Commit Graph

4153 Commits

Author SHA1 Message Date
techdragon.nguyen@gmail.com
adc3e4b689 final change for 0.17 to sync up with other platforms. focused targeted touch of ui objects to deck menus. 2012-01-10 19:53:10 +00:00
Xawotihs
9161136797 Revert android build file, wasn't intended to be part of the previous commit 2012-01-09 23:44:29 +00:00
Xawotihs
b4c33cb3e1 Finally got issue 777
I was wrong, the recursion was not due to weird call order of WGuiList and WGuiMenu at all. It was due to two different problems:
1) there is some code in WGuiMenu to handle keys previously held. I guess it's to be able to go through the options very quickly on PSP.
2) Each PSP generated keys stays held if the corresponding code for release is not called...

=> Each time we generate some PSP keys press from gesture in the core or in a frontend, we absolutely need to generate the release code corresponding or the core might think that some keys are still held ... That's precisely what was not done by the code handling swipe in filters =).
2012-01-09 23:35:50 +00:00
Xawotihs
8517a4c9e8 Partial fix for issue 777.
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.
2012-01-08 23:35:19 +00:00
techdragon.nguyen@gmail.com
e79597d82c corrected x offset of selectable area of the menu items. For Simple Menus, clicking on the row from that point to 200px is the selectable area. 2012-01-08 16:38:52 +00:00
techdragon.nguyen@gmail.com
440b3b00d9 applied logic used for deck selection to popup menus as well 2012-01-08 15:32:28 +00:00
Xawotihs
f9e56608dc Fixed random, cancel, random bug 2012-01-08 15:15:56 +00:00
techdragon.nguyen@gmail.com
1cef5d690b made DeckMenuItem a subclass of SimpleMenuItem
moved code to check on click position into base class from DeckMenuItem
TODO: apply same logic for standard menus
2012-01-08 14:55:22 +00:00
techdragon.nguyen@gmail.com
5ff2ac3123 removed the automatic 'OK' action after a pan and move event. I misunderstood what the Android port was doing 2012-01-08 13:49:40 +00:00
Xawotihs
9727a98e6a Fixed end of game when test AI is defined 2012-01-08 01:11:24 +00:00
Xawotihs
7730a83789 Fixed app icon on Symbian 2012-01-07 23:38:10 +00:00
Xawotihs
a0019a13d0 Fixed an uppercase path potential problem 2012-01-07 21:00:37 +00:00
Xawotihs
26738af904 - implemented the swipe and touch logic in QML
- Added a SHA1 hash verification of the downloaded resource file
- Fixed the activation/deactivation of the QML UI to avoid burning the battery
2012-01-07 20:41:43 +00:00
techdragon.nguyen@gmail.com
436f95dfec fixed some click issues found with iOS port. 2012-01-07 16:35:39 +00:00
Xawotihs
a28c90dacf Fixed problem introduced in r4165 preventing any platform except iOS to
select a deck.
2012-01-07 10:22:39 +00:00
Xawotihs
d9625ed034 - Moved the resource URL inside the QML app
- Updated local path for all the platforms
- Fixed local path creation problem on Linux
2012-01-06 23:54:57 +00:00
Xawotihs
1f3aedcd3f - Reworked Qt frontend to be fully based on QML (Qtmain.cpp still contains most of the old code as I need to perform additional tests on Maemo/Meego and Linux)
- Modified the download of resources to happen on every platform
- Resources are now stored based on the home directory
2012-01-06 21:45:08 +00:00
techdragon.nguyen@gmail.com
6d5342c02b fixed a memory leaks in app delegate
* adjusted the touch sensitivity of the iOS port for deck menu selection.  Decks were being selected even though the selection was touched.  It was highlighted but as soon as you let go it would instantly select (OK button) select the selected deck.  This isn't a problem on Android as the SDL already handles this as far as I can tell.  I limited this to only iOS so I don't accidentally mess up the other ports.
