Basically options are fixed on all the platforms (you can create and
select a profile for example). Regarding the filters, it works perfectly
with QML on desktop. For SDL on Android and QML on Meego, it causes
either annoying blinking letting you do what you want or some kind of
blinking deadlock. I think there is some recursion happening in the GUI
items and to be sorted.
- 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
Included in a new modrules.xml tags.
<cardgui>
<background> Stores information concerning the colors </ background>
<renderbig> Stores information to draw the card </ renderbig>
<rendertinycrop> Stores information to draw the card </ rendertinycrop>
</ cardgui>
Change the variables array for vectors
* 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.
http://code.google.com/p/wagic/issues/detail?id=706
these types were converted into part of the "types" enum and are no longer considered a subtype in the engine.
as they appear before Subtypes::LAST_TYPE they are to return "" as their subtype search result.
i figured there was no harm in including them in the types list filtering as they were moved from subtypes becuase they were some of the most frequently used subtypes.
* pruned out unused local variables.
---- There's no need to define something if it isn't going to be referenced. It consumes extra memory temporarily and more than anything is a potential cause for confusion down the road.
This btw points out another circular dependancy between the texture and the JQuad - a texture owns a bunch of JQuads, yet the renderer uses JQuads and always assumes that the texture is valid. We're going to need to add more defensiveness to JGE to protect against this.
Other changes in this check-in: WResourceManager doesn't derive from JResourceManager anymore. It actually didn't require anything from the base, so I killed the dependency. Also cleaned up the notion of a WTrackedQuad in the WCachedResource - it didn't need a separate class, just a better container.
I've build this & tested against PSP, win, linux, QT (linux). I haven't tried against iOS and QT Win, or Maemo. If these other platforms are broken, I apologize in advance! - I'm hoping it should be fairly simple to put them back into play.
fixed some layout issues with detailed info popup
changed requirements for detailed info popup button to be determined by the number of wins aginst AI deck instead of just the number of games.
In this change, I made the CardGui's RenderBig() and AlternateRender() functions protected; anyone wanting to render a card simply calls RenderCard(), and the card drawing mode is passed along as a param.
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
(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 :) )