Merged Qt, SDL and WRL frontend on the same corewrapper
Moved OpenGL code out of SDL and Qt frontends to OpenGl backend
(JGfx.cpp)
Updated file system and network code to be compatible with WRL
- 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
- Added a "PSP" compile-time define to clean up some compile time checks (replaced !WIN32 && !LINUX && !IOS with PSP)
-- Wil, I am aware that this is redundant with the PSPENV variable you introduced recently, I think we can clean that up easily
-- This looks like lots of changes, but most of the time I just moved some blocks here and there
-- tested on VC 2010, PSP, and a bit of NDK
-- I might have broken maemo, iOS, or Linux compilation, can you guys check?
- Fixed some warnings reported by NDK
- NDK still does not compile because recent boost additions (mutex, etc...) are apparently not supported