2012-01-06 19:13:43 +00:00
techdragon.nguyen@gmail.com
1bd8c860c5 preliminary native touch interface for interrupting spell. Touch the icons for each action 2012-01-05 12:05:17 +00:00
techdragon.nguyen@gmail.com
29009902b0 finishing up some file system handling functions for iOS. This should make updates and file management easier for iOS users. 2012-01-05 09:29:53 +00:00
techdragon.nguyen@gmail.com
f09ce07b06 modified to create a Manifest file before game loads. This is for iOS only as the file handling will be difficult, I am doing this as a way to identify what is already loaded onto the device. 2012-01-05 01:11:49 +00:00
techdragon.nguyen@gmail.com
b03449cbf6 Implemented directional controls on Filters so that you can now navigate the Filters menu on Touch interfaces for the Deck Editor and Shop screens. It's not the best implementation but it at least works across all platforms. swipe will now move the highlighted cursor to the correct direction.
in release builds, test suite will now be disabled
2012-01-03 17:53:51 +00:00
techdragon.nguyen@gmail.com
51d1873872 removed nonstandard handling to use JGE::Scroll method. This removes the filter screen support that was added as part of the previous check in. 2012-01-03 14:29:46 +00:00
techdragon.nguyen@gmail.com
6adffc12f0 Issue 565: This fixes the issue with the MENU not popping up ingame. The bug was caused when user canceled out of a deck selection screen to either go back to the Player Deck Selection or Main Menu. The buffer was not cleared properly. added call to reset buffer in GameStateDuel to follow pattern used in GameStateDeckViewer. 2012-01-03 14:05:43 +00:00
techdragon.nguyen@gmail.com
4674f34246 attempt to add swipe up/down/left/right for movement in deck editor and other screens. still causes some bugs on shop and filter screens. 2012-01-03 12:51:09 +00:00
techdragon.nguyen@gmail.com
086cefd75c removed key bindings tab for IOS 2012-01-03 12:49:51 +00:00
techdragon.nguyen@gmail.com
fa63e635ae updated Supported Card list for 0.17
had to modify the Miki syntax to Wiki.  Didn't realize they were different, hence the different versions.
2012-01-03 05:27:15 +00:00
techdragon.nguyen@gmail.com
8b29665aa9 fixed HTML generated list for supported cards; closing outfile before finished writing to it 2012-01-03 04:00:07 +00:00
techdragon.nguyen@gmail.com
616bbdb1b6 updated unsupported card list 2012-01-02 06:06:48 +00:00
techdragon.nguyen@gmail.com
07a08faa89 updated supported cards list (need to paste this into the MIKI). Since the todo list was removed, the output for the todo cards is empty 2012-01-02 05:52:00 +00:00
techdragon.nguyen@gmail.com
8f5ebc8109 Modified system path defaults to utilize the User vs Res architecture. After reading some comments of the forum I realized I had implemented this all according to 0.16's design and not the new split architecture. All 'core_' zip files are now placed under 'Res' as before, but any other zip file will be put under the 'User' directory 2012-01-02 05:32:22 +00:00
techdragon.nguyen@gmail.com
bf4e6b6884 modified default modrules for iOS
modified download URL for core files to googlecode
2011-12-31 17:44:13 +00:00
techdragon.nguyen@gmail.com
217bc910b6 modified python script to build standard or ios resource packages.
Usage: createResourcezip.py [--platform=[ios,android]]

