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 =).
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.
* 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.
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
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
[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...
- 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
first somehow accidentally line 3616 mtgability.cpp removefromgame was adding an observer instead of removing it, this explains "abilities sometimes acting strangely or not being removed"...I'm surprised it didn't create memleaks or extremely visible side-effects...
2nd fixed a bug where triggered abilities would share a menu with activated abilities of a card when ever you had enough mana floating to pay an activated ability before the trigger resolved.
adjust the way ai calculates if it should use cards like wrath of god, though it is still open to using it at a random chance, i noticed that the method we use might not be the best.
an ability with an eff of 1 for example actually has a 10% chance of being choosen....
lets say rng rolls 3402
when you % this it simply takes the 2 last numbers making this roll 2...meaning that unless we assign no "random chance to do blah" the actual chance of ai using a stupid ability is 10%...I'm leaving that logic how it is tho I "unfactored"(?) it to make it easier to track the numbers, also added a debug trace to help see how often we hit "lottery chance" ...
fixed a minor crash from multiability trying to fetch menutext when no abilities existed in the vector anymore.
this patch introduces a new subkeyword for "may " which is syntax pay(manacost)
auto=may pay({w}) untap
this is to allow the card group that was coded using the activated ability loophole i described at the start. it works the same way as it did with the loophole only it is actually something we want to happen instead of a flaw in the engine...you float the mana same as before and when the may line is triggered it will check if payment can be made with exist mana if so then it displays the menutext for the ability, if that ability is choosen it then charges you the mana directly before activation.
this patch also include flip( ability, tho not intended originally for this version, I had previously had it finished and was polishing it right before I noticed the bugs above. since this keyword is not intended to add cards for this version, I wont go into massive details about it at this time.
- Coded a small resource downloader in QML from the Qt frontend. It's completly useless for the moment and it's poorly integrated
- Various tweaking in the Qt project file for Symbian and Android