- Modified gameObserver and related classes to be able to work with a precise JGE instance given at construction and not the static global one. That allows to run gameObserver without JGE instance (for example in a worker thread).
- Added an "ACTION_LOGGING_TESTING" mode in the gameObserver. When this is defined, the game reloads itself in every update. I want to use that to track undo problems. Be aware that it kills performances and crashes with the testsuite if you want to activate it. - Various cleanup/refactor of the game observer. - Added a gameObserver == operator to compare two games - Added player mode to the player serialization - Added a multi-threaded mode to AI_CHANGE_TESTING. For the moment it's only useable with Qt. If you want to use it without, just defined a thread_count higher than 1. - Refactored random generator class to use list intead of queue - Defined a specific type for interrupt decision instead of int
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@@ -349,7 +349,7 @@ void ActionLayer::setMenuObject(Targetable * object, bool must)
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SAFE_DELETE(abilitiesMenu);
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abilitiesMenu = NEW SimpleMenu(10, this, Fonts::MAIN_FONT, 100, 100, object->getDisplayName().c_str());
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abilitiesMenu = NEW SimpleMenu(observer->getInput(), 10, this, Fonts::MAIN_FONT, 100, 100, object->getDisplayName().c_str());
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currentActionCard = NULL;
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for (size_t i = 0; i < mObjects.size(); i++)
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{
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@@ -375,7 +375,7 @@ void ActionLayer::setCustomMenuObject(Targetable * object, bool must,vector<MTGA
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}
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menuObject = object;
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SAFE_DELETE(abilitiesMenu);
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abilitiesMenu = NEW SimpleMenu(10, this, Fonts::MAIN_FONT, 100, 100, object->getDisplayName().c_str());
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abilitiesMenu = NEW SimpleMenu(observer->getInput(), 10, this, Fonts::MAIN_FONT, 100, 100, object->getDisplayName().c_str());
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currentActionCard = NULL;
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abilitiesMenu->isMultipleChoice = false;
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if(abilities.size())
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