Currently only iOS is the only other platform supported.  android, maemo, meego, etc will need to be added if core files are different from standard core files
2011-12-31 17:36:59 +00:00
techdragon.nguyen@gmail.com
c515837172 On iOS the user only has access to the Documents directory via iTunes. Our folder structure is setup as such to read from the Res directory. This change allows users to drop in zip files into the Documents folder and the game will automatically move the zip file into the Res folder on app startup. Note, this is only done on app startup. If the game is running in the background, the user will need to quit the app ( kill it via the multithreaded task bar) and restart it.
Jailbroken devices have full access to the filesystem and don't have this restriction.  although I do recommend that they do drop zip files into the Documents directory to reduce the risk of causing any undefined behavior with updating the config files while the game runs.
2011-12-31 15:02:37 +00:00
omegablast2002@yahoo.com
460be7854a tweaked an ai change i made, found some lands (ie:cloudpost) are not considered either good or "dontknow" so they fall into lottery chance, all land that isn't considered good should fall under "dontknow" not lottery.... 2011-12-31 14:31:39 +00:00
techdragon.nguyen@gmail.com
2882724638 fixed compiler warnings found on Windows build 2011-12-31 14:31:35 +00:00
techdragon.nguyen@gmail.com
dfa007cecb implemented platform independant clickable OK button on gui combat window when selecting blocker order. removed iOS specific coding. 2011-12-31 08:21:00 +00:00
wagic.the.homebrew
f93246c75c - Android version now downloads the googlecode file 2011-12-31 03:39:37 +00:00
techdragon.nguyen@gmail.com
c88ed95c95 enabled touch code for handling choosign blockers on touch interface.
TODO:  Please have somebody test on non-Touch device.  I don't have one anymore.  If it breaks it let me know and I'll make it a compile time option.  Seems to work with 2 and 3 blockers.  I couldn't get the game to get 4 blockers on the screen, but I think it should work the same.  This should be cross platform and not iOS specific
2011-12-30 23:42:13 +00:00
techdragon.nguyen@gmail.com
e102d3f369 enabled OK button on GuiCombat screen when choosing defenders/attackers. iOS solution only currently. To implement in Android, we need to create a mask/invisible button above the OK button coordinates and add a listener to activate when a user touches the appropriate area. Not ideal, but it works for now.
TODO:  translate functionality into core of engine.
2011-12-30 16:04:21 +00:00
omegablast2002@yahoo.com
7fef90f943 added Undead Alchemist to unsupported.txt 2011-12-30 05:39:56 +00:00
Xawotihs
e17b75cf34 Updated Qt frontend to download resource package directly from google code and cleaned up the transition between the QML and Wagic interfaces 2011-12-29 23:42:20 +00:00
Xawotihs
8d6566da0f Renamed the resource package to core_017.zip and added a renaming of settings and player options.orig.txt 2011-12-29 22:28:13 +00:00
Xawotihs
02b04e6524 Adds a python script to create the resource zip package 2011-12-29 21:28:45 +00:00
omegablast2002@yahoo.com
be33659081 fix for cumulative upcost, extra cost were not being multiplied
[card]
name=Phyrexian Soulgorger
auto=cumulativeupcost[{S(creature|myBattlefield)}] sacrifice
text=Cumulative upkeep - Sacrifice a creature. (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
mana={3}
type=Snow Artifact Creature
subtype=Construct
power=8
toughness=8
[/card]
was only charging you 1 sacrifice per upkeep.

added thisTargetComparison, this(cantargetcard(targetchooser))...its a thisdescriptor that compares if the card can be targeted by a target chooser...
2011-12-29 19:55:45 +00:00
omegablast2002@yahoo.com
311c280427 removed undead alchemist. 2011-12-29 16:42:19 +00:00
wagic.the.homebrew
506952e2da - made Filedescriptors pool a compile-time option. This should fix some issues found in previous revision 2011-12-29 13:15:44 +00:00
wagic.the.homebrew
591f0e0d30 - fix for issue 772
- fixed some issues in zstream that prevented to use "getline" in zipped streams 
- added a "pooled buffers" system to keep a cache of file descriptors. This is potentially dangerous though, but shaves several seconds of loading time on the PSP. If problems arise on other platforms I'll make it a compilation parameter
- gracefully fail when calling manacost information on a not properly initialized mana cost
2011-12-28 16:14:08 +00:00
guzhenjie1@gmail.com
9e80314f6d Removed the blank space in the end of Crosis, the Purger. 2011-12-25 12:57:11 +00:00
omegablast2002@yahoo.com
b2a5ee774c corrected the card cycles that were using a loophole to use " may pay(", re-add Rupture Spire, corrected a couple badline errors. 2011-12-25 01:09:02 +00:00