--- Log opened Fri Jan 01 00:00:27 2016 20160101 00:28:11-!- stikonas [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20160101 00:33:05-!- Necrosporus_ is now known as Necrosporus 20160101 00:44:53-!- Greg-Bog_ [~greg_bogg@173.240.241.83] has joined #wesnoth-dev 20160101 00:47:38-!- Greg-Bog_ [~greg_bogg@173.240.241.83] has quit [Remote host closed the connection] 20160101 00:47:45-!- Greg-Bog_ [~greg_bogg@173.240.241.83] has joined #wesnoth-dev 20160101 00:48:44-!- Greg-Boggs [~greg_bogg@173.240.241.83] has quit [Ping timeout: 256 seconds] 20160101 00:49:38-!- Greg-Bog_ [~greg_bogg@173.240.241.83] has quit [Remote host closed the connection] 20160101 01:05:26-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has quit [Ping timeout: 240 seconds] 20160101 01:30:49-!- ancestral [~ancestral@71-220-42-226.mpls.qwest.net] has joined #wesnoth-dev 20160101 01:31:44-!- stikonas [~gentoo@wesnoth/translator/stikonas] has quit [Quit: Konversation terminated!] 20160101 02:06:42< Aginor> morning vultraz 20160101 02:22:40-!- ancestral [~ancestral@71-220-42-226.mpls.qwest.net] has quit [Quit: i go nstuf kthxbai] 20160101 02:47:48-!- ancestral [~ancestral@71-220-42-226.mpls.qwest.net] has joined #wesnoth-dev 20160101 02:51:24-!- TheJJ [~rofl@ipbcc36ea9.dynamic.kabel-deutschland.de] has quit [Ping timeout: 245 seconds] 20160101 02:58:19-!- ancestral [~ancestral@71-220-42-226.mpls.qwest.net] has quit [Quit: i go nstuf kthxbai] 20160101 03:01:43-!- Greg-Boggs [~greg_bogg@173.240.241.83] has joined #wesnoth-dev 20160101 03:06:26-!- Greg-Boggs [~greg_bogg@173.240.241.83] has quit [Ping timeout: 256 seconds] 20160101 03:09:05-!- ancestral [~ancestral@71-220-42-226.mpls.qwest.net] has joined #wesnoth-dev 20160101 03:14:13< Aginor> hey ancestral 20160101 03:14:21< Aginor> happy new year (ish?) 20160101 03:18:27-!- ancestral [~ancestral@71-220-42-226.mpls.qwest.net] has quit [Quit: i go nstuf kthxbai] 20160101 03:31:54-!- gfgtdf [~chatzilla@f054138193.adsl.alicedsl.de] has joined #wesnoth-dev 20160101 03:32:02< gfgtdf> Aginor: happynew year 20160101 03:32:09< Aginor> gfgtdf: the same to you 20160101 03:32:20< gfgtdf> Aginor: about 24209 20160101 03:32:25< Aginor> yes? 20160101 03:32:31< Aginor> I'm testing my fix to it right now 20160101 03:32:34< gfgtdf> Aginor: i think we should tr tokeep the fix very simple 20160101 03:32:39< Aginor> or trying to 20160101 03:32:47< Aginor> look at PR572 20160101 03:33:01< gfgtdf> Aginor: becasue we will mostikeleyremove it when SDL2.0.4 is releasaed 20160101 03:33:05< Aginor> I think we want the global event context anyway 20160101 03:33:20< Aginor> and then it's simply a matter of removing the code in that #ifdef 20160101 03:33:26< gfgtdf> i Aginor what exactly doesit? 20160101 03:33:37< gfgtdf> the global event handler 20160101 03:34:32< Aginor> allows you to register for SDL_Events in a global context, ie, the registering class won't stop receiving events just because some other component made a new event context 20160101 03:35:31< gfgtdf> Aginor: what exactly is a event context (sry i dont know the events.cpp code tht muhc) 20160101 03:35:58< Aginor> I can only speak about what I've figured out, so I'm not quite sure what the original intent was 20160101 03:36:22< Aginor> gfgtdf: trying to gauge my level of detail; Are you familiar with gui programming and event handling? 20160101 03:36:50< gfgtdf> Aginor: im a little familiar with the gui2 code. 20160101 03:37:06< Aginor> sorry for asking, but I have no idea what your experience is :) 20160101 03:37:16< Aginor> I mean in general, not within the wesnoth context 20160101 03:38:27< gfgtdf> Aginor: no not really 20160101 03:38:48< Aginor> ok :) 20160101 03:39:45< gfgtdf> Aginor: i mean i weould sure manage to rite a gui aplication 20160101 03:39:50< gfgtdf> write* 20160101 03:40:10< gfgtdf> Aginor: but i dont know any advanced techniques 20160101 03:41:00< Aginor> So there's a way to register for receiving events, dispatched from the big event-loop in events.cpp. The event loop looks for all handlers in the last registred context, not sending events to any previously registered contexts. An event context here is simply a collection of event listernes 20160101 03:41:39< Aginor> the class in wesnoth that acts as an event listener is sdl_handler (events.hpp), which has the methods join(), leave() and handle_event(...) 20160101 03:41:45< gfgtdf> Aginor: which code changes teh event contect ? 20160101 03:41:59< Aginor> join and leave is simply registering for current context 20160101 03:42:01< gfgtdf> Aginor: y the gui2 code also has a sdl_listener 20160101 03:42:24< Aginor> the context is changed by simply creating a new instance of the event context class, it's done in the constructor 20160101 03:43:16-!- TheJJ [~rofl@ipbcc36ea9.dynamic.kabel-deutschland.de] has joined #wesnoth-dev 20160101 03:43:17< Aginor> there's also some code to change context programatically, which seems to be used to send events to the GUIX panel with focus 20160101 03:44:20< gfgtdf> Aginor: so this code here https://github.com/wesnoth/wesnoth/blob/master/src/gui/auxiliary/event/handler.cpp#L453 creates a events::conect to prevent the background from reciveing events? 20160101 03:44:39< Aginor> yes 20160101 03:45:49< Aginor> the focus-following code probably comes into play there to have multiple components playing nicely together 20160101 03:49:23< gfgtdf> Aginor: i also tested that reszing worksnw much better 20160101 03:49:31< Aginor> cool 20160101 03:49:36< gfgtdf> Aginor: even better then in 1.12.5 i think 20160101 03:49:50< Aginor> I'm still compiling my reference 20160101 03:49:59< Aginor> gfgtdf: does that mean I can merge 572? 20160101 03:50:07< Aginor> or was that not what you tested? 20160101 03:50:13< gfgtdf> Aginor: i think the more we port togui2 the less evnt conext we need 20160101 03:50:23< gfgtdf> Aginor: noi just tested master 20160101 03:50:31< Aginor> actually, I can't merge it yet, I need to add an sdl1 guard 20160101 03:50:51< gfgtdf> Aginor: i no use the dll i linked in the bugreport 20160101 03:51:16< gfgtdf> Aginor: but since the bug will mostlikleey still effect officalwindows releasees this is still an issue 20160101 03:51:26< Aginor> yes 20160101 03:51:27< gfgtdf> s/i no/no i 20160101 03:51:53< Aginor> bah, my windows is incredibly slow 20160101 03:52:22< gfgtdf> Aginor: virtual machine? 20160101 03:52:32< Aginor> yes 20160101 03:52:38< gfgtdf> Aginor: just wesnoth orwindows in general? 20160101 03:52:57< Aginor> windows in general 20160101 03:53:12< Aginor> I blame virtualbox 20160101 03:53:23< gfgtdf> Aginor: are there an sdl2 related issues left to be fuxed before next 1.13 release 20160101 03:53:37< gfgtdf> ? 20160101 03:53:45< Aginor> potentially a windows issue, let me find the bug 20160101 03:55:17-!- ancestral [~ancestral@71-220-42-226.mpls.qwest.net] has joined #wesnoth-dev 20160101 03:56:26< Aginor> https://gna.org/bugs/?23910 20160101 03:57:13< Aginor> gfgtdf: there's also a bunch of bugs that need to be confirmed as fixed 20160101 03:57:31< gfgtdf> Aginor: hmm why won't the butracker image attachments not showin browser? 20160101 03:57:38< gfgtdf> Aginor: they want to be donloaded 20160101 03:58:02< Aginor> I guess that's just how it is 20160101 03:58:25< gfgtdf> Aginor: :/ 20160101 03:59:22< Aginor> gfgtdf: PR566 needs to be sorted as well, but I think that should build upon the global context I introduced in PR572 20160101 04:00:09< gfgtdf> Aginor: i'dlike if pr566 was tested to build ith sdl1 before beeing merged 20160101 04:01:01< Aginor> gfgtdf: I'll be making sure we don't break SDL1 before the next release 20160101 04:01:08< Aginor> I test everything both under 1 and 2 :) 20160101 04:01:41< Aginor> https://gna.org/bugs/index.php?24210 could also be fixed 20160101 04:01:57< Aginor> and there's: https://gna.org/bugs/index.php?24209 20160101 04:02:08< Aginor> apart from that I know of no SDL2 specific bugs 20160101 04:02:30< Aginor> credits are having a transparency issue in both SDL1 and SDL2 though, that needs some fixing too 20160101 04:03:22< gfgtdf> Aginor: you have a planon what do do afterthisinf that bug? 20160101 04:03:45< Aginor> gfgtdf: which bug? 20160101 04:04:08< gfgtdf> Aginor: thenonss you mentioned 20160101 04:04:34< Aginor> I have no imediate plans to try to tackle any of those bugs apart from 24209 right now 20160101 04:04:47< Aginor> I want to finish that and make all resize handling good 20160101 04:04:58< Aginor> s/resize/window/ 20160101 04:05:20< Aginor> then I probably need to spend a couple of days doing consulting work in my spare time instead of wesnoth 20160101 04:05:39< Aginor> why do you ask? 20160101 04:07:47< ancestral> Aginor: Happy New Year 20160101 04:07:52< ancestral> 10 PM here, but close enough 20160101 04:08:30< ancestral> Time to change all the relevant copyright dates to 2016 20160101 04:08:37< ancestral> (I hear vultraz is an expert at this) 20160101 04:08:52< Aginor> ancestral: that's pretty easy :) 20160101 04:09:40< Aginor> find src -name "*.?pp" | xargs sed -i 's/Copyright year 2015/Copyright year 2016/g' 20160101 04:09:52< Aginor> or something similar ;) 20160101 04:09:53< ancestral> git commit 20160101 04:09:56< ancestral> :-P 20160101 04:10:35< Aginor> git diff first .) 20160101 04:10:49< Aginor> I have really shot myself in the foot doing similar things in the past 20160101 04:15:15-!- boucman [~rosen@wesnoth/developer/boucman] has quit [Remote host closed the connection] 20160101 04:30:18< Aginor> still compiling under windows :/ 20160101 04:36:29-!- oldlaptop [~quassel@50-37-38-205.mskg.mi.frontiernet.net] has quit [Ping timeout: 276 seconds] 20160101 04:37:47< Aginor> ok 20160101 04:37:51< Aginor> PR572 works 20160101 04:38:16< Aginor> gfgtdf: what's the correct preprocessor directive to use to target all windows builds across all compilers? 20160101 04:38:20< Aginor> _WIN32 ? 20160101 04:39:43< Aginor> _WIN32 looks right 20160101 04:43:02-!- gfgtdf [~chatzilla@f054138193.adsl.alicedsl.de] has quit [Ping timeout: 250 seconds] 20160101 04:50:35< vultraz> allos, Aginor 20160101 04:51:17< vultraz> this global events stuff looks good 20160101 04:51:38< vultraz> the prefs event handler could usei t 20160101 04:51:41< vultraz> use it* 20160101 04:52:03< Aginor> vultraz: that's certainly what I was thinking 20160101 04:52:25< Aginor> I'm about to do a force-push though, I had broken SDL1 20160101 04:52:34< Aginor> about to re-test now to make sure it still works 20160101 04:55:05< vultraz> Aginor: I think it may in fact fix the issue I was struggling with yesterday 20160101 04:55:41< Aginor> it allows a nice separation of concern between the event loop code and anything that needs to always be notified about... anything 20160101 04:56:13< vultraz> tell me when you've force-pushed 20160101 04:57:12< Aginor> done 20160101 04:57:37< Aginor> I'll let it sit a bit for people to examine, but I think it's ready to merge 20160101 04:57:43< Aginor> it fixes the bug on windows 20160101 04:57:53< Aginor> and adds the very useful global event context 20160101 04:59:27< vultraz> could you take a look at 566 next when you have time? see if there's anything you want me to change/fix, esp for SDL1 20160101 05:00:58< Aginor> vultraz: sure 20160101 05:03:31< Aginor> doing an SDL1 build with it now 20160101 05:05:05< vultraz> hmm... uh... where do I hook the prefs events into global? 