wrenczes@gmail.com
5b8ecd0cf7
More warning cleanup - converted certain class functions to return bool instead of int where appropriate. Also fixed the sdl update() tickCount assignment that I just broke in my last checkin.
2011-06-02 07:01:42 +00:00
wrenczes@gmail.com
4018d17370
more compiler warning cleanup.
2011-06-02 05:48:37 +00:00
wrenczes@gmail.com
382fb5969d
Reverted out changes to JFileSystem - WIP, not meant for the tree yet.
2011-06-02 05:39:06 +00:00
wrenczes@gmail.com
a06558be55
Some warning cleanup involving (seemlingly unintended) bool to int conversions. It seems that the original design intent was to pass down IDs to the base class JGuiObject, but certain classes broke the pattern with their constructors.
...
(One could argue that this ID is completely meaningless and could be entirely ripped out, as the IDs obviously never made it to their intended target...)
2011-06-02 05:33:45 +00:00
wrenczes
0476eaf5f3
Reimplemented the 3 way 'F' toggle for psp size / double psp size / fullscreen in the SDL code path.
2011-05-28 07:13:13 +00:00
wrenczes@gmail.com
15fa0e6c34
Fixed a loud warning.
2011-05-28 02:28:07 +00:00
Xawotihs
58577bb7ec
Fixed SDL full screen mode. Couple of cleanups.
2011-05-27 20:56:50 +00:00
wrenczes
fa1abdc9d4
Project filters to split the SDL sources into /inc & /src folders.
2011-05-27 04:58:21 +00:00
Xawotihs
3397c3f785
Aligned SDL keybindings on Windows ones. Kept a couple of other ones for
...
Android as well. Issue 671 is now fixed.
2011-05-26 21:38:45 +00:00
Xawotihs
0e26368c89
Fixed JGE key binding in SDL config
2011-05-26 21:24:17 +00:00
wrenczes
ffda1d0548
style formatting, some warning cleanup.
2011-05-25 06:59:44 +00:00
Xawotihs
07ca0c19c3
Fixed postbuild event when path contains spaces
2011-05-23 20:28:18 +00:00
Xawotihs
7ba1ef14bb
- Modified the windows project to use SDL as DLL, so that we all get mouse support now.
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- I think I fixed issue 664, it's funny how the problem is visible on Windows and on some HTC devices but totally absent on Linux and some Samsung devices
- The SDL fullscreen is not working that good, it would need to be improved.
2011-05-22 21:47:31 +00:00
Xawotihs
3b0f47c420
Added SDL VS 2010 project and fixed some compilations and small resize bug
2011-05-22 21:35:19 +00:00
techdragon.nguyen@gmail.com
0a2af52545
Issue 656: game will now work out of the Documents directory. All settings and changes are saved and read from that directory now. TODO: Need to find a mechanism to allow updates to code without having to delete the app entirely. (hence the player data as well) Perhaps implement an option ingame to allow player to download images to the repository. Perhaps a front-end that allows users to first update the app with card images before starting the game.
2011-05-12 00:45:17 +00:00
techdragon.nguyen@gmail.com
ac6fd6bbf8
setting default orientation for iPhone and iPad.
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restricted iPhone to landscape mode only.
2011-05-10 12:37:41 +00:00
techdragon.nguyen@gmail.com
82058e97c5
* fixed some formatting
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* 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.
2011-05-08 11:56:25 +00:00
Xawotihs
883f92d8e2
Fixed IOS build
2011-05-07 17:10:01 +00:00
wrenczes@gmail.com
3a4eef68ae
Fixed an uninitialized var.
2011-04-30 00:42:17 +00:00
Xawotihs
7e4364b484
- Allows writing on sdcard
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- Bound "back" key to menu, "volume down" to next phase and "volume down" to interrupt ... like on the N900 :)
2011-04-27 21:19:25 +00:00
wrenczes@gmail.com
425e49e608
Cleaned up some type conversion warnings.
