wrenczes@gmail.com
b2eaa