20160101 05:05:35< Aginor> you um, wait for PR572 to be merged ;) 20160101 05:05:46< vultraz> no no, I pulled it locally :P 20160101 05:05:54< vultraz> so I can test if it fixes my bug 20160101 05:05:54< Aginor> look at the change to video.cpp and video.hpp where I've done it 20160101 05:06:50< vultraz> ok, so you created a subclass 20160101 05:06:56< Aginor> vultraz: http://pastebin.com/iuts5ZFM 20160101 05:07:11< Aginor> you could just as well subclass the original preferences class 20160101 05:07:30< Aginor> I might do that in cvideo once SDL1.2 is dropped 20160101 05:08:26< vultraz> hm... looks like that code needs to be sdl2 only 20160101 05:08:38< Aginor> yes 20160101 05:09:02< Aginor> and you probably need to add the right SDL1 handling there too 20160101 05:09:19< vultraz> ugh 20160101 05:09:29< Aginor> much ugh 20160101 05:09:47< vultraz> indeed 20160101 05:10:38< Aginor> vultraz: does that PR have the 568 commits in it? 20160101 05:11:22< vultraz> no, i merged 568 to master 20160101 05:11:27< Aginor> ok 20160101 05:11:37< Aginor> but has 566 been rebased on top of that? 20160101 05:12:30< vultraz> yes, 566 has been rebased on master 20160101 05:13:29-!- Appleman1234 [~Appleman1@KD119104018199.au-net.ne.jp] has quit [Ping timeout: 246 seconds] 20160101 05:16:27< Aginor> good :) 20160101 05:17:56< Aginor> vultraz: http://pastebin.com/BaQidwQw 20160101 05:18:03< Aginor> I added the SDL version check 20160101 05:18:21< Aginor> I think you need to compile and fix for SDL 1 too :/ 20160101 05:19:20< vultraz> D: 20160101 05:19:22< vultraz> nuuu 20160101 05:20:22< vultraz> ok, some of these are obvious fixes 20160101 05:27:00< vultraz> Aginor: the only error I don't understand is invalid use of non-static member function 20160101 05:28:03< vultraz> should min_allowed_width/height be static? 20160101 05:29:04< Aginor> vultraz: you're missing paranthesis so it's a reference to the function itself 20160101 05:30:01< vultraz> missing then? 20160101 05:30:06< vultraz> them* 20160101 05:30:39< Aginor> change result.push_back(current_resolution); to result.push_back(current_resolution()); 20160101 05:30:49< Aginor> video.cpp:843 20160101 05:31:52< vultraz> oh I was looking at the wrong line 20160101 05:31:58< vultraz> my 843 is different 20160101 05:32:33< Aginor> video.cpp:834 20160101 05:32:39< Aginor> I transposed some digits 20160101 05:34:43< vultraz> Aginor: pushed a commit, try building again 20160101 05:37:04< vultraz> BTW, the final issue seemed tobe with certain window events not being caught by the prefs handler 20160101 05:37:16< vultraz> so 572 should almost certainly fix that 20160101 05:37:23< Aginor> indeed 20160101 05:37:58< vultraz> If 566 builds, you're welcome to merge in current state, then 20160101 05:43:13< Aginor> it builds 20160101 05:43:22< Aginor> I'll give it more of a test and review first 20160101 05:43:35< Aginor> I'm slightly worried it'll break SDL1, but it's looking good 20160101 05:47:29< Aginor> vultraz: I'm not sure, but I think something dodgy is going on with resizing in your PR 20160101 05:47:52< Aginor> it's always been flaky for m in SDL1 though, that's one of the reasons I started doing SDL2 stuff 20160101 06:01:35-!- Greg-Boggs [~greg_bogg@173.240.241.83] has joined #wesnoth-dev 20160101 06:01:35-!- Greg-Boggs [~greg_bogg@173.240.241.83] has quit [Read error: Connection reset by peer] 20160101 06:01:44< vultraz> Aginor: I can't guarantee anything will work in sdl1, TBH. But that's also a point, SDL1 has its own problems 20160101 06:02:03-!- Greg-Boggs [~greg_bogg@173.240.241.83] has joined #wesnoth-dev 20160101 06:06:50-!- Greg-Boggs [~greg_bogg@173.240.241.83] has quit [Ping timeout: 265 seconds] 20160101 06:10:07-!- Appleman1234 [~Appleman1@KD119104015241.au-net.ne.jp] has joined #wesnoth-dev 20160101 06:10:51< Aginor> yup 20160101 06:11:01< Aginor> but we don't want to cause regressions 20160101 06:12:07< vultraz> true, true 20160101 06:12:52< Aginor> hmm 20160101 06:13:03< Aginor> it gets the window state wrong in SDL1 when I maximize 20160101 06:13:08< Aginor> and start again 20160101 06:13:11< Aginor> and dimensions 20160101 06:13:47< Aginor> I think we need someone else to test with sdl1 and linux 20160101 06:13:59< vultraz> isn't that an existing problem 20160101 06:14:08< Aginor> I'm not sure 20160101 06:14:20< Aginor> I will make a reference build shortly to compare with 20160101 06:15:10< vultraz> yay for ccache 20160101 06:17:54< vultraz> Aginor: BTW, there is no preferences class, only a namespace 20160101 06:18:30< Aginor> ah 20160101 06:18:50< Aginor> I hadn't realised :) 20160101 06:19:43< celticminstrel> About 90% of the time, :: indicates a namespace rather than a class. 20160101 06:20:00< Aginor> yes... 20160101 06:20:18< Aginor> I just hadn't put 2 and 2 together for that for some reason 20160101 06:20:26< celticminstrel> :) 20160101 06:20:40< vultraz> celticminstrel: I did not know this 20160101 06:21:17< celticminstrel> Well, unless it follows template arguments, obviously. 20160101 06:21:30< Aginor> vultraz: PR566 doesn't save window size for me in SDL2 20160101 06:21:40< Aginor> I reset all game preferences 20160101 06:21:43< Aginor> started the game 20160101 06:21:44< vultraz> say what 20160101 06:21:47< Aginor> resized it 20160101 06:21:48< celticminstrel> Barring template metafunctions, classes are usually made to be instantiated. The :: syntax on the other hand would reference static members of the classes. 20160101 06:22:00< Aginor> quit and then restarted 20160101 06:22:10< Aginor> window size is 1024x768 both times 20160101 06:22:26< vultraz> gotta try this.. 20160101 06:22:56< vultraz> Aginor: I did the exact same thing and it saves for me :| 20160101 06:22:59< vultraz> whut 20160101 06:25:45< Aginor> I'll run it through a debugger to see 20160101 06:26:33< vultraz> I did notice maximized state wasn't saving for me, though... bleh 20160101 06:27:52< Aginor> celticminstrel: do you have any opinions on PR572? 20160101 06:28:43 * Aginor facepalms 20160101 06:28:54< Aginor> vultraz: I built master, not your PR 20160101 06:29:05< vultraz> derp :P 20160101 06:29:16< Aginor> trying all over again 20160101 06:35:00< celticminstrel> I don't really know what to think of it... so I guess, no opinions. 20160101 06:35:01< Aginor> vultraz: it gets window size wrong when restarting the game maximized. state is maximized, but base window size is the previously maximized state 20160101 06:35:11< Aginor> celticminstrel: ok :D 20160101 06:35:43< vultraz> Aginor: as in, it's not really "maximized", just the size of being maximized? 20160101 06:35:56< Aginor> vultraz: both, I think 20160101 06:36:23< Aginor> no 20160101 06:36:33< Aginor> vultraz: not really maximized, just the size of maximized 20160101 06:37:06< vultraz> I have some local changes that might fix that 20160101 06:37:10< vultraz> not sure, testing now 20160101 06:38:31 * celticminstrel sleep 20160101 06:40:52< Aginor> celticminstrel: sleep well 20160101 06:42:35-!- celticminstrel [~celmin@unaffiliated/celticminstrel] has quit [Quit: And lo! The computer falls into a deep sleep, to awake again some other day!] 20160101 06:49:40< Aginor> vultraz: I think SDL1 is as good as it ever was 20160101 06:49:53< Aginor> but it's always been pretty broken for me 20160101 06:50:49< vultraz> good, good 20160101 06:53:12< vultraz> Aginor: dunno if this is a problem, but it seems certain functions cause resize events to be fired twice 20160101 06:53:23< vultraz> ie, my prefs handling function can get handled twice in certain cases 20160101 06:53:36< vultraz> I wonder if that would fix if I used 572.... 20160101 06:54:14< Aginor> vultraz: this is your cause 20160101 06:54:16< Aginor> case SDL_WINDOWEVENT_SIZE_CHANGED: // Fall through to RESIZED case SDL_WINDOWEVENT_RESIZED: 20160101 06:54:34< Aginor> SDL_WINDOWEVENT_SIZE_CHANGED always preceeds a SDL_WINDOWEVENT_RESIZED 20160101 06:54:45< Aginor> maybe it's bettert to only handle one of them 20160101 06:54:51< vultraz> ohhhhhhhh 20160101 06:54:56< vultraz> ok, testing again 20160101 06:55:50< vultraz> hm 20160101 06:56:03< vultraz> ok, so on maximize, both MAXIMIZE and RESIZE get handled 20160101 06:56:35< Aginor> yeah 20160101 06:56:45< Aginor> or at least that's what I expect 20160101 06:56:56< vultraz> and resize can set the maximized flag to false 20160101 06:58:14< vultraz> Aginor: quick off topic while I'm thinking about it: did you notice the weird drawing behavior in the credits screen 20160101 06:58:35< Aginor> vultraz: I did, I haven't looked into it though 20160101 06:58:41< vultraz> ok 20160101 06:58:42< Aginor> it's present in both SDL1 and 2 20160101 07:01:42< vultraz> ok, I think I fixed the maximize state bug 20160101 07:01:50< Aginor> sweet 20160101 07:01:57< Aginor> I'm agoing to merge PR572 now 20160101 07:02:03< vultraz> I moved _set_maximize(false) from the RESIZE event to set_resolution() 20160101 07:02:16< Aginor> yup 20160101 07:02:22< vultraz> now there's only... one more bug left 20160101 07:02:26< Aginor> there's probably more scope for cleanup 20160101 07:02:29< Aginor> which one? 20160101 07:02:57-!- irker263 [~irker@uruz.ai0867.net] has joined #wesnoth-dev 20160101 07:02:57< irker263> wesnoth: Andreas Löf wesnoth:master 544b61534c71 / src/ (events.cpp events.hpp video.cpp video.hpp): Fix bug #24209 and add a global event scope http://git.io/vuf5i 20160101 07:02:57< irker263> wesnoth: Andreas wesnoth:master cb74629a88ac / src/ (events.cpp events.hpp video.cpp video.hpp): Merge pull request #572 from aginor/master http://git.io/vuf5P 20160101 07:03:02< vultraz> sometimes when setting resolution on a maximized window, the size will change but the state will still be considered maximized for the window (ie, the restore button is present not the maximize button) 20160101 07:03:37< vultraz> purely an internal matter, since quitting at that point and restarting will give you a window of the size you set, and the correct state 20160101 07:04:02< Aginor> you probably need to call SDL_RestoreWindow to make it non-maximized 20160101 07:05:05-!- d4nf [~d4nf@ool-182ee6a9.dyn.optonline.net] has quit [Ping timeout: 260 seconds] 20160101 07:09:05< Aginor> vultraz: I think window.cpp (twindow) might need a few changes, to not simply remove fullscreen mode when changing the resolution. And adding a wrapper aroudn the restore function 20160101 07:09:40< Aginor> that way you have more flexibility around changing window size while maximised or fullscreen 20160101 07:09:59< vultraz> Aginor: so I should remove SDL_SetWindowFullscreen(window_, 0); from twindow::set_size()? 