically :)
[12:39] <LePhilousophe> except the hi
[12:39] <LePhilousophe> the question was for anybody who has an answer
[12:46] <Scummette> [scummvm] lotharsm closed pull request #1631: AMIGAOS4: RM2AG.rexx rewrite (master...patch-1) https://git.io/fj8uL
[12:46] <Scummette> [scummvm] lotharsm pushed 1 new commits to master: https://git.io/fjzUl
[12:46] <Scummette> scummvm/master 0bb8c0c raziel-: AMIGAOS4: RM2AG.rexx rewrite
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[13:03] <SupSuper> there's nearly 100 people on discord now, so i'm not sure the scummvm community is that small. i doubt most of those were just itching to join irc
[13:04] <SupSuper> a bridge would be nice, but Endy is right, the current bridges are... bad. they just pollute irc since discord doesn't cleanly convert to plaintext. maybe one of the bot devs could make something better
[13:05] <criezy|Work> LePhilousophe: I don't know either as all the engines I have worked on use CursorMan.
[13:05] <criezy|Work> But I remember a comment in the ZVision engine similar to what you wrote.
[13:07] <criezy|Work> Found it again: https://github.com/scummvm/scummvm/blob/master/engines/zvision/graphics/cursors/cursor_manager.h#L54
[13:08] <criezy|Work> So you are not the first one to notice this issue.
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[13:17] <lb_ii> somaen: hi!
[13:19] <lb_ii> I'm back with FoxTail pullrequest. Some things were rewritten, so a new review is required. Would you possibly have some time for it at some moment?
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[15:17] <LePhilousophe> criezy|Work: oh ok. thanks
[15:17] <LePhilousophe> maybe that should be fixed in GMM?
[15:18] <criezy|Work> I did a grep of CursorMan in gui and there is no hit.
[15:18] <criezy|Work> However it is used in the sdl backend code.
[15:19] <criezy|Work> So I am wondering if this might be an issue with the backend rather than the GMM.
[15:19] <criezy|Work> But I don't really know, and this would need to be investigated.
[15:20] <LePhilousophe> GMM does bad things for sure
[15:20] <LePhilousophe> it pushes and pops cursors
[15:22] <LePhilousophe> so when it pops at exit, if there is no cursor in CursorMan stack that won't restore the one set by the game
[15:25] <SupSuper> doesn't GMM have its own cursor, or does it depend on the backend
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[16:03] <LePhilousophe> SupSuper: it uses theme cursor or cross one defined in GuiManager::setupCursor
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[16:11] <criezy|Work> LePhilousophe: I don't see that the GMM itself does anything with cursors, but you are right, the GuiManager::runLoop() pushes and pops cursor.
[16:11] <criezy|Work> Which means that it would do that for any dialog, and not just the GMM (for example if we show a message in a GUI dialog).
[16:11] <criezy|Work> As afr as I can see the push and pop seem symetrical and it will only do a pop if there was a push before.
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[16:12] <criezy|Work> However it also does a CursorMan::showCursor(true) at the start, but there is no CursorMan::showCursor(false).
[16:13] <criezy|Work> So that part is not symetrical.
[16:13] <criezy|Work> And maybe the fact that the CursorMan still shows its cursor after returning from the GMM means that for engines that do not use the CursorMan, their own cursor will not be displayed?
[16:15] <criezy|Work> s/showCursor/showMouse/
[16:16] <criezy|Work> Maybe the GuiManager::runLoop should check if the CursorMan shows it mouse at the start, and if it does not, have a call to CursorMan::showMouse(false) at the end to restore the mouse visibility state.
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[16:17] <criezy|Work> Or this could be done in Engine::runDialog
[16:18] <LePhilousophe> runLoop seems good
[16:19] <LePhilousophe> checking cursor state isn't enough as the game cursor has been erased
[16:20] <LePhilousophe> and it's not backed up anywhere
[16:21] <criezy|Work> Oh, you mean the cursor surface in the backend?
[16:22] <LePhilousophe> yep
[16:22] <LePhilousophe> CursorMan erases it when you push
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[16:31] <criezy|Work> Yes. I understand your issue now. If you use directly OSystem::setMouseCursor and not CursorMan, your cursor is not in the CursorMan stack.
[16:31] <criezy|Work> So when CursorMan pushes and then pops a cursor, it cannot restore the previous cursor in OSystem.
[16:33] <criezy|Work> Maybe engines not using CursorMan are suppose to set the OSystem mouse cursor back themselves on return from the GMM (or any other dialog)?
[16:38] <LePhilousophe> but engines don't see the GMM event I think. That's handled directly when polling events
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[16:47] <criezy|Work> Yes, openMainMenuDialog would normally be called by the EventManager.
[16:48] <criezy|Work> So we would need to do some changes such as adding a virtual function in Engine called from Engine::openMainMenuDialog() after returning from the GMM.
[16:48] <criezy|Work> (as it already does I think to load save games)
[16:51] <criezy|Work> Unless we just want to force all engines to use CursorMan.
[16:55] <criezy|Work> It actually calls pauseEngine(true) before showing the GMM and pauseEngine(false) afterward.
[16:55] <criezy|Work> So suposedly if you set the OSystem mouse cursor in a reimplementation of pauseEngineIntern in your engine when the bool is false, it would restore the cursor after returning from the GMM.
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[17:16] <Scummette> [scummvm] lotharsm pushed 1 new commits to master: https://git.io/fjzmE
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[19:27] <LePhilousophe> well, I think it would be simpler to mandate usage of CursorMan
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[19:57] <peterkohaut> if there will be no strong objections from sev :)
[19:57] <peterkohaut> sorry, wrong chat :(
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[21:22] <Deledrius> Endy, maybe there's a reason for that...
[21:24] <Lightkey> peterkohaut: I, for one, welcome the addition of Barbie Fashion Designer
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[21:59] <Scummette> scummvm/master e380e6e lotharsm: AMIGA: Sync RM2AG.rexx with RM2AG.rexx.in
[21:59] <Scummette> [scummvm] rsn8887 pushed 1 new commits to master: https://git.io/fjzG6
[21:59] <Scummette> scummvm/master 75a5c2f rsn8887: CONFIGURE: Add PSP to platforms where debug is off by default
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[22:42] <Scummette> [scummvm] rsn8887 pushed 1 new commits to master: https://git.io/fjzZe
[22:42] <Scummette> scummvm/master 49601a7 rsn8887: CONFIGURE: Add --disable-all-unstable-engines for use with buildbot
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[23:55] <ludde> hello!
[23:55] <ludde> nice to see so many familiar names :)
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[00:00] --- Fri Jun 7 2019