Commit Graph

27 Commits

Author SHA1 Message Date
Xawotihs@gmail.com
26ab65860e Fixed a gazillion of warnings occuring when compiling Wagic with Clang with Werror. 2013-06-09 21:16:39 +00:00
Xawotihs@gmail.com
5c25189aef Added code to let user specify the server address.
Updated SimplePad to include dot and fixed problem with digits.
2013-02-03 19:21:43 +00:00
techdragon.nguyen@gmail.com
4b137e0b6b added numeric support for iOS. Numbers were being ignored earlier 2011-12-15 17:51:29 +00:00
techdragon.nguyen@gmail.com
dc7d52c48c added new signature for SendCommand in JGE that takes in a command string and a parameter
added native keyboard handling in iOS
TODO: add same feature for Android tablets/phones
2011-12-15 11:11:08 +00:00
Xawotihs
03e41e7c9f Shifted the touch reference to refer the middle of the key instead of
the top left, now selects the touched key before using it.
2011-09-05 10:18:40 +00:00
Xawotihs
0b904a9af3 Simple pad is now touchable/clickable. 2011-09-04 23:13:22 +00:00
wrenczes@gmail.com
65e38b0694 Another change that looks bigger than it is: changed out the global extern WResourceManager to a real singleton. This means that it's no longer being init'ed at static initialization time, and we can debug construction/destruction properly; it's also safer in a multithreaded context. 2010-12-01 08:22:17 +00:00
techdragon.nguyen@gmail.com
acd7bb1aa4 reformatting code according to guidelines defined at
http://wololo.net/forum/viewtopic.php?f=35&t=2235&start=10
2010-11-16 00:55:16 +00:00
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
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
wrenczes@gmail.com
25cb9dde54 Cleaned up some compile warnings (double to float/ int to float conversions). 2010-10-13 23:34:36 +00:00
wagic.the.homebrew@gmail.com
f40af0b1cb Erwan
- Chinese patch by linshier
2010-07-31 14:41:04 +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
wagic.jeck
5e477f89fb Jeck - SimplePad now uses ReadButton, rather than GetButtonClick.
I'll upload the changes for the OptionItem code in a bit-- I'm a little concerned with that side of things, as I think I recall the reason for using GetButtonClick had something to do with what point in the process the game "eats" the button press... OptionItem stuff relies a lot on button presses falling through to other UI items.
2010-01-30 17:11:37 +00:00
wagic.jeck
e364b17117 Jeck - Fix to issue 181, SimplePad now strips all trailing whitespace before returning results. 2009-11-23 06:20:21 +00:00
Psyyringe
500c1fc1a2 Psyringe - major update/rewrite for the German translation. Added a lot of missing strings, removed some obsolete ones, corrected some spelling / grammar / translation mistakes, addressed the player consistently with the informal "Du" (previously there was a mix of "Du" and the more formal "Sie"), added the cards from M10, PLC, and ZEN along with their German names, repaired a wagonload of lowercase umlauts in the existing card names (please use case sensitive fuctions when replacing umlauts), and provided translations for all 251 types, subtypes, and supertypes in the game. Also, totally restructured the file so that it now follows the structire of the in-game menus. I think the file is in good shape now and might be useful as a base for other translation efforts. I can't guarantee that I caught every single string, but I'm pretty sure that this is now the most complete translation available.
Please note that I don't plan to update this file for future Wagic versions, so if anybody wants to take over, please do. :)

Some files were updated in the process:

- CardGui.cpp - exposed the card rarity info on the alternate render cards to the translation engine. Also switched the color of said info to white on green and blue cards, imho they are much easier to read now.

- GameStateDeckViewer.cpp - exposed the term "Collection" (shown under the scrollbar) to the translation engine.

- GuiPhaseBar.cpp - exposed the strings denoting "your turn", "opponent's turn", "you play", "opponent plays", to the translation engine.

- SimplePad.cpp - exposed the special keys ("Spacebar", "Confirm" etc.) to the translation engine. Had to increase the keypad width to make room for "Abbrechen" (Cancel). I couldn't translate it differently because there's also a *spell* called cancel, and to have a different translation in SimplePad, I would have had to change the official German name of the Cancel spell, which wasn't an option.

- MTGAbility.cpp - exposed the words from which the text of mana-producing abilities is constructed to the translation engine. Please review this one and suggest a better solution - the one I chose is somewhat awkward. The translation works, but when the whole translated sentence is constructed and gets returned, the calling procedure tries to translate it again (all other ability descriptions work this way, translation takes place *after* the string has been returned). However, for mana producing abilities this doesn't work, since the costructed string can take an infinite number of diffeent forms, depending on the mana produced, and we can't translate that. Hence I chose to translate the individual words during construction, with the described side effect that the engine now tries to translate them again later in the process (and the sentence ends up in missing.txt).

- Also, cheat mode menu items now aren't denoted by the ugly "(cheat)" appended to them, instead they are enclosed by asterisks. Uses less space.
2009-11-03 22:25:16 +00:00
wagic.jeck
7f7320f904 Jeck - Some basic options handling rewrites, main menu update, example alternate theme (for testing). I'm closing issues 44 and 45, as hopefully this resolves them satisfactorily.
* The alternate theme is just useful for testing themes, but please comment on the changes to the main theme.
 * Options reading and initializing separated from UI.
 * Options UI abstracted a bit, made more easily extensible.
 * With some extension, the options UI could be used as the basis for more complicated themes, if we load a file and use it to do stuff like GameStateOptions::Start()
2009-10-20 03:46:18 +00:00
wagic.jeck
e2e92f58af Jeck - Keypad and deck editor fixes.
* Fixed a call to profileFile() in deck editor that was using the wrong form.
 * Spacebar works, keypad now does smart capitalization (switches to lower case on second letter)
2009-09-23 09:45:58 +00:00
wagic.jeck
7510ee165f Jeck - Daily build, deck renaming, small keypad bugfix, profileFile() fix, proposed new iconspsp.png.
* 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.
2009-09-22 02:47:48 +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
jean.chalard
9723f18827 J :
* Fix the last warning and reinstate -Werror on PSP.
2009-08-28 11:25:03 +00:00
wagic.jeck
d1f6cdcd96 Jeck - Some warnings cleanup. 2009-08-28 05:40:10 +00:00
wagic.jeck
62e12380a4 Jeck - Stopgap update fixing WResourceManager slowdown until complete rewrite. 2009-08-27 23:24:55 +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
wagic.jeck
6728794ce9 Jeck - Quick crashfix when loading without a profiles directory, slight keypad modifications. 2009-08-27 03:17:25 +00:00
wagic.jeck
355ee7a271 Jeck - Support for user profiles, preliminary theme support, virtual keypad, options GUI update. Still a bit unorganized, but it works. 2009-08-26 20:13:09 +00:00