20160101 07:10:28-!- iceiceice [~chris@ext-74.ias.edu] has joined #wesnoth-dev 20160101 07:10:28-!- iceiceice [~chris@ext-74.ias.edu] has quit [Changing host] 20160101 07:10:28-!- iceiceice [~chris@wesnoth/developer/iceiceice] has joined #wesnoth-dev 20160101 07:10:42< Aginor> I'd say so 20160101 07:10:54< Aginor> you'll need to add some other checks to compensate for it though 20160101 07:11:20< Aginor> I'm about to disappear for a while, but I can help you to do those changes later if you want 20160101 07:11:38< Aginor> I'd also suggest you use the general event handling that I introduced in PR572 now :) 20160101 07:12:14< vultraz> Aginor: I can just add a class to the prefs namespace, right? 20160101 07:18:49< Aginor> I see no reason why not 20160101 07:19:07< vultraz> 'k 20160101 07:40:49< ancestral> Aginor: Entering and leaving fullscreen works much better now, thanks 20160101 07:41:12< ancestral> Now if only changing the resolution while in fullscreen actually changed the native resolution of the computer… 20160101 07:41:32< vultraz> ancestral: why would you change res in fullscreen? 20160101 07:41:44< Aginor> ancestral: I made a conscious decision to not change the native resolution 20160101 07:42:12< ancestral> Because maybe I have an old CRT and I can choose a smaller res meaning larger UI 20160101 07:42:45< vultraz> DO you have an old CRT? :P 20160101 07:42:54< ancestral> No, but it’s hypothetical 20160101 07:43:05< ancestral> Or maybe I want to choose a HiDPI resolution 20160101 07:43:09< Aginor> we could turn it into an advanced option to pick resize mode 20160101 07:43:45< vultraz> i mean, games do usually allow setting res in fullscreen... 20160101 07:44:09< vultraz> but they don't change the native res, do they? 20160101 07:44:09< ancestral> vultraz: Let me clarify 20160101 07:44:37< ancestral> vultraz: Right now, at least on the Mac, there is no way to change the resolution of the screen while using Wesnoth 20160101 07:45:20< ancestral> This was possible in previous versions, so something changed/regressed (and maybe it’s just changes with SDL2) 20160101 07:46:08< Aginor> ancestral: yes, I picked which one of the two fullscreen modes to use. Changing it to the other (which you're requesting) would be trivial 20160101 07:46:32< Aginor> it's SDL_FULLSCREEN vs SDL_FULLSCREEN_DESKTOP 20160101 07:47:02< ancestral> Hmm 20160101 07:47:04< Aginor> I picked the desktop version because I prefer to run games in the native resolution if I can 20160101 07:47:07< ancestral> IS that a flag? 20160101 07:47:13< Aginor> yes 20160101 07:47:20< Aginor> it's an SDL define 20160101 07:48:07< Aginor> sorry, it's SDL_WINDOW_FULLSCREEN vs SDL_WINDOW_FULLSCREEN_DESKTOP 20160101 07:48:11< Aginor> https://wiki.libsdl.org/SDL_CreateWindow 20160101 07:49:47< Aginor> this might be something for OS X 20160101 07:49:49< Aginor> https://wiki.libsdl.org/SDL_HINT_VIDEO_MAC_FULLSCREEN_SPACES?highlight=%28\bCategoryDefine\b%29|%28CategoryHints%29 20160101 07:50:36 * vultraz wonders when 2.0.4 will come out 20160101 07:51:27< ancestral> Aginor: Cool, though not concerned about Spaces atm 20160101 07:51:38< ancestral> StandYourGround will be happy to see Spaces support is there though 20160101 07:52:20< Aginor> vultraz: nobody knows ;) 20160101 07:53:22< vultraz> i saw a thread from like summer 2014 saying they wanted to release it "next month" 20160101 07:54:33-!- Roniga [~androirc@161.79.69.111.dynamic.snap.net.nz] has joined #wesnoth-dev 20160101 07:54:46< ancestral> If they’re in South America that might be January ;-) 20160101 07:54:58< Roniga> Hi again 20160101 07:55:04< vultraz> hah 20160101 07:55:04< ancestral> Hi 20160101 07:55:56< ancestral> vultraz: Is SDL 2.0.3+dev fairly stable? 20160101 07:56:03< vultraz> I have no idea 20160101 07:56:17< vultraz> I'm not an SDL dev :P 20160101 07:56:33< ancestral> I would imagine these likely are maintenance releases? 20160101 07:57:00< Roniga> I'd rather we used 2.0.3, that way we are in a sensible state 20160101 07:57:24< Roniga> And it will work with 20160101 07:57:25< ancestral> Of course 20160101 07:57:37< Roniga> With linux distros and stuff 20160101 07:57:46< ancestral> I was insinuating that if vultraz was impatient he could build his own with the latest source 20160101 07:58:25< Roniga> Ah, right 😁 20160101 07:59:04< ancestral> Aginor: I’m swapping those flags you mentioned 20160101 07:59:09< ancestral> We’ll see how it behaves 20160101 07:59:44< vultraz> ancestral: could you not commit anything, though 20160101 08:00:01< Roniga> Beware that theres a few places in the code 20160101 08:00:47< ancestral> vultraz: I’m not commiting anything. If I do, it goes in a branch. If I’m serious, I’ll ask for a PR 20160101 08:00:57< vultraz> ok 20160101 08:01:06< ancestral> Aginor: I have changed fullscreen res 20160101 08:01:25< ancestral> Just some odd behavior now existing fullscreen and changing to other resolutions 20160101 08:01:51< ancestral> Or maybe in some scenarios, both flags can be used? 20160101 08:01:59< Roniga> I havent done any work on that :) 20160101 08:02:10< Roniga> So it woyldnt suprise me 20160101 08:02:24< ancestral> Let me rephrase 20160101 08:02:29< vultraz> is Roniga Aginor o_O 20160101 08:02:36< ancestral> In some situations, both of those flags could be used 20160101 08:02:40< ancestral> perhaps\ 20160101 08:03:42< Roniga> Vultraz: read my nick backwards 20160101 08:03:45< ancestral> vultraz: palindromic 20160101 08:03:49< vultraz> I did 20160101 08:03:54< vultraz> that's why I even suspected 20160101 08:04:43< Roniga> Ancestral: we could change those flags, but i think desktop fullscreen makes more sense 20160101 08:04:55< vultraz> dammit, i've broken my build 20160101 08:05:03< ancestral> So here’s the thing 20160101 08:05:04< vultraz> trying to change prefs handling to global 20160101 08:05:36< ancestral> There’s a button that says “Change Resolution” 20160101 08:05:50< vultraz> multiple definition of `preferences::event_handler in linker.... 20160101 08:05:53< vultraz> hmm 20160101 08:05:55< vultraz> ok so maybe 20160101 08:06:01< vultraz> the class in the namespace doesn't work 20160101 08:06:02< ancestral> There will be times when someone would like to run Wesnoth fullscreen at non-native resolutions 20160101 08:06:09< ancestral> Maybe they’re hooked up to an external display 20160101 08:06:47< ancestral> Maybe they have bad eye sight 20160101 08:07:06< ancestral> The alternative (and this is possible) is make the game resolution independent 20160101 08:07:09< Roniga> Ancestral: youre trying to cater to use-cases that would never work with SDL1 20160101 08:07:21< ancestral> But, that means scaling everything 20160101 08:07:28< Roniga> External displays that is 20160101 08:07:28< vultraz> scaling! D: 20160101 08:07:54< ancestral> I don’t see how you can have neither of these options 20160101 08:09:04< vultraz> Roniga / Aginor: this is what I have... guess I'm doing it wrong http://pastebin.com/dW4rVT9G 20160101 08:10:17< Roniga> Vultraz: i can't tell anything useful from that at the moment 20160101 08:10:24< ancestral> The “change resolution” button needs to work 20160101 08:10:49< ancestral> (eventually) 20160101 08:10:54< vultraz> problem is I don't really understand what I'm doing 20160101 08:11:07< vultraz> so I'm just trying to copy what you were doing :/ 20160101 08:11:24-!- iceiceice [~chris@wesnoth/developer/iceiceice] has quit [Quit: Leaving] 20160101 08:11:35< Roniga> Ancestral: i can see where you're coming from, but I'm more inclined to remove it 20160101 08:12:17< ancestral> Why remove it? 20160101 08:12:21< vultraz> ancestral: I have to agree with that, though 20160101 08:12:32< ancestral> Most every game has the ability to change the resolution 20160101 08:12:38< ancestral> Some people have gigantor monitors 20160101 08:12:56< ancestral> Some people have slow-ass computers, so playing at a small resolution means better framerates 20160101 08:13:09< vultraz> ancestral: for example, what happens if someone on a retina display chooses a "SD" resolution - how do we handle that 20160101 08:13:19< ancestral> If you want to remove this feature, you absolutely need to get some consensus about it 20160101 08:13:29< ancestral> Becuase you’re talking about a very important feature 20160101 08:14:18< ancestral> (vultraz: Well, and for me, basically it’s defaulting to the SD “half” resolution, but I can’t choose the actual 2x resolution) 20160101 08:14:30< Roniga> Yes... 20160101 08:15:04< vultraz> ancestral: wait, it doesn't give you native res? 20160101 08:15:08< ancestral> (My situation is more about Hi-DPI and is less important/absolutely backburnery) 20160101 08:15:19< ancestral> vultraz: Alright let me explain 20160101 08:15:42< ancestral> My monitor has a native pixel resolution of 2560 x 1600 20160101 08:16:01< ancestral> Most apps do not natively support “retina” or Hi-DPI resolutions 20160101 08:16:23< vultraz> shouldn't we work on that for us? 20160101 08:16:25< ancestral> Therefore, the default behavior if not supporting it, is to pixel double 20160101 08:16:46< ancestral> It’s the difference of pixels and points 20160101 08:17:38< vultraz> so you get...1 game pixel taking up...2 display pixels? 20160101 08:17:40< vultraz> or something? 20160101 08:17:51< ancestral> Yeah, basically Wesnoth draws a pixel 20160101 08:17:57< Roniga> 4 pixels 20160101 08:17:59< ancestral> It takes up 4 pixels on my screen 20160101 08:18:01< ancestral> Right 20160101 08:18:04< ancestral> 2 x 2 20160101 08:18:28< ancestral> vultraz: If Wesnoth wants true retina support, then everyone’s going to need to make 2x assets 20160101 08:18:37< ancestral> Sliders that are twice as big 20160101 08:18:46< ancestral> Window elements that are twice as big 20160101 08:18:50< vultraz> LB made those, though 20160101 08:18:56< ancestral> He did quite a few 20160101 08:19:10< ancestral> Then you have to decide, what about pixel art? 20160101 08:19:21< vultraz> that... is a good question 20160101 08:19:27< ancestral> Do we leave pixel art as-is? (A very good argument is, yes, we do) 20160101 08:19:27< vultraz> Jetrel would be the guy to ask 20160101 08:19:55 * Jetrel_bot shambles in 20160101 08:20:02< ancestral> Long story short: Wesnoth cannot just support Hi-DPI without changes to assets 20160101 08:20:08< ancestral> But 20160101 08:20:13< ancestral> Wesnoth might not need true support 20160101 08:20:21< ancestral> And I’m not asking for that 20160101 08:20:48< ancestral> Hi Jetrel_bot 20160101 08:20:51< ancestral> :) 20160101 08:21:01< Jetrel_bot> hey 20160101 08:21:30< ancestral> 20160101 08:21:54< Jetrel_bot> so yeah, uh, my take on retina support is that it's totally reasonable to enable it, so that things like e.g. portraits scale more cleanly 20160101 08:22:30< Jetrel_bot> But it's absolutely unreasonable to to redo any of the art besides *maybe* the gui art, and even that's asking for a lot 20160101 08:22:59< Jetrel_bot> It should be on the same basis as a website, basically 20160101 08:23:29< ancestral> vultraz: Have you seen the reddit page? 20160101 08:23:37< ancestral> Wesnoth’s reddit page banner 20160101 08:23:55< vultraz> Jetrel_bot: and we already have 2x assets for a large number amount of the gui so that's great 20160101 08:23:57< Roniga> Ancestral: would you be able to enable that hint for spaces support and check how that behaves? I think it's related to the desktop fullscreen support 20160101 08:24:04< vultraz> I've asked LB to do 2x cursors too 20160101 08:24:08< ancestral> That banner is a quick hack “supporting” retina displays 20160101 08:24:12< vultraz> s/number// 20160101 08:24:18< vultraz> ancestral: yes, why 20160101 08:24:49< ancestral> It’s an asset with twice the pixel information jammed into the pixel area designed for normal DPI 20160101 08:24:58< Jetrel_bot> ancestral: I would (strongly) say that the proper way to support retina displays is to provide one version of an asset, at a high resolution. 