* Metadata is currently only used in exactly one place: the set's "Pretty Name" is displayed when the set is first unlocked.
* WGuiImage now has a function to set scaling.
- "Fix" issue 152. Please review. There is an extra cost when loading the shop...could probably be improved...the image is huge, and it's a png (so no 5551 improvement here...should we switch to a jpeg ?)
-Load shop and backdrop in 5551. @Jeck feel free to implement the "default as 5551" for jpegs as well if you think it's worth it. I think this change is the safest for the time being, but that's mostly because I'm too lazy to touch JGE
* Removed all calls to Release(JQuad*).
* Updated flatten(). Prior flatten was buggy beyond belief.
* Done some extensive testing, but if this causes more trouble than it fixes, we'll have to revert. It's too close to release time.
- fix issue 65 (quads when no image load slowly in shop/deck editor)
- Possibly fix issue 92, please let me know if it reproduces
- Fix issue 97 (Deck editor: weird behavior of deck display)
- Fix issue 39 - please verify
- Issue 56 can probably be closed as well
- Fix issue 86
* Moved shop text ("press square for other cards") etc, to ShopItems, so they rendered properly (all in one place, after AA)
* The AA is really more a proof of concept than anything else. To do it properly I'd need a double-resolution copy of shop.jpg.
* The real multicolored card has a greenish tint, and is darker. What do you think of gold.jpg? Should we tint it more that way?
* Decks now support naming and renaming. Also added a "Switch decks without saving" option.
* Removed unused static const char * menuTexts, from old 6-deck limited system
* Keypad didn't display correctly when not given a title, and was never destructed. Fixed.
* profileFile() default behavior was to fall back to RESPATH/player. Fixed.
* New iconspsp.png, updated look to seem like PSP buttons, added some extra (unused) button icons.
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.
* New interface.
* This breaks a lot of things. It is not feature-equivalent. It
probably doesn't compile under windows and doesn't work on PSP.
* Damage is not resolved any more. This will have to be fixed.
* Blockers can't be ordered any more. This will have to be fixed.
* A lot of new art is included.
- It is now possible to have avatars associated to each Deck
- Added SFX
- Added Music files
- Possibility to choose your opponent
- Opponents' difficulty is measured according to their number of victories against a given deck