2011-04-26 06:16:49 +00:00
Xawotihs
f2a52edba7
- wait for SDL events intead of pooling them, this allow very smooth CPU usage
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- added texture deactivate around each renderer call implemented in opengl es 1.1. It fixes a couple of artifacts but a couple are remaining
- added a compilation switch to allow simulation of opengl es 1.1 on desktop
2011-04-25 21:26:12 +00:00
Xawotihs
137ccdf446
- Activated debug and orientation management in Android manifest
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- Coded double-click and orientation change for Android
- Clean up debug code badly introduced in opengl code in r3529
- updated Qt project to link against boost on linux
2011-04-25 10:04:44 +00:00
wrenczes@gmail.com
e82362d50a
Missed a part of my psp side change for the ClearScreen change. Now the BeginScene call is consistent with the pc side, and calls clear.
2011-04-24 11:55:04 +00:00
wrenczes@gmail.com
be2a4ee4ec
Mostly formatting cleanup, but a couple of openGL related fixes : don't call state change functions if their params haven't changed. In particular, we call ClearScreen() in several places in the code, but BeginScene() already does this. According to several openGL performance guides I skimmed through, if you call clear more than once per frame draw, performance will suffer.
...
This seems to help with issue r103 - on my win machine, it's substantially better; on psp, not quite as drastic, but it's still better than before.
2011-04-24 10:00:37 +00:00
wrenczes@gmail.com
9fdb3fbe3a
Style formatting. No code changes.
2011-04-24 08:52:12 +00:00
Xawotihs
832904dce1
- Defined keys translation for SDL config
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- Added boost thread files, that fixes all the threading/compiling/linking problems on Android ...
- Added opengles 1.1 code, there are still some bugs I need to tackle ... and I should realy split this file now !!!
- Added Android debug traces
- Hardcoded resources to "/sdcard/Wagic/Res" for the moment on Android
- Added a wagic SDL project for desktop, and the related SDL frontend used for Android. This frontend is currently mostly desktop based, it needs some work to be fully useable with touch and gesture on Android.
2011-04-23 21:30:36 +00:00
Xawotihs
4ed7f10def
- Added SDL, libjpeg and libpng
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- Added Android project and Java files
2011-04-23 19:25:48 +00:00
wrenczes@gmail.com
58e340f30c
Removed the precompiled header include from JSocket, as the precompiled header is actually in the mtg project and this is cross pollination. Moreover, mtg specific header changes that we might put in the precompiled header will cause this file in JGE to recompile each time. If we think it'll improve things, we could put in a separate precompiled header in JGE, but I'm not sure it's enough of a gain to bother.
2011-04-22 14:59:10 +00:00
wrenczes@gmail.com
ae227a7cb8
Minor project cleanup:
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- Consolidated duplicate PSP / PSPENV defines;
- removed some ancillary file crap from the 2010 projects;
- pulled 1xx references from the makefiles;
- consolidated multiple #defines for OutputDebugString into one header (previously was split between config.h & DebugRoutines.h).
2011-04-22 13:12:36 +00:00
wrenczes@gmail.com
5e6c0c612e
Fixed the breakage in the Deck Editor Menu, where the app would hang, looping on trying to word wrap a string. Erwan, pls review. Char is signed here, I'm not sure what the compiler warning was that you saw - NDK related? Does it treat all chars as unsigned?
2011-04-21 23:51:05 +00:00
wagic.the.homebrew
8ff6839c8d
Some preparation work for new platform support.
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- 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
2011-04-21 13:16:11 +00:00
omegablast2002@yahoo.com
d06965d95e
added tha menu constants variables to fix compiling on vc2008, i guess free version doesnt add it automatically or something becuase mike was able to compile without them
2011-04-20 20:40:28 +00:00
wrenczes@gmail.com
9141f28865
Disabled some JLOG traces in the MP3 code, as they run on a separate thread & tend to hang the psp when logging is enabled.