20160101 08:25:12< ancestral> ^ exactly that 20160101 08:25:17< Jetrel_bot> Providing multiple versions at different resolutions is evil. 20160101 08:25:20< ancestral> It’s just 20160101 08:25:46< ancestral> Either images in the game will be twice as small 20160101 08:25:53< ancestral> Or you need to make some new images or 20160101 08:26:02< ancestral> You will scale up the images, which is the status quo 20160101 08:26:10< Jetrel_bot> ancestral: sigh 20160101 08:26:37< ancestral> It’s not really a needed thing right now. What Wesnoth needs right now is a theme for HD displays 20160101 08:26:42< Jetrel_bot> ancestral: obviously "images in the game will be twice as small" and "you need to make some new images" are ludicrously out of the question 20160101 08:26:52< ancestral> Exactly! 20160101 08:27:01< Jetrel_bot> so that solves that decision. :P 20160101 08:27:19< Jetrel_bot> ancestral: I mean, I can see why people fret about it 20160101 08:27:33< Jetrel_bot> ancestral: but it's definitely a "making the mountain come to mohammed" sort of thing 20160101 08:27:37< ancestral> Roniga: The last merge you put in makes Spaces work correctly 20160101 08:28:48< ancestral> When I tried changing the flags, I got some resolution changing, but lost some fullscreen toggling. Probably what I did was too simplistic, and some additional logic is required 20160101 08:29:11-!- Greg-Boggs [~greg_bogg@173.240.241.83] has joined #wesnoth-dev 20160101 08:29:53< ancestral> So yes, I think we’ve agreed, the advantage if Wesnoth were to truly support Hi-DPI/retina displays would be to have nicer UI elements (which LB has contributed quite a bit) 20160101 08:30:01< Roniga> Fullscreen-desktop is pretty much the same as spaces support 20160101 08:30:26< Roniga> Something you're kind of arguing against :) 20160101 08:30:47< ancestral> I’m not sure we’re quite on the same page 20160101 08:31:04< ancestral> I think it’s doable to have both resolution changing and Spaces support 20160101 08:33:46< ancestral> Roniga: Your last commit works great. The only thing is I still can’t change resolutions (which we’ve talked about; not necessary for everyone, but perhaps good to have for some people; a feature that’s been a part of Wesnoth for years…) 20160101 08:33:58-!- Greg-Boggs [~greg_bogg@173.240.241.83] has quit [Ping timeout: 256 seconds] 20160101 08:34:49< ancestral> When I did the dirty hacky thing of just changing the name of the flag by removing _DESKTOP I immediately got some resolution-changing ability (when I launched the app it correctly changed my screen to 800 x 600 as I specified previously) 20160101 08:35:09< ancestral> But it doesn’t refresh until I leave the app and go back in 20160101 08:36:03< Roniga> It probably doesn't try to apply the setting until at game start as it would override the window size otherwise. 20160101 08:36:27< ancestral> Also, when I try to leave fullscreen, it doesn’t actually leave fullscreen 20160101 08:36:37< Roniga> I haven't looked at that code since i made the changes in September 20160101 08:36:44< vultraz> ancestral: you might want to test your changes on top of 566 20160101 08:36:53< Roniga> Even on vanilla master? 20160101 08:36:55< ancestral> vultraz: Which is what I did 20160101 08:37:00< vultraz> oh 20160101 08:37:02< vultraz> ok 20160101 08:37:15< vultraz> Jetrel_bot: what's that a reference to? 20160101 08:38:03< ancestral> Bottom line: Aginor: Great patch, Spaces works, fullscreen toggling works. Downside? Changing resolutions isn’t working yet. 20160101 08:39:25< ancestral> I’ll double-check Gna and if a bug report isn’t listed for changing display resolutions while in fullscreen I’ll submit one 20160101 08:39:44< Aginor> ancestral: There was an initial discussion about this for SDL2 when I made the change 20160101 08:40:02< Aginor> which is why I'm a bit argumentative now :) 20160101 08:40:08< ancestral> No problem 20160101 08:40:38< Aginor> there was a consensus, and that was that the desktop-fullscreen version was better than changing the native resolution 20160101 08:40:42< ancestral> I’m just a little surprised to learn this is somehow XOR 20160101 08:40:57< ancestral> That both features can’t be had 20160101 08:41:04< Aginor> I'm not entirely sure it is, but it's harder 20160101 08:41:19< Aginor> and I may have misunderstood the documentation 20160101 08:42:01< ancestral> I mean, sure, I’d rather have fullscreen toggling than changing display resolutions 20160101 08:42:44< Aginor> the "other games does it" argument sits poorly with me as well, because I'm not convinced we need it 20160101 08:43:15< Aginor> but I'm also aware that I might not know how most people prefer to play the game :) 20160101 08:43:23< vultraz> ancestral: Dota 2 has an option to use native desktop res or set it specifically (along with aspect ratio and window mode (ie borderless window, etc)). 20160101 08:43:25< Aginor> (as in, how they interact with it) 20160101 08:43:33< vultraz> wonder if that might be something to consider 20160101 08:43:34< ancestral> With RTSes it’s essential 20160101 08:43:57< ancestral> With turn-based games… honestly, maybe not? 20160101 08:44:02< ancestral> Aginor: But here’s the deal 20160101 08:44:13< ancestral> If Wesnoth abandons resolution changing 20160101 08:44:44< ancestral> We absolutely need an “HD” theme/extension 20160101 08:45:14< ancestral> Many people who change the resolution are doing it for framerates, or as an admittedly crude (but effective) way to make it bigger on the screen 20160101 08:45:36< ancestral> And right now, the UI already looks really tiny on most displays 20160101 08:45:58< vultraz> Indeed 20160101 08:46:02< vultraz> we need an HD theme 20160101 08:46:12< vultraz> I think everyone can agree on that 20160101 08:46:15< Aginor> that's a different kettle of fish though 20160101 08:46:40< ancestral> But that needs to be in place if in-game resolution changing goes out the window 20160101 08:47:40< Aginor> so many old, open, fullscreen bugs 20160101 08:47:52< Aginor> at least I will be able to close them all soon :) 20160101 08:47:59< ancestral> (And ideally, we gotta figure out why pango/cairo/something isn’t rendering Deja Vu fonts on the Mac, because Helvetica shows up even 30% visually smaller, compounding the problem) 20160101 08:48:18< ancestral> Aginor: I say We and I really probably don’t mean you at all :) 20160101 08:48:45< ancestral> I’m happy the fullscreen stuff is working! So thank you for that 20160101 08:50:54< ancestral> Alright, I gotta go to bed 20160101 08:51:02< vultraz> hey, I helped :P 20160101 08:51:03< Aginor> ancestral: here's what I think: 20160101 08:51:18< ancestral> vultraz: Thank you :) 20160101 08:51:21< Aginor> 1. Keep the current status of desktop-fullscreen 20160101 08:51:34< Aginor> 2. Make an advanced preferences option for resolution-changing desktop 20160101 08:51:56< Aginor> 3. Only show the resolution button when the advanced preference option is enabled. 20160101 08:52:59< ancestral> As long as it works 20160101 08:54:03< ancestral> Theming is a good alternative. It’s sort of a poor-mans UI scaler 20160101 08:54:26< Aginor> I personally is sooooo not keen on touching the theming :D 20160101 08:54:36< ancestral> It’s super kuldgey 20160101 08:54:42< ancestral> *kludgey 20160101 08:55:17< Aginor> I have mucked about with GUI1 enough in the last couple of days to know it won't be fun 20160101 08:55:20< ancestral> You’re probably wise not to touch it 20160101 08:55:32< Aginor> which reminds me, vultraz asked for help 20160101 08:56:12< vultraz> yes :) I really can't figure out how to hook into the global event thing 20160101 08:56:27-!- ancestral [~ancestral@71-220-42-226.mpls.qwest.net] has quit [Quit: End Transmission.] 20160101 08:56:59< Aginor> vultraz: I can't find your link in my scrollback 20160101 08:57:21< vultraz> http://pastebin.com/dW4rVT9G ? 20160101 08:57:21< Aginor> found it 20160101 08:57:27< Aginor> as soon as I complained :D 20160101 08:58:33< Aginor> your diff looks right to me 20160101 08:58:37< Aginor> what's the error? 20160101 08:59:14< vultraz> large number of " multiple definition of `preferences::event_handler_'" errors in the linker 20160101 08:59:30< vultraz> C:/TDM-GCC-32/bin/../lib/gcc/mingw32/5.1.0/../../../../mingw32/bin/ld.exe: .objs-release\src\actions\attack.o: bad reloc address 0x154 in section `.rdata' 20160101 09:02:10< Aginor> update your header file and take out the function definition for handle_event there 20160101 09:02:20< Aginor> gah 20160101 09:02:21< Aginor> no 20160101 09:02:30< Aginor> I'm not reading properly and I'm missing things 20160101 09:07:30< Aginor> have you forc push since rbasing on top of 572? 20160101 09:07:41< Aginor> force pushed even 20160101 09:08:42< vultraz> Aginor: just did 20160101 09:12:02< Aginor> vultraz: I feel like I'm making this much harder for you than it needs to be by having turned it into a moving target :/ 20160101 09:13:27< vultraz> Aginor: it's not that much of an issue. But if you want, we could merge 566 and work in master 20160101 09:13:33< vultraz> it does work as-is currently 20160101 09:16:21< Aginor> ok 20160101 09:16:42< Aginor> don't declare your variables in the header files, declare them in the implementation 20160101 09:17:27< Aginor> if you really want to declare them in the header file, make them extern in the header file and declare without the extern in the implementation 20160101 09:19:00< Aginor> vultraz: I think it'll just start to work if you do that 20160101 09:23:11< vultraz> build, it does 20160101 09:23:36< vultraz> work, it does too 20160101 09:23:38< vultraz> :D 20160101 09:24:23< Aginor> :D 20160101 09:24:45< vultraz> want to deal with the cleanup of twindow now? 20160101 09:25:33< Aginor> by declaring it in the headr file it'll implicitly be declared in every cpp-file that includes it. which will make the linker angry when it finds lots of multiple definitions 20160101 09:25:53< Aginor> if you want to 20160101 09:26:14< Aginor> otherwise it might be good to rebase and squash some of those commits and get it merged 20160101 09:26:31< vultraz> What should I squash? 