Commit Graph

32 Commits

Author SHA1 Message Date
wrenczes
d5f3e4cfea Enabled precompiled headers for the build. This cuts the win compile time in debug by at least half on my laptop; on the psp compile, it shaves it down by ~ 45 seconds. I only did a cursory inspection of what to add to PrecompiledHeader.h, there's probably more that we can throw in there for more incremental speed improvements.
Also fixed the project includes so that we don't need to always use the indirect include path, ie:
#include "../include/foo.h" -> #include "foo.h"

I'm don't know much about make files - if I busted the linux build, mea culpa, but I think we're okay on that front too.  For future reference, here's the most straightforward link on the topic of adding pch support to make files:

http://www.mercs-eng.com/~hulud/index.php?2008/06/13/6-writing-a-good-makefile-for-a-c-project
2010-10-24 05:55:24 +00:00
wrenczes@gmail.com
e2de03d987 Some organisational prep work before I start working on a new navigation method (ie replacement for CardSelector). The current design was to allocate a CardSelector and pass in its pointer to a variety of classes via their constructors. To simplify things, now we use a singleton style pattern with an Instance() function - this means that when I implement a new class to replace CardSelector, I only need to modify what's returned by the singleton callback - as long as the new pointer class supports the same function calls, it'll be a straight drop-in. 2010-10-22 08:41:44 +00:00
wrenczes@gmail.com
5aa3dc6fd3 Refactoring of some of the font management in WResourceManager. This change looks bigger than it actually is - most of the touched files are simply renaming of some font enums that I moved out of MTGDefinitions into the resource manager header files. The main points of this change: collapsing the font containers into a single map, eliminating duplicated functions, and migrating the font building logic into the resource manager class. GameApp doesn't need to know anything about the fonts it uses, and likewise, font users don't need to know what the name of their chosen font is, just the FONT_TYPE enum.
(I did a cursory check to make sure chinese still displays correctly - at a glance, I'm seeing what looks correct to someone who doesn't read the language :) )
2010-10-19 07:51:32 +00:00
wagic.the.homebrew@gmail.com
b79c7eea53 Erwan
- fix for issue 462 (graphical glitch when cards come back from graveyard)
- adding Kaioshin's wallpaper
- fixed minor issue in mtg.txt
2010-09-28 13:58:22 +00:00
wagic.jeck
8114944db9 Jeck - Added theme substyles, which are chosen dynamically based on the player's deck composition. Also added lazy unit test for booster packs, though there should be a better way to framework this. 2010-08-28 10:51:38 +00:00
wagic.the.homebrew@gmail.com
f40af0b1cb Erwan
- Chinese patch by linshier
2010-07-31 14:41:04 +00:00
wagic.jeck
e9b6860923 Jeck - reverted fix for invalid issue 359. 2010-02-26 00:46:03 +00:00
wagic.jeck
5e0be442b0 Jeck - Removed "Reverse Triggers" option, as per issue 359. 2010-02-25 15:22:19 +00:00
jean.chalard
39c5a3d465 J :
* Fix u32 into JButtons.
* Add a few comments.
* Remove useless variables.
2010-02-24 17:28:17 +00:00
jean.chalard
56ce4a14ae J :
* Create the subsystem for keybindings.
2010-02-14 13:21:12 +00:00
jean.chalard
d6ad963f68 J :
* Remove a useless debug print
2009-12-18 10:20:25 +00:00
jean.chalard
1d67773097 J :
* Use the adaptative size system for hand representations.
2009-12-17 18:15:59 +00:00
jean.chalard
77a00a3c4d J :
* Some cleaning after r1062 code review.
- Remove code that was never reached.
- Remove a useless function.
- Make GuiPlay treat cards that are both spells and creatures as
  creatures and not spells.
2009-10-19 13:36:42 +00:00
jean.chalard
38d7a96095 J :
* Change inplay balance.
- Spells now stack three by three.
- Spells try to space a little more.
- Creatures and land stack to the left until they hit the big card,
  at which point they start displaying more compactly. At some point,
  they start using all the screen even if it's under the hand.
2009-10-11 05:47:31 +00:00
wagic.the.homebrew@gmail.com
81a45553d6 Erwan
-fix for issue 71, J please review.
2009-10-04 09:32:41 +00:00
wagic.the.homebrew@gmail.com
763a148547 Erwan
-Fix for Issue 72. I'm not sure anything's actually necessary for the 3Verticla" hand, what do you guys think?
2009-10-04 09:24:46 +00:00
wagic.the.homebrew@gmail.com
620ea034b8 Erwan
-Issue 26: added an option for Mana Display. This needs a bit testing, but it should also lower the priority of "manapool slowness" as this mode probably fixes performance issue as well.
-I can't seem to be able to "save" some options (hand position, mana display) ion the windows version, does this change break something ?
2009-10-04 06:01:00 +00:00
jean.chalard
28f93c035f J :
CAREFUL : this update REVERSES the triggers default actions.
* Make the right trigger opens the hand and the left trigger skips to
  next phase.
* Add an option to reverse triggers (and thus revert to old style).
2009-09-23 07:25:39 +00:00
jean.chalard
f6aba5c5cb J :
* Hand option.
2009-09-22 07:39:24 +00:00
jean.chalard
1f67998d7a J :
* Some interface updates.
2009-09-13 10:57:55 +00:00
jean.chalard
34d973c60d J :
* Create selection zones to remember the last card the cursor was on.
2009-09-12 12:57:50 +00:00
jean.chalard
457266184d J :
* Add a helper function.
2009-09-08 14:53:23 +00:00
jean.chalard
b6781e82f1 J :
* Add the Trash facility and use it for CardViews.
* Fix a graphical bug with card shadows.
* Fix a graphical bug with limitors.
* Enhance the graphical appearance of cards going to graveyard.
2009-09-05 11:44:34 +00:00
jean.chalard
01fe3b76f7 J :
* Minor bugfixes (mostly graphical bugs)
2009-09-04 16:58:17 +00:00
jean.chalard
3db0969c0e J :
* Fix the speed of the animation.
* Use a Pos for the animation of the back.
2009-09-03 17:25:15 +00:00
wagic.jeck
f220d2e9b9 Jeck - Cache and resource manager merged, streamlined.
This is pretty major, so there'll probably be something wrong with it... even though I did spend a few hours looking.
NOTES:
 * If you've Retrieved it, don't delete it--- Use resources.Release(Whatever). 
    Textures automatically release subordinate quads.
 * Most of the time, use resources.RetrieveQuad to grab a quad. Should handle everything for you.
    RetrieveQuad will load the required texture, if needed.
    Only managed resources have a resource name ("back", "simon", etc). 
    Managed resources can be retrieved with GetTexture/GetQuad/GetWhatever.
    Non managed quads lookup by position/dimensions, defaulting to the whole texture.
 * Use resources.RetrieveTexture only when you need to do something special to it. 
    Calling retrieve texture with RETRIEVE_MANAGE will permanently add a texture to the manager
    RETRIEVE_LOCK and RETRIEVE_VRAM will lock a texture. It will not leave the cache until
    Release(JTexture*) is called, or as a last resort during cache overflow.
 * Try to only store (as a class member) pointers to textures retrieved with RETRIEVE_MANAGE. 
    All others may become invalid, although locked textures do have a high degree of stability. It's
    pretty safe to store a locked texture if you're not going to load much between uses.

