- fixed some issues in zstream that prevented to use "getline" in zipped streams
- added a "pooled buffers" system to keep a cache of file descriptors. This is potentially dangerous though, but shaves several seconds of loading time on the PSP. If problems arise on other platforms I'll make it a compilation parameter
- gracefully fail when calling manacost information on a not properly initialized mana cost
- Coded a small resource downloader in QML from the Qt frontend. It's completly useless for the moment and it's poorly integrated
- Various tweaking in the Qt project file for Symbian and Android
- attempt at reducing loading times on the PSP: I merged a few graphics files together, removed some unused calls from the initialization functions, and moved some other ones to have a more lazy approach. The PSP version remains fairly slow in some parts (especially loading, but also entering the shop, or starting a new game), so I will try to reduce file access as much as possible in the days to come. Not a release blocker IMO though, but I4d sure love if it were faster.
- uppercased "Track1.mp3" to be in line with the actual filename. Most likely this had been broken forever on case-sensitive OSes
- I removed costly calls from the textscroller. I believe it wasn't very useful in its previous state. Now it's only "advertising" for unlockable stuff, which I think is ok (and allows to refresh it every time the menu is loaded)
- As a counterpart, added a "% complete" progress bar in the menu, something I wanted to add a while ago.
- Reworked the testsuite to be able to work multithreaded. This is deactivated by default everywhere except in QT_CONFIG as one testcase still refuses to pass in multithreaded mode. On my 4 cores linux desktop, the 650 tests passes now in 4 seconds (1 fails).
- Replaced usage of CardSelectorSingleton by a card selector per game observer.
- Modified the resource manager to be optionnal and per game observer instance instead of being a singleton. Two reasons here : threading AND Open Gl access. I only updated the crashing parts called from the game observer, so most of the code is still using the single instance. Beware of copy-paste concerning resources ...
- Cleaned up the game observer constructors
- Fixed several problems in action logging code while testing proliferate decks
- Cleaned up Threading implementation based on QThread
First version where I managed to finish a normal game while undoing several actions until the end. There are still some problems in direct damage spells and interruption management. I added several assert in the code to catch them.
refactored some of the initialization code
left place holder for Zoom in/out with pinch recognizer. The idea here is to make a virtual function like OnScroll for Zoom so we can take care of the zoom features natively.
reorganized some of the method declarations.
* Single Tap now implemented
* Touch and Hold (2 secs) to pop up menu
* added a pan gesture to simulate flicking up/down and left/right
* removed dependency on binding keys to game for iOS devices. (perhaps extend this to all touch devices.)
* flicking motion needs to be expanded to allow for smooth scrolling. Right now every flick is equivalent to going one slot up/down/left/right.
-- zipFS has several limitations...
--- in a general way, seekg doesn't work... so getting a file's size needs to be done through JFileSystem.
--- getLine on files open with zipFS doesn't work so great. Not sure if it is a normal issue because files are open in binary or not... JFileSystem therefore offers a "readIntoString" function that needs to be used instead of the usual "getline" technique. However getLine can then be used on a stream connected to the string.
-- tested on Windows and PSP, I also made sure android still works, but haven't tested zip support on Android.
-- I tried to maintain backwards compatibility, but this might break on some platforms, if I broke some platforms and you can't find a way to fix them, please contact me and we'll figure something out
-- This removes wagic::ifstream. I didn't reimplement the securities that were involved in this, apologies for that. Might be useful to reimplement such securities in JFileSystem
-- I haven't tested options/profiles in a deep way, it is possible I broke that.