20160101 09:26:42< Aginor> just bringing it up again ;) 20160101 09:27:32< vultraz> I've already rebased and don't think any of the commits can be easily squashed 20160101 09:27:47< Aginor> no, not without a bunch of reordering and stuff 20160101 09:27:59< Aginor> let's get it merged then if everything works :) 20160101 09:29:24< vultraz> As far as I can tell, it does. Besides the small window restore issue, but we can deal with that in master 20160101 09:29:51< vultraz> (since it'll go along with cleaning up twindow) 20160101 09:30:09< Aginor> yup 20160101 09:30:19< irker263> wesnoth: Charles Dang wesnoth:master d4cd7d5a6d4a / src/sdl/ (window.cpp window.hpp): Add new twindow setter functions: maximize() and center() http://git.io/vuJeq 20160101 09:30:22< irker263> wesnoth: Charles Dang wesnoth:master 79012123b251 / src/gui/dialogs/ (lobby_main.cpp title_screen.cpp): Removed event pump call from fullscreen helper functions in SDL2 http://git.io/vuJem 20160101 09:30:25< irker263> wesnoth: Charles Dang wesnoth:master f25d41779478 / src/preferences_display.cpp: Removed unused anon functions http://git.io/vuJeY 20160101 09:30:28< irker263> wesnoth: Charles Dang wesnoth:master c0bf5e51c882 / src/video.cpp: Center window when changing mode http://git.io/vuJeO 20160101 09:30:31< irker263> wesnoth: Charles Dang wesnoth:master 6272190ec548 / src/ (video.cpp video.hpp): Restrict CVideo::modePossible to SDL1 only http://git.io/vuJe3 20160101 09:30:34< irker263> wesnoth: Charles Dang wesnoth:master 20634adcfb7b / src/game_preferences_display.cpp: Call display change functions directly when changing from prefs instead of using http://git.io/vuJes 20160101 09:30:37< irker263> wesnoth: Charles Dang wesnoth:master eb1335b64b59 / src/video.cpp: Add flag detection for maximized and fullscreen to CVideo::window_state http://git.io/vuJeG 20160101 09:30:40< irker263> wesnoth: Charles Dang wesnoth:master 8732d8179cf3 / src/ (preferences_display.cpp video.cpp video.hpp): Added and deployed getter method for current window resolution http://git.io/vuJeZ 20160101 09:30:43< irker263> wesnoth: Charles Dang wesnoth:master c425bd8b159c / src/events.cpp: Save new resolution on window resize http://git.io/vuJen 20160101 09:30:46< irker263> wesnoth: Charles Dang wesnoth:master 02b992821a33 / src/ (events.cpp preferences.cpp preferences.hpp): Reimplement preference flag event handling in member function hook http://git.io/vuJec 20160101 09:30:49< irker263> wesnoth: Charles Dang wesnoth:master a3b3c6b1043d / src/ (preferences.cpp preferences.hpp video.cpp): Add initial handling and retention of maximized window state http://git.io/vuJeC 20160101 09:30:52< irker263> wesnoth: Charles Dang wesnoth:master 185402dc1fb9 / src/preferences.cpp: Added a safety check for event type in prefs window event handling http://git.io/vuJeW 20160101 09:30:55< irker263> wesnoth: Charles Dang wesnoth:master 98e0bdd83792 / src/ (game_launcher.cpp video.cpp): Refactored handling of window modes in SDL2 http://git.io/vuJel 20160101 09:30:58< irker263> wesnoth: Charles Dang wesnoth:master 8af99510ea4d / src/game_launcher.cpp: Allow -r command line flag to explicitly override previously saved maximized sta http://git.io/vuJe8 20160101 09:31:01< irker263> wesnoth: Charles Dang wesnoth:master 75080d8fdc5c / src/preferences.cpp: Allow prefs window SIZE_CHANGED to fall through to RESIZED http://git.io/vuJe4 20160101 09:31:04< irker263> wesnoth: Charles Dang wesnoth:master 4d9882a95ec6 / src/video.cpp: Reworked fullscreen handling a bit http://git.io/vuJeB 20160101 09:31:07< irker263> wesnoth: Charles Dang wesnoth:master bd3601b78cd0 / src/video.cpp: Make sure the SDL_WINDOW_RESIZABLE flag is always set in SDL2 http://git.io/vuJeR 20160101 09:31:10< irker263> wesnoth: Charles Dang wesnoth:master a18f86c93e64 / src/ (preferences.cpp video.cpp): Fixed compilation on SDL1.2 http://git.io/vuJe0 20160101 09:31:13< irker263> wesnoth: Charles Dang wesnoth:master d9cd1d7f94b5 / src/ (preferences.cpp video.cpp): Explicitly set maximized flag to false when setting resolution instead of on res http://git.io/vuJeE 20160101 09:31:16< irker263> wesnoth: Charles Dang wesnoth:master a6f35e51866c / src/ (events.cpp preferences.cpp preferences.hpp): Move prefs window event handling to global event context http://git.io/vuJeu 20160101 09:31:19< irker263> wesnoth: Charles Dang wesnoth:master eb58f07ffe0f / src/ (12 files in 3 dirs): Merge pull request #566 from Vultraz/display_cleanup http://git.io/vuJez 20160101 09:31:26< vultraz> \o/ 20160101 09:32:56< Aginor> nice! 20160101 09:33:00< Aginor> vultraz: good job! 20160101 09:33:03< vultraz> :D 20160101 09:33:06< vultraz> ty ty 20160101 09:33:46< Aginor> vultraz: do you know where the create_network screen is made? 20160101 09:33:56< Aginor> as in, implemented? 20160101 09:34:04< vultraz> create_network? 20160101 09:34:32< vultraz> no I don't 20160101 09:34:37< vultraz> loonycyborg might 20160101 09:34:51< Aginor> and old multiplayer lobby 20160101 09:35:08< Aginor> they all share the same bug now (background isn't redrawn on resize) 20160101 09:36:23< vultraz> Aginor: the mp lobby is probably game_initialization/multiplayer_lobby.*pp 20160101 09:38:32< Aginor> thanks 20160101 09:44:23< irker263> wesnoth: Andreas Löf wesnoth:master afabf8c8a16f / src/ (4 files in 3 dirs): Add more invokations of the top-level GUI1 event handler to redraw the GUI on re http://git.io/vuJfE 20160101 09:44:27< Aginor> much useful 20160101 09:44:34< Aginor> many bugs squashed 20160101 09:44:37< vultraz> I wonder if GUi2 can use the global events thing 20160101 09:44:46< Aginor> don't try :) 20160101 09:44:46< vultraz> since right now it handled it itself 20160101 09:44:52< vultraz> nah, I won't :P 20160101 09:44:59< vultraz> GUI2 is toooo complicated 20160101 09:45:01< Aginor> it also relies on the focus 20160101 09:45:07< Aginor> it might actually just work 20160101 09:45:10< Aginor> do try :) 20160101 09:46:12< vultraz> one step at a time :P 20160101 09:46:19< vultraz> first let's clean up twindow 20160101 09:47:50< vultraz> if we start tweaking gui2 we should decide if each dialog should be its own SDL window 20160101 09:48:04< vultraz> instead of its own twindow::window_instance 20160101 09:49:50< vultraz> I believe I have fixed that restore state bug :D 20160101 09:53:14< vultraz> Aginor: do you think there's any reason to catch SIZE_CHANGED in prefs anymore? 20160101 09:53:19< vultraz> if not I'll remove the fallthrough 20160101 09:54:04-!- stikonas [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20160101 09:54:51< Aginor> only for SDL1 20160101 09:55:50< vultraz> you mean only SDL1 needs to catch that? 20160101 09:55:57-!- Kwandulin [~Miranda@p200300760F250AE9FDB75A99D6C6F313.dip0.t-ipconnect.de] has joined #wesnoth-dev 20160101 09:56:21< irker263> wesnoth: Andreas Löf wesnoth:master 52762abe45b6 / src/game_initialization/multiplayer_ui.cpp: Relayout multiplayer windows on a window size change http://git.io/vuJJE 20160101 09:56:28< Aginor> I think so 20160101 09:56:28< vultraz> because the entire function is SDL2 only 20160101 09:56:42< Aginor> you probably have a better view of it than I do right now 20160101 09:56:55< vultraz> I think I'll just remove it 20160101 09:58:38< Aginor> I'll trust your judgement .) 20160101 09:58:46< irker263> wesnoth: Charles Dang wesnoth:master ddb6a2c8edab / src/sdl/window.hpp: Fixed a few comments http://git.io/vuJJw 20160101 09:58:49< irker263> wesnoth: Charles Dang wesnoth:master fbb564d2c62b / src/ (sdl/window.cpp sdl/window.hpp video.cpp): Move fullscreen-to-windowed mode handling to a separate twindow::restore() funct http://git.io/vuJJr 20160101 09:58:52< irker263> wesnoth: Charles Dang wesnoth:master b11879a2bc7d / src/preferences.cpp: Catch window restore in prefs and flag maximized as false http://git.io/vuJJo 20160101 09:58:55< irker263> wesnoth: Charles Dang wesnoth:master 75e76038b630 / src/preferences.cpp: Remove fallthrough handling case of SDL_WINDOWEVENT_SIZE_CHANGED http://git.io/vuJJK 20160101 09:58:58-!- Roniga [~androirc@161.79.69.111.dynamic.snap.net.nz] has quit [Ping timeout: 256 seconds] 20160101 09:59:05-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has joined #wesnoth-dev 20160101 09:59:16< vultraz> That was surprisingly simple 20160101 10:00:26< Aginor> .) 20160101 10:00:39< Aginor> that's what comes from tidying things up 20160101 10:01:02< Aginor> my two commits fixed all of the mp GUI1 screens when it comes to resizing and the like 20160101 10:01:12< Aginor> and the editor, I think 20160101 10:01:17 * Aginor goes to test the editor more 20160101 10:02:33< Aginor> looks... acceptable 20160101 10:02:44< Aginor> not awesome, but not horribly corrupted or unusable 20160101 10:07:52< Aginor> right 20160101 10:08:03< Aginor> as of now, I don't know of any major SDL2-related bugs 20160101 10:08:25< vultraz> I think that gray screen thing might still happen but I will have to test 20160101 10:08:25< irker263> wesnoth: Nils Kneuper wesnoth:master e88c75b563a9 / / (10 files in 9 dirs): updated Russian translation http://git.io/vuJUG 20160101 10:08:30< irker263> wesnoth: Nils Kneuper wesnoth:1.12 231ebb400de6 / / (10 files in 9 dirs): updated Russian translation http://git.io/vuJUZ 20160101 10:08:39< Aginor> vultraz: gray screen thing? 20160101 10:08:58< vultraz> Aginor: the thing where the window turns all gray if you alt-tab out and back 20160101 10:09:02< vultraz> it might be gone now 20160101 10:09:21< Aginor> I think it is .) 