2011-04-20 06:33:59 +00:00
wrenczes
1117840621
Removed spurious warnings about secured Win API calls by adding _CRT_SECURE_NO_WARNINGS;_SCL_SECURE_NO_WARNINGS to the compiler settings. This only eliminates the warnings, but doesn't fix the slow compile times - I'll fix that next...
2011-04-20 02:14:37 +00:00
Xawotihs
40958170fa
Fix to have r3450 at least compile on linux 64 bits
2011-04-19 19:04:12 +00:00
wrenczes@gmail.com
ab133e9f98
Err, stupid of me. Now passing in the PSPENV flag correctly...
2011-04-19 05:49:37 +00:00
wrenczes@gmail.com
79835dda33
Slight modification to the DebugTrace calls so that if compiling against debug on psp, the call becomes std::cout. This allows the debug trace calls to mirror out to the console window that's running pspsh.
2011-04-19 04:48:42 +00:00
wrenczes@gmail.com
7e884b53f9
Added a PSPENV environment variable to the psp make files. Also fixed a minor compile bug where the debug flag for psp forced JLOG support, which in turn enabled a JGE_LOG_FILE macro that has long since been removed from the code.
2011-04-19 04:35:42 +00:00
wrenczes@gmail.com
0b821c9b4f
Fixed the window rescaling to do letter/pillar boxing per the email thread.
2011-04-13 04:55:17 +00:00
wrenczes@gmail.com
4e2cc08bb1
Better solution for a (real) fullscreen mode. (Last tweak, promise!)
2011-04-11 04:48:21 +00:00
wrenczes@gmail.com
98220afb46
Something that's been bugging me for a while, and I finally decided to do something about it: fullscreen toggle never worked on Windows. I've now made the F key do a three-way toggle between lo-res (ie standard psp resolution), hi-res (psp resolution doubled, so 960 * 544), and fullscreen (well, not exactly fullscreen, it's a window sized to your desktop's work area; if you have a weird sized desktop, you might get clipping).
2011-04-11 00:30:50 +00:00
wrenczes@gmail.com
8add655df7
Formatting cleanup, modified a function to pass by const reference.
2011-03-31 11:08:58 +00:00
wrenczes@gmail.com
64d421b8b8
Fixed a namespace collision that was causing compile errors in VS2010. bind() was being interpreted as std::bind(), not the winsock bind() call.
2011-03-31 11:07:50 +00:00
wrenczes@gmail.com
e7f2ae4e6e
Added a Boost::recursive_mutex variant to the threading support. Also bumped up the default stack size of a worker thread to 256K, and moved the thread priority slightly down as 0x12 is pretty aggressive for a default value.
2011-03-31 10:37:41 +00:00
wrenczes@gmail.com
d934d9d30f
Fixed a compilation problem on PSP with the minpspw 11.1 SDK, which changed the definition of a u32 from unsigned long to unsigned int.
2011-03-28 04:40:44 +00:00
Xawotihs
29e9ea62c3
Fixed the build problem with VS2008 and actived multithreaded build while I was at it ... you guys liked to wait ? =)
2011-03-19 08:35:57 +00:00
Xawotihs
f9be0a6341
- reworked completly the JNetwork, JSocket interface (had to ifdef out the PSP socket code)
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- added 2 menus to wait for connection and wait for deck selection
- tested compilation on Qt Linux, Qt Windows and PSP
- deactivated everywhere (NETWORK_SUPPORT to activate).
2011-03-13 21:19:02 +00:00
wrenczes@gmail.com
baf0343063
Makefile changes in JGE to include the boost path. Added a missing include dependency on shared_ptr.
2011-03-02 09:26:31 +00:00
wrenczes@gmail.com
297f87eb04
Fixed relative path includes of JGE headers.
2011-03-02 09:04:31 +00:00