- 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
This commit is contained in:
Xawotihs
2011-11-13 22:36:34 +00:00
parent 2240c14f56
commit f68c106e7e
33 changed files with 320 additions and 141 deletions

View File

@@ -187,7 +187,9 @@ bool CardSelector::CheckUserInput(JButton key)
Target* oldactive = active;
int x,y;
if(JGE::GetInstance()->GetLeftClickCoordinates(x, y))
JGE* jge = observer->getInput();
if(!jge) return false;
if(jge->GetLeftClickCoordinates(x, y))
{
active = closest<True> (cards, limitor, static_cast<float> (x), static_cast<float> (y));
}
@@ -223,7 +225,7 @@ bool CardSelector::CheckUserInput(JButton key)
return true;
default:
{
if(!JGE::GetInstance()->GetLeftClickCoordinates(x, y))
if(!jge->GetLeftClickCoordinates(x, y))
{
return false;
}