20160101 10:09:23< Aginor> please check 20160101 10:09:36< Aginor> if comment on the bug so I know 20160101 10:09:47< Aginor> there's too many bugs for me to keep track of in my head :/ 20160101 10:10:10< vultraz> Just a sec, I'm moving the min_allowed_width/height variables from prefs to CVideo 20160101 10:12:29< Aginor> I think they should stay in prefs 20160101 10:12:37< vultraz> you think so? 20160101 10:13:05< vultraz> prefs doesn't use them at all, though 20160101 10:13:10< Aginor> it's an requirement from the UI, not something that's required from the video 20160101 10:13:22< Aginor> so yes, I think it makes sense to keep it there 20160101 10:13:23< vultraz> hm 20160101 10:13:28< vultraz> ok 20160101 10:13:41< vultraz> I'll change them to static member variables, though 20160101 10:13:43< vultraz> instead of functions 20160101 10:13:54< Aginor> I like the functions ;) 20160101 10:14:14< Aginor> it makes it easy to change in the future (if we would ever want to do that) 20160101 10:24:40< vultraz> Aginor: I think the grayscreen bug is gone 20160101 10:25:25< Aginor> good 20160101 10:25:36< Aginor> please comment on the bug so I can close it officially :) 20160101 10:25:43< Aginor> hmm 20160101 10:26:08< Aginor> I just started HttT and the initial cutscene is looking terrible 20160101 10:26:12< Aginor> I think it needs some fixing 20160101 10:26:44< vultraz> hmmmmm 20160101 10:26:58< vultraz> I seem to have a corner case of incorrect state handling.. X_X 20160101 10:27:50< vultraz> if you set resolution after maximizing a window it will launch the next time "the size of maximized" but not actually maximized 20160101 10:28:26< Aginor> yes, that's broken 20160101 10:28:59< vultraz> and... toggling fullscreen off gives you the same 'size of maximized' thing. Damn 20160101 10:29:04< vultraz> I thought I had this all fixed X_X 20160101 10:29:41< vultraz> but at least I can't reproduce the grayscreen thing 20160101 10:30:18< Aginor> is there a scenario that spawns a mage of light on the first level? 20160101 10:30:32< Aginor> I want to have a quick look at https://gna.org/bugs/index.php?23712 20160101 10:31:28< vultraz> the test scenario might 20160101 10:31:33< vultraz> also you can easily stick one in with WML 20160101 10:32:07< vultraz> {GENERIC_UNIT 1 (Mage of Light) 10 10} 20160101 10:32:29< Aginor> I know absolutely nothing about the WML :) 20160101 10:32:35< Aginor> I've stayed away from it so far 20160101 10:32:55< Aginor> hmm 20160101 10:33:06< Aginor> I think it's that particular unit that's broken 20160101 10:33:13< Aginor> not something in the graphics code 20160101 10:33:21< Aginor> how are halos defined for a unit? 20160101 10:33:54< vultraz> in WML 20160101 10:34:21< vultraz> halo=halo/illuminates-aura.png 20160101 10:42:03< vultraz> Aginor: submitted some bug updates 20160101 10:43:07< Aginor> thanks 20160101 10:43:37< vultraz> now I need to figure out the cause of this new maximized state issue 20160101 10:44:21< irker263> wesnoth: Andreas Löf wesnoth:master 4b3510172263 / changelog: update changelog http://git.io/vuJId 20160101 10:44:23< irker263> wesnoth: Andreas Löf wesnoth:master 594ce7f11981 / / (14 files in 11 dirs): Merge branch 'master' of github.com:wesnoth/wesnoth http://git.io/vuJIF 20160101 10:45:13< Aginor> woops 20160101 10:45:19< Aginor> didn't mean to get a merge in there :/ 20160101 10:45:50< Aginor> I need to figure out why the buttons stop working for you 20160101 10:46:48< Aginor> vultraz: what menu is it you've tested with? 20160101 10:46:59< vultraz> the ones in the editor 20160101 10:47:19< zookeeper> vultraz, so i take it that you know about that [message] TC problem? 20160101 10:50:24< vultraz> you mentioned it 20160101 10:52:26-!- Roniga [~androirc@161.79.69.111.dynamic.snap.net.nz] has joined #wesnoth-dev 20160101 10:53:45-!- boucman [~rosen@wesnoth/developer/boucman] has joined #wesnoth-dev 20160101 10:56:31-!- Greg-Boggs [~greg_bogg@173.240.241.83] has joined #wesnoth-dev 20160101 10:59:19-!- Roniga [~androirc@161.79.69.111.dynamic.snap.net.nz] has quit [Ping timeout: 245 seconds] 20160101 11:00:04< Kwandulin> Is the ellpise tag in [unit type] working? I can't get it to work 20160101 11:00:33< zookeeper> vultraz, okay. is that more your or celtic_minstrel's thing? 20160101 11:00:59-!- Greg-Boggs [~greg_bogg@173.240.241.83] has quit [Ping timeout: 245 seconds] 20160101 11:04:25< zookeeper> Kwandulin, works for me. 20160101 11:04:54< zookeeper> at least in master, didn't test in 1.12. 20160101 11:04:55< zookeeper> ellipse="misc/ellipse-hero" 20160101 11:05:20< Aginor> argh... 20160101 11:05:31< Aginor> why can't gui1 and gui2 use the same event context 20160101 11:05:37< Aginor> can't they all be friends? 20160101 11:31:40< Aginor> hmm 20160101 11:31:43< Aginor> they are 20160101 11:35:03< Kwandulin> Mhh, I still can't get the ellipse working with custom images inside the add-ons/my_campaign folders. I can verify that it does work with misc/ellipse-hero, though. Does the tag only work for images that were defined by the main game (ellpise-hero, ellipse-nozoc)? 20160101 11:35:42< Kwandulin> I imagined that the ellipse tag would just work like the halo tag, just within a different 'layer' 20160101 11:39:50-!- travis-ci [~travis-ci@ec2-54-159-167-112.compute-1.amazonaws.com] has joined #wesnoth-dev 20160101 11:39:51< travis-ci> wesnoth/wesnoth#8079 (master - 52762ab : Andreas Löf): The build has errored. 20160101 11:39:51< travis-ci> Build details : https://travis-ci.org/wesnoth/wesnoth/builds/99692968 20160101 11:39:51-!- travis-ci [~travis-ci@ec2-54-159-167-112.compute-1.amazonaws.com] has left #wesnoth-dev [] 20160101 11:59:53< zookeeper> Kwandulin, no, i'm pretty sure it doesn't. 20160101 12:00:36< zookeeper> most likely you're just doing it wrong somehow 20160101 12:35:23-!- heirecka [~heirecka@exherbo/developer/heirecka] has quit [Quit: Bye] 20160101 12:55:34-!- Roniga [~androirc@161.79.69.111.dynamic.snap.net.nz] has joined #wesnoth-dev 20160101 12:59:10-!- TheJJ [~rofl@ipbcc36ea9.dynamic.kabel-deutschland.de] has quit [Ping timeout: 256 seconds] 20160101 13:00:03-!- Roniga [~androirc@161.79.69.111.dynamic.snap.net.nz] has quit [Client Quit] 20160101 13:04:39-!- TheJJ [~rofl@ipbcc36ea9.dynamic.kabel-deutschland.de] has joined #wesnoth-dev 20160101 13:45:55-!- irker263 [~irker@uruz.ai0867.net] has quit [Quit: transmission timeout] 20160101 14:16:45-!- gfgtdf [~chatzilla@f054138193.adsl.alicedsl.de] has joined #wesnoth-dev 20160101 14:17:29< gfgtdf> Aginor, vultraz: didyou test whether sdl1 currently builds? 20160101 14:17:40< vultraz> yes he said ie builds 20160101 14:17:42< vultraz> it* 20160101 14:24:04< gfgtdf> vultraz: yi juyt saw there is an extra fix sdl1.2 commit 20160101 14:24:41< gfgtdf> vultraz: you know the thime for next 1.13 relrase? 20160101 14:28:03< zookeeper> gfgtdf, http://www.wesnoth.org/irclogs/2015/12/%23wesnoth.2015-12-31.log <- maybe you have an idea 20160101 14:28:22< zookeeper> (10:28) 20160101 14:28:33< gfgtdf> zookeeper: hmm y thta bug amkeses sense 20160101 14:28:50< gfgtdf> zookeeper: i'll fix in in master today or tomorrow 20160101 14:28:57< zookeeper> oh, cool 20160101 14:29:10< zookeeper> also note that i guess the same would apply to recruitment of traitless units 20160101 14:29:18< gfgtdf> zookeeper: idknow whether its eaasy to backpoer 20160101 14:30:07< gfgtdf> zookeeper: also the siminilar and easier bug reported by ravanna wasnt that eas to backport (i needed multiple commits) 20160101 14:31:34< gfgtdf> zookeeper: y there is lready a codd for 'undoing actions that clear shroud(move,recruit,recall)' i'll just try to move return village code there 20160101 14:31:47< gfgtdf> code 20160101 14:32:07< zookeeper> all right 20160101 14:38:45-!- gfgtdf [~chatzilla@f054138193.adsl.alicedsl.de] has quit [Quit: ChatZilla 0.9.92 [Firefox 43.0.3/20151223140742]] 20160101 15:28:35-!- prkc [~prkc@catv-80-98-216-55.catv.broadband.hu] has quit [Quit: Leaving] 20160101 15:29:00-!- prkc [~prkc@catv-80-98-216-55.catv.broadband.hu] has joined #wesnoth-dev 20160101 15:41:23-!- heirecka [~heirecka@j61898.servers.jiffybox.net] has joined #wesnoth-dev 20160101 15:41:23-!- heirecka [~heirecka@j61898.servers.jiffybox.net] has quit [Changing host] 20160101 15:41:23-!- heirecka [~heirecka@exherbo/developer/heirecka] has joined #wesnoth-dev 20160101 15:55:47-!- gfgtdf [~chatzilla@f054138193.adsl.alicedsl.de] has joined #wesnoth-dev 20160101 15:56:07< gfgtdf> Aginor , vultraz storyscreen is broken in current master 20160101 16:01:17< gfgtdf> Aginor , vultraz loadgame dialog is also quiet bugged+ 20160101 16:01:48< vultraz> gfgtdf: hm? 20160101 16:01:50< vultraz> gfgtdf: how 20160101 16:02:36< gfgtdf> of you close it the previousoly windows becomes bugged 20160101 16:02:39< gfgtdf> if* 20160101 16:03:57< vultraz> previously windows? 20160101 16:05:19< gfgtdf> ? 20160101 16:06:34< vultraz> " it the previousoly windows" 20160101 16:07:36< gfgtdf> the previous window 20160101 16:10:49< gfgtdf> somehow imgur gives me errors whne i try to upload images 20160101 16:18:37< zookeeper> Aginor, the halo bug can't really be from the unit, the halo definition is as it has always been. 20160101 16:20:25< zookeeper> what other unit did you test? there are no others in mainline 20160101 16:21:08< zookeeper> the wose shaman has a halo, but it's done in a standing anim 20160101 16:21:55< zookeeper> ah, TRoW has one, let's see... 20160101 16:24:31< zookeeper> huh. the autumn shyde's (barely visible) halo works right, it seems. 20160101 16:24:58< zookeeper> likely because it's 72x72 20160101 16:27:28< zookeeper> however, now even the MoL's halo stays on the unit sometimes/often. as per my comment, the last time i tried it was never on the unit. 20160101 16:29:19-!- celticminstrel [~celmin@unaffiliated/celticminstrel] has joined #wesnoth-dev 20160101 16:39:11-!- oldlaptop [~quassel@50-37-38-205.mskg.mi.frontiernet.net] has joined #wesnoth-dev 20160101 16:41:12< vultraz> gfgtdf: any objection to 573? 20160101 16:45:00< gfgtdf> vultraz: hmm how do you know that they are never called ? 20160101 16:45:38< vultraz> well, primarily: https://github.com/wesnoth/wesnoth/pull/573/files#diff-f476fcd725a882707d1f488bda48aaefL878 20160101 16:46:01< gfgtdf> vultraz: right 20160101 16:46:32< gfgtdf> vultraz: y i think that mkaes sense 20160101 16:48:21< vultraz> so can I merge? 20160101 16:48:30< gfgtdf> vultraz: y 20160101 16:48:46-!- irker127 [~irker@uruz.ai0867.net] has joined #wesnoth-dev 20160101 16:48:46< irker127> wesnoth: Charles Dang wesnoth:master 23f9cdefa66b / src/gui/widgets/ (25 files): gui2: removed never accessed code path and related functions http://git.io/vuUYo 20160101 16:48:47< irker127> wesnoth: Charles Dang wesnoth:master 0b3b251c59bf / src/gui/widgets/ (25 files): Merge pull request #573 from Vultraz/small_gui2_cleanup http://git.io/vuUYK 20160101 16:49:00< vultraz> ty 20160101 17:17:33-!- d4nf [~d4nf@ool-182ee6a9.dyn.optonline.net] has joined #wesnoth-dev 20160101 17:23:49-!- travis-ci [~travis-ci@ec2-54-87-72-53.compute-1.amazonaws.com] has joined #wesnoth-dev 20160101 17:23:50< travis-ci> wesnoth/wesnoth#8085 (master - 0b3b251 : Charles Dang): The build has errored. 20160101 17:23:50< travis-ci> Build details : https://travis-ci.org/wesnoth/wesnoth/builds/99720565 20160101 17:23:50-!- travis-ci [~travis-ci@ec2-54-87-72-53.compute-1.amazonaws.com] has left #wesnoth-dev [] 20160101 17:24:48-!- EdB [~edb@89-158-11-138.rev.numericable.fr] has joined #wesnoth-dev 20160101 17:31:40< vultraz> Aginor: I have discovered the cause of the final maximized bug 20160101 17:32:22< vultraz> Aginor: for some reason, the resized event is catching and setting the resolution to the 'old' window resolution when you change the res 20160101 17:33:05< vultraz> so set_resolution() stores the new res and then resized saves it again 20160101 17:42:00< vultraz> and this is really, really annoying >_> 20160101 17:42:13< vultraz> also, seems like there *might* be a case of MAXIMIZED not being handled 20160101 17:42:26 * vultraz is very disappointed 20160101 17:57:53-!