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Forums > CSDb Discussions > VICE threaded UI test builds
2020-05-18 16:10
chatGPZ

Registered: Dec 2001
Posts: 11108
VICE threaded UI test builds

In this thread i will post test builds of the (hopefully) soon to be merged threaded ui rewrite.

Linux and OSX users can always grab the current state from dqh's git repo here: https://github.com/dqh-github/vice-experiments/tree/threaded-ui.. (make sure to checkout the "threaded-ui-exp" branch after cloning the repo)

Please test and report back positive and negative results. Especially interesting right now are rendering errors/problems and unexpected crashes. Please tell exactly what OS you are using, and what GPU.

I will keep posting new windows builds here - starting with todays: https://sourceforge.net/projects/vice-emu/files/experimental%20..

64bit only right now - i'll have to figure out how to build proper 32bit binaries on my box (not that you should be still using a 32bit OS in 2020).
 
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2020-06-12 06:59
JackAsser

Registered: Jun 2002
Posts: 1989
I started messing with the mouse problems. The wrap problem is due to that gtk_warp_device always is relative to the considered default monitor for the screen. I’ve fixed that and compensated properly. So capture of the mouse now works properly. There are still problems getting relative coords though, the motion callback is triggered but the calculated deltas are 0,0 unless I move exceptionallly fast. I assume this is due to deltas are calculated after pixel scale compensation which is plain wrong. I’ll fix that also.
2020-06-12 07:04
JackAsser

Registered: Jun 2002
Posts: 1989
Also thinking if it wouldn’t be better to hook into the usbhid layer directly instead and get relative hw-coords right away... this warping of the pointer feels utterly ugly
2020-06-12 08:39
JackAsser

Registered: Jun 2002
Posts: 1989
Quote: I started messing with the mouse problems. The wrap problem is due to that gtk_warp_device always is relative to the considered default monitor for the screen. I’ve fixed that and compensated properly. So capture of the mouse now works properly. There are still problems getting relative coords though, the motion callback is triggered but the calculated deltas are 0,0 unless I move exceptionallly fast. I assume this is due to deltas are calculated after pixel scale compensation which is plain wrong. I’ll fix that also.

Further debugging reveals that after a pointer warp gtk will report motion, but not updated coords for about 200ms, causing everyrthing to fuck up. Digging further into the gtk/gdk sources to see why this behavious exists and possible ways to prevent it.

Recent gtk doesn't event support pointer warp anymore and the APIs have been removed alltogether so I suppose a more direct way of getting relative mouse motion is needed to be future safe.
2020-06-12 13:57
chatGPZ

Registered: Dec 2001
Posts: 11108
aaaaarg. another thing we need to solve with archdep code? SATAN!
2020-06-12 14:35
JackAsser

Registered: Jun 2002
Posts: 1989
Quote: aaaaarg. another thing we need to solve with archdep code? SATAN!

Yup..
2020-06-12 14:37
JackAsser

Registered: Jun 2002
Posts: 1989
Quote: aaaaarg. another thing we need to solve with archdep code? SATAN!

Should consider libusb for input handling. That would make hid-input portable.
2020-06-12 15:58
chatGPZ

Registered: Dec 2001
Posts: 11108
i already hate that idea :)
2020-06-12 16:18
JackAsser

Registered: Jun 2002
Posts: 1989
Quote: i already hate that idea :)

Not keen either tbh, but it actually offers a thin HID-wrapper which means that joysticks, keypads and relative mouse could be handled in a uniform way. Keyboard and light pen could and should still be handled by gtk.

But the rewrite would be massive and nobody will do it. :)
2020-06-13 00:48
dqh

Registered: Jun 2019
Posts: 46
cadaver - thanks for the report. Once I’m finished playing with rendering performance I’m going to shift my focus to audio (all platforms). I think audio is the last major source of performance glitches, depending on the sync method and driver.
2020-06-13 00:52
dqh

Registered: Jun 2019
Posts: 46
JackAsser - btw, have you tried the Xcode support via the —enable-cmake feature? I find it very useful for debugging.
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