Brad Allred

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> assuming your graphics card handles 60 fps No drawing in the master branch is hardware accelerated. Everything is rendered via software algorithms. Subviews branch with SDL2 is required for...

@burner1024 regarding the python errors: you are using the wrong guiscripts. You can't use the scripts from master on another branch.

@burner1024 I'm not sure about the segfaulting or building without `DDISABLE_WERROR=1`. Would you mind opening a couple of issues for them?

I guess reopen if that didn't do the trick

I suspect this is because the keydown event toggles that on, but the keyup gets delivered to the new window. There's not a quick clean fix that comes to mind.

I suppose the only sensible solution is to not use `OnKeyPress` and `OnKeyRelease` for this behavior, and instead check the modifier keys at draw time...

Fixing this completely is quite a large change. We modify `DebugFlags` for quite a few keys. Additionally touch input has the same issue. There isn't even a way currently to...

```diff diff --git a/gemrb/core/GUI/GameControl.cpp b/gemrb/core/GUI/GameControl.cpp index 61a0f3373..c818fb9a8 100644 --- a/gemrb/core/GUI/GameControl.cpp +++ b/gemrb/core/GUI/GameControl.cpp @@ -543,6 +543,11 @@ void GameControl::DrawSelf(const Region& screen, const Region& /*clip*/) } } + if (EventMgr::ModState(GEM_MOD_ALT)) { +...

I suppose this could work: ```diff diff --git a/gemrb/core/GUI/GameControl.cpp b/gemrb/core/GUI/GameControl.cpp index 61a0f3373..b4337293d 100644 --- a/gemrb/core/GUI/GameControl.cpp +++ b/gemrb/core/GUI/GameControl.cpp @@ -543,8 +543,12 @@ void GameControl::DrawSelf(const Region& screen, const Region& /*clip*/) } }...

we do track mouse down across focus changes via `trackingWindow`. we _could_ do something similar with keystrokes, tho im not sure we should.