- vincent_c [~bip@107.191.117.101] has quit [Ping timeout: 255 seconds] 20160101 17:59:53-!- Kwandulin [~Miranda@p200300760F250AE9FDB75A99D6C6F313.dip0.t-ipconnect.de] has quit [Read error: Connection reset by peer] 20160101 18:18:14-!- vincent_c [~bip@107.191.117.101] has joined #wesnoth-dev 20160101 18:24:48-!- EdB [~edb@89-158-11-138.rev.numericable.fr] has quit [Quit: Konversation terminated!] 20160101 18:29:26-!- Kwandulin [~Miranda@p200300760F250AE97958587897B5926C.dip0.t-ipconnect.de] has joined #wesnoth-dev 20160101 19:50:21< Aginor> vultraz: yes, that needs to be removed for SDL2 now 20160101 19:50:54< Aginor> gfgtdf: can you give me an example of a broken story screen? 20160101 19:51:20< Aginor> gfgtdf: what do you mean "loading screen is buggered"? It looks fine for me, can you give an example? 20160101 19:51:36< vultraz> Aginor: wait, what needs to be removed? 20160101 19:52:19< gfgtdf> Aginor: try to resze dring storyscrren 20160101 19:52:30< gfgtdf> Aginor: badsically rsiting is hobbly broken again in curent master 20160101 19:52:35< gfgtdf> reszing 20160101 19:53:10< gfgtdf> Aginor: i made multiple funyn screenshots but somehow imgur gives me an error wh i try to upload. 20160101 19:54:42< Aginor> gfgtdf: resizing during storyscreen has always been broken 20160101 19:55:00< Aginor> at least according to shadowm 20160101 19:55:05< gfgtdf> Aginor: not like that 20160101 19:56:35< gfgtdf> Aginor: also it worked much better 2 days ago on master 20160101 19:56:44< gfgtdf> ir 1 day ago no sure 20160101 19:56:46< gfgtdf> or* 20160101 19:57:10< Aginor> presumably because I'm now forcing the game to redraw, but the storyscreen doesn't 20160101 19:57:17< gfgtdf> Aginor: now resizing it horryb broken not only in storyscrtren 20160101 19:57:40< gfgtdf> Aginor: basically evnever a dialog is open 20160101 19:57:43< gfgtdf> whenever 20160101 19:57:55< Aginor> gfgtdf: what's horribly broken? 20160101 19:57:57< vultraz> uhhh 20160101 19:58:04< vultraz> gfgtdf: are you sure you ahve current master 20160101 19:58:06< vultraz> have* 20160101 19:58:13< gfgtdf> vultraz: yes 20160101 19:59:13< Aginor> and is it more or less "horribly broken" now than when I started? 20160101 19:59:59< gfgtdf> Aginor: what do you mean than when you stared ? 20160101 20:00:13< vultraz> Aginor: could you clarify what you mean above? 20160101 20:00:20< vultraz> (about 'needs to be removed for sdl2) 20160101 20:01:32< Aginor> vultraz: the call to the set_size/set resolution call needs to be removed for SDL2. I'm not sure it's ever been needed, but resizing in SDL1 has always been so broken for me that I cannot tell 20160101 20:02:20< vultraz> Aginor: but window->set_size() is what sets the resolution 20160101 20:02:27< vultraz> without that, how does it set window size? 20160101 20:03:02< vultraz> set_resolution just calls setMode which calls set_size 20160101 20:03:15< vultraz> _set_resolution is a different function that sets the prefs value 20160101 20:03:17< Aginor> gfgtdf: in the last few days I've been trying to fix the resize code under SDL2. I'm asking you if it is better or worse now. I would also appreciate it a lot if you could provide me with better feedback than "it's horribly broken with dialogs" because for me it isn't. 20160101 20:03:20< vultraz> set_resolution affects the window 20160101 20:03:33< Aginor> 06:31 < vultraz> Aginor: I have discovered the cause of the final maximized bug 20160101 20:03:36< Aginor> 06:32 < vultraz> Aginor: for some reason, the resized event is catching and setting the resolution to the 'old' window resolution when you change the res 20160101 20:03:50< vultraz> oh, I should have clarified 20160101 20:03:58< gfgtdf> Aginor: i'd say that current master with SDL2 is a little worse than 1.12.5 20160101 20:03:58< vultraz> it's setting the prefs variables to the old resolution 20160101 20:04:00< Aginor> vultraz: we should not have the resize event setting the resolution under SDL2. 20160101 20:04:04< vultraz> the window is set to the correct size 20160101 20:04:20< vultraz> but the prefs resolutions variables are set 20160101 20:04:23< vultraz> on resize 20160101 20:04:39< gfgtdf> Aginor: but master from 1 day ago worked even better than 1.12.5 iirc. 20160101 20:05:41< gfgtdf> Aginor: i'm currently building a17bd9233135e612a62b739fe95e772ea56bbce5 to check again 20160101 20:05:51< vultraz> Aginor: to sum it up, resize events don't change the resolution - they're only setting the resolution prefs variables. Meaning the resize event is suppose to be caught after using set_resolution to change a window's dimensions 20160101 20:06:19< vultraz> BUT 20160101 20:06:24< vultraz> set_resolution calls setMode 20160101 20:06:38< vultraz> when you set it to"windowed" mode, 3 functions are called 20160101 20:07:00< Aginor> there's no need to call setMode when setting it to windowed any longer though 20160101 20:07:05< Aginor> you removed that yesterday 20160101 20:07:14< vultraz> I...did??? 20160101 20:07:30< vultraz> I don't recall doing that 20160101 20:07:34< Aginor> by introducing the call to restore windows 20160101 20:07:39< vultraz> oh 20160101 20:07:41< vultraz> right 20160101 20:08:01< vultraz> I added that 20160101 20:08:05< Aginor> you never actually started using the call though :) 20160101 20:08:15< vultraz> I did 20160101 20:08:25< Aginor> yes, once 20160101 20:08:32< Aginor> (I think) 20160101 20:08:54< vultraz> yes, before set_mode 20160101 20:09:10< vultraz> er 20160101 20:09:12< vultraz> set_size 20160101 20:09:14< vultraz> not mode 20160101 20:09:34< vultraz> so basically what happens: 20160101 20:09:51< vultraz> SDL_SetWindowFullscreen(window_, 0); 20160101 20:09:53< vultraz> SDL_RestoreWindow(window_); 20160101 20:09:54< vultraz> SDL_SetWindowSize(window_, w, h); 20160101 20:09:56< vultraz> SDL_SetWindowPosition(window_, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED); 20160101 20:09:58< vultraz> whenever you use set_resolution 20160101 20:10:39< Aginor> mmm 20160101 20:11:09< vultraz> now I *think* the problem is this 20160101 20:11:24< vultraz> well 20160101 20:11:25< Aginor> gfgtdf: I started the test scenario, opened up the preferences and resized. Works for me. 20160101 20:12:13< vultraz> ok so set_resolution sets its flags after calling setMode 20160101 20:12:56< vultraz> but for some reason, setMode's SDL calls trigger the resize event... AFTER the _set_resolution call in set_resolution, but with the old window dimensions :| 20160101 20:13:02< vultraz> I'm phrasing itbadly 20160101 20:13:12< vultraz> but basically, the old window dimensions get set as the "new" ones 20160101 20:13:45< Aginor> I'm not sure I'm following 20160101 20:13:51< Aginor> or maybe I am loosely 20160101 20:14:45< vultraz> the resolution variables get set twice 20160101 20:14:53< vultraz> first to the correct new value 20160101 20:15:00< Aginor> gfgtdf: I go to the title screen, open prferences, resize. Works for me. 20160101 20:15:04< vultraz> second to the old window size 20160101 20:15:58-!- gfgtdf [~chatzilla@f054138193.adsl.alicedsl.de] has quit [Read error: Connection reset by peer] 20160101 20:16:10< Aginor> vultraz: I'm not sure I'm buying that. I've never seen any such behaviour when I've been instrumenting the SDL events. The only way to possibly get that is by trying to set the window size programatically 20160101 20:20:37< vultraz> Aginor: http://pastebin.com/09RqX8yt 20160101 20:21:58< vultraz> wait... a second 20160101 20:22:00< Aginor> vultraz: did you also instrument event.window.data1 and event.window.data2? 20160101 20:22:02< vultraz> idea 20160101 20:22:10< vultraz> Aginor: instrument? 20160101 20:22:23< Aginor> vultraz: add debug stuff 20160101 20:24:41< vultraz> http://pastebin.com/hWbTHNwx 20160101 20:25:42< Aginor> vultraz: is this using the "set resolution" button? 20160101 20:25:57< vultraz> yes 20160101 20:26:03< Aginor> ah 20160101 20:26:10< vultraz> ah? 20160101 20:26:18< Aginor> that's broken :D 20160101 20:26:37< vultraz> :| 20160101 20:26:43< vultraz> due to what? 20160101 20:27:44< Aginor> I haven't looked at it in a long time, but I recall it doing a few silly things when trying to set the window state 20160101 20:27:55< Aginor> where's the entry point in code? 20160101 20:28:34< vultraz> the res dialog is dealt with in bool show_video_mode_dialog(display& disp) at preferences_display.cpp:119 20160101 20:32:54< Aginor> vultraz: what window state are you in when this happens? 20160101 20:33:19< Aginor> video.cpp:614 is looking interesting 20160101 20:33:27-!- gfgtdf [~chatzilla@f054138193.adsl.alicedsl.de] has joined #wesnoth-dev 20160101 20:33:44< gfgtdf> hmm i tested at that commit and it also had those problems. 20160101 20:33:45< Aginor> vultraz: the handling of that button (or the sequence of events) are looking much more sensible than what I recall 20160101 20:33:54< Aginor> gfgtdf: storyscreen is broken 20160101 20:33:57< gfgtdf> i'm sure i didnt have thise problems when i sid yesterday '20160101 03:49:23< gfgtdf> Aginor: i also tested that reszing worksnw much better' 20160101 20:34:02< gfgtdf> said* 20160101 20:34:22< vultraz> Aginor: that's something else that frustrates me to to no end 20160101 20:34:24< gfgtdf> maybe i did somethign different 20160101 20:34:36< vultraz> Aginor: it happens if you use the button on a wesnoth session that started maximized 20160101 20:34:37< Aginor> gfgtdf: I started the test scenario, opened up the preferences and resized. Works for me. 20160101 20:34:50< vultraz> Aginor: it does NOT happen if you use it on a wesnoth session that started windowed and then was maximized 20160101 20:34:58< Aginor> vultraz: and stays maximised? because you never change the window size 20160101 20:35:14< vultraz> Aginor: set_resolution calls setMode which changes window size 20160101 20:35:31< Aginor> 09:15 < Aginor> gfgtdf: I go to the title screen, open prferences, resize. Works for me. 20160101 20:35:34< vultraz> Aginor: in both cases, the window is set to the chosen dimensions 20160101 20:35:47< Aginor> gfgtdf: story screen is buggered 20160101 20:36:25< Aginor> gfgtdf: I can make the menu buttons and end turns disappear when I resize with a gui2 dialog (you can tell which they are because they stay centered). 20160101 20:36:37< Aginor> gfgtdf: so I'm not sure what you're claiming is broken 20160101 20:36:47< vultraz> Aginor: this is the output from the latter case http://pastebin.com/vawdtVAG 20160101 20:37:42< gfgtdf> Aginor: y i am currently a little confused myself. I thought 'll do more tests to know for sure whetzher i remembered it worng 20160101 20:37:50< vultraz> Aginor: compare to the output from the former (bugged) case http://pastebin.com/3LjRCbXw 20160101 20:37:55< vultraz> Aginor: I don't understand this 20160101 20:38:47-!