There's a lot going on here, so I might have missed something... but it runs through the test suite alright.

TODO: 
 * When called without any arguments, RetrieveQuad sometimes leaves a thin border around the image. 
    This can be bypassed by specifying a quad one or two pixels less than the image size. Why?
 * I've had a crash while runing the Demo mode, something to do with receiveEventMinus? 
    This hasn't exactly reproduced on a clean SVN copy, (being a hang, rather than a crash) so 
    I've probably done something to worsen the problem somehow? I'll look into it tomorrow.
 * Clean up lock/unlock system, memory usage. Streamline interface, consider phasing out calls using GetWhatever() format.
2009-09-03 09:28:16 +00:00
wagic.the.homebrew@gmail.com
5afd1a45a2 Erwan
-some memory leaks fixes
2009-08-29 14:16:58 +00:00
wagic.the.homebrew@gmail.com
a18b163b17 Erwna
-replace "new" with "NEW" for memory leak detection
2009-08-27 12:48:54 +00:00
wagic.jeck
5e14efed3c Jeck - CommonRes transparently finds themed versions of files. Use JRenderer::LoadTexture for unthemed files, and CommonRes::LoadTexture for themed files. Res/graphics/back.jpg renamed to Res/graphics/backdrop.jpg due to collision with sets/back.jpg. 2009-08-27 05:58:26 +00:00
jean.chalard
53ebe1de79 J :
* Use dt for the hand opening animation.
2009-08-22 07:59:21 +00:00
jean.chalard
f2ac56a7e2 J :
* Define const values in the cpp file.
2009-08-22 06:33:32 +00:00
jean.chalard
b2f75d45e7 J :
* Add missing files.
2009-08-22 06:01:52 +00:00