- Kwandulin [~Miranda@p200300760F250AE97958587897B5926C.dip0.t-ipconnect.de] has quit [Read error: Connection reset by peer] 20160101 20:41:03< vultraz> Aginor: actually, I might... have a possible cause 20160101 20:41:20< vultraz> Aginor: since all this is being tested in the titlescreen, it's also subject to GUI2's event handling 20160101 20:41:43< vultraz> Look what happens when you add logging to the MAXIMIZED and RESTORE events: http://pastebin.com/r0KEhg12 20160101 20:42:23< Aginor> vultraz: I think GUI2 window is still trying to set sizes 20160101 20:42:29< Aginor> let me dig up the code and check 20160101 20:42:31< vultraz> gui2's handling is gui/auxiliary/events/handler.cpp:399 20160101 20:42:39< vultraz> I ran into this before 20160101 20:42:42< vultraz> it set size twice 20160101 20:42:45< vultraz> I mean 20160101 20:42:54< vultraz> that code results in size being set twice 20160101 20:43:42< Aginor> yes, it should simply never be invoked 20160101 20:44:26< vultraz> are you saying setMode should never be invoked from set_resolution? 20160101 20:44:36< vultraz> where, then, should it be called? 20160101 20:44:39< Aginor> no... 20160101 20:44:43< vultraz> oh 20160101 20:44:50< vultraz> nvm then 20160101 20:44:58< vultraz> you mean the gui2 handling? 20160101 20:45:03< Aginor> I'm saying that GUI2 should never invoke any of the set_resolution code as a result of an event 20160101 20:45:32< vultraz> ah 20160101 20:46:39< vultraz> commenting out that section of code and testing 20160101 20:48:02< vultraz> well that doesn't break anything but 20160101 20:48:07< vultraz> it doesn't fix the issue :| 20160101 20:48:21< gfgtdf> vultraz: which issue? 20160101 20:48:52< vultraz> gfgtdf: if you start wesnoth in a maximized window then set resolution, next time you start it it will be in the wrong resolution 20160101 20:49:14< gfgtdf> vultraz: set resolutions via the poreferences dialog ? 20160101 20:49:20< vultraz> ya 20160101 20:49:29< gfgtdf> vultraz: i actually wonder why we have teh dialog in the first place 20160101 20:49:56< gfgtdf> vultraz: i mean that are teh advantges over resizing the windowsize via dragging 20160101 20:50:00< vultraz> gfgtdf: but that does NOT happen if you start wesnoth un-maximized, then maximize, and then set rsolution. if you do that, next time you start it it will be the correct resolution 20160101 20:50:15< Aginor> gfgtdf: for non-native full screen 20160101 20:51:24-!- d4nf [~d4nf@ool-182ee6a9.dyn.optonline.net] has quit [Ping timeout: 245 seconds] 20160101 20:52:30< gfgtdf> Aginor: actually using the dialog in fullscreen does nothing here 20160101 20:52:45< vultraz> right 20160101 20:53:51< Aginor> gfgtdf: that's what vultraz is looking into 20160101 20:54:01< vultraz> um 20160101 20:54:12< vultraz> no it isn't :/ 20160101 20:54:40< Aginor> vultraz: you are, it should all just work if you get it to work in the current case ;) 20160101 20:57:06< Aginor> heh 20160101 20:57:16< Aginor> making th storyscreen resize aware isn't fun 20160101 20:57:58< vultraz> the loadscreen isn't resize-aware either 20160101 20:58:20< gfgtdf> Aginor: hmm i really think we shoudl try to mkae it gui2, makin a widget that does teh test appear that was shouldnt be that hard 20160101 20:58:29< irker127> wesnoth: Charles Dang wesnoth:master 350c3acd229c / src/gui/ (dialogs/lobby_main.cpp widgets/window.cpp): Restrict GUI2 calls to set_resolution to SDL1.2 only http://git.io/vuTYe 20160101 20:58:36< Aginor> gfgtdf: go ahead 20160101 20:58:48< gfgtdf> Aginor: and uaually our plan i to move anythin to gui2 anyway 20160101 20:58:50< Aginor> gfgtdf: which test by the way? 20160101 20:58:59< gfgtdf> text* 20160101 21:02:45< irker127> wesnoth: Charles Dang wesnoth:master 7913841300c3 / src/gui/dialogs/lobby_main.cpp: Remove local handling of resize from GUI2 lobby http://git.io/vuTOl 20160101 21:03:44< vultraz> Aginor: I'd really appreciate it if you could ponder this issue as well 20160101 21:03:48< Aginor> gfgtdf: are you talking about re-doing the story screen? 20160101 21:03:51< vultraz> it's driving me nuts :| 20160101 21:03:54< Aginor> vultraz: ok 20160101 21:04:07< Aginor> vultraz: I'll drop the story screen for now ;) 20160101 21:04:45-!- ancestral [~ancestral@71-220-42-226.mpls.qwest.net] has joined #wesnoth-dev 20160101 21:04:52< gfgtdf> Aginor: well yes but im not say ing that i'll actually do this actually 20160101 21:05:18< Aginor> gfgtdf: raise a bug about it and maybe someone will pick it up 20160101 21:05:22< gfgtdf> Aginor: at lest for me there are more important gui2 related fixes i i would want to do some gui2 programming 20160101 21:13:19< Aginor> vultraz: I'm struggling to reproduce that here... 20160101 21:13:27< Aginor> vultraz: steps are this? 20160101 21:13:31< Aginor> 1. start wesnoth 20160101 21:13:34< Aginor> 2. maximize 20160101 21:13:37< Aginor> 3. exit 20160101 21:13:43< Aginor> 4. start wesnoth 20160101 21:13:49< Aginor> 5. change resolution 20160101 21:13:51< Aginor> ? 20160101 21:15:22< vultraz> Aginor: it only happens if wesnoth is already maximized at start 20160101 21:15:26< vultraz> so, start, maximize, quit 20160101 21:15:29< vultraz> start again, change res 20160101 21:15:41< Aginor> vultraz: it never starts maximized for me 20160101 21:16:45< Aginor> vultraz: if I manually maximize the window it never unmaximizes it though 20160101 21:17:24< vultraz> it won't start maximize if you maximze during the loading screen, FYI 20160101 21:17:29< vultraz> another unrelated issue >_> 20160101 21:17:36< vultraz> but that second thing is weird 20160101 21:17:38< vultraz> :| 20160101 21:17:39< Aginor> vultraz: I wait for the title screen every time 20160101 21:17:54< vultraz> o_o 20160101 21:18:21< vultraz> but how 20160101 21:18:24< vultraz> we have the same code 20160101 21:18:38< vultraz> you are on latest master, right 20160101 21:18:40< Aginor> set_mode does different actions than from what set_resolution tels preferences too 20160101 21:19:17< vultraz> hm? 20160101 21:22:34< Aginor> you always claim the window size changes, which isn't true 20160101 21:22:51< vultraz> it...does for me :| 20160101 21:23:05< vultraz> (not in fullscreen mode, of course) 20160101 21:28:51< Aginor> hmm 20160101 21:28:59< Aginor> get_flags doesn't do what you think it does 20160101 21:32:21< vultraz> that was there before I started my work 20160101 21:32:22< vultraz> and i left it 20160101 21:35:22< Aginor> I might have some changes to commit shortly 20160101 21:41:26< irker127> wesnoth: Andreas Löf wesnoth:master 4b2fabfd7eaf / src/ (events.cpp preferences.cpp sdl/window.cpp sdl/window.hpp video.cpp): Ask the window for it's state when trying to decide what the state is http://git.io/vuTCd 20160101 21:41:35< Aginor> it doesn't fix everything 20160101 21:41:40< Aginor> but try that ;) 20160101 21:41:55< Aginor> it's doing the right thing there now 20160101 21:42:51< Aginor> although I think you've got the chance of preferences and video disagreeing about what the current window state is 20160101 21:43:53-!- Necrosporus_ [~Necrospor@unaffiliated/necrosporus] has joined #wesnoth-dev 20160101 21:47:18-!- Necrosporus [~Necrospor@unaffiliated/necrosporus] has quit [Ping timeout: 256 seconds] 20160101 21:47:27-!- travis-ci [~travis-ci@ec2-54-197-112-133.compute-1.amazonaws.com] has joined #wesnoth-dev 20160101 21:47:28< travis-ci> wesnoth/wesnoth#8087 (master - 7913841 : Charles Dang): The build passed. 20160101 21:47:28< travis-ci> Build details : https://travis-ci.org/wesnoth/wesnoth/builds/99748983 20160101 21:47:28-!- travis-ci [~travis-ci@ec2-54-197-112-133.compute-1.amazonaws.com] has left #wesnoth-dev [] 20160101 21:55:16< vultraz> building 20160101 22:03:37< vultraz> Aginor: now fullscreen AND resolution setting is broken D: 20160101 22:03:48< Aginor> vultraz: progress! 20160101 22:03:57< Aginor> (they all work for me) 20160101 22:04:02< vultraz> the wrong kind of progress! 20160101 22:04:05< vultraz> :P 20160101 22:04:16< Aginor> I think the calls to .restore() might be bad 20160101 22:07:43< vultraz> possibly 20160101 22:08:04< vultraz> I don't get how stuff can work for you let be totally broken for me 20160101 22:08:10< vultraz> yet* 20160101 22:11:22< vultraz> guess we have to keep working 20160101 22:12:12< Aginor> diffeernt OS and window manager 20160101 22:12:27-!- ancestral [~ancestral@71-220-42-226.mpls.qwest.net] has quit [Quit: i go nstuf kthxbai] 20160101 22:12:30< Aginor> I won't be able to do more wesnoth today, I need to do some consulting instead 20160101 22:13:55< vultraz> alright 20160101 22:14:01< vultraz> i need some sleep 20160101 22:14:08< vultraz> and i have stuff to do today too 20160101 22:14:13< Aginor> yeah :) 20160101 22:14:16< Aginor> sleep is good 20160101 22:14:16-!- prkc [~prkc@catv-80-98-216-55.catv.broadband.hu] has quit [Remote host closed the connection] 20160101 22:14:27< vultraz> we're making progress, though :) 20160101 22:14:35-!- prkc [~prkc@catv-80-98-216-55.catv.broadband.hu] has joined #wesnoth-dev 20160101 22:16:14< Aginor> indeed 20160101 22:16:28< Aginor> we certainly are :) 20160101 22:17:22< Aginor> I still need to figure out why some of the game buttons disappear on a redraw when gui2 is in a dialog 20160101 22:20:29< Aginor> and rework the story screen to work redraw itself nicely 20160101 22:20:51-!- stikonas [~gentoo@wesnoth/translator/stikonas] has quit [Remote host closed the connection] 20160101 22:21:09< Aginor> it's a bit awkward that there's no toplevel entity that manages drawing order, but everything happens through the order of regstered event handlers 20160101 22:21:15-!- stikonas [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20160101 22:27:18< zookeeper> celticminstrel, as i've mentioned to vultraz, [message] now fails to TC sprites (when the speaker doesn't have a portrait). 20160101 22:27:40-!- travis-ci [~travis-ci@ec2-50-19-55-155.compute-1.amazonaws.com] has joined #wesnoth-dev 20160101 22:27:41< travis-ci> wesnoth/wesnoth#8088 (master - 4b2fabf : Andreas Löf): The build was fixed. 20160101 22:27:41< travis-ci> Build details : https://travis-ci.org/wesnoth/wesnoth/builds/99752945 20160101 22:27:41-!- travis-ci [~travis-ci@ec2-50-19-55-155.compute-1.amazonaws.com] has left #wesnoth-dev [] 20160101 22:39:02-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has quit [Remote host closed the connection] 20160101 22:39:08-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has joined #wesnoth-dev 20160101 23:20:05-!- stikonas [~gentoo@wesnoth/translator/stikonas] has quit [Quit: Konversation terminated!] 20160101 23:20:15-!- vultraz [~chatzilla@wesnoth/developer/vultraz] has quit [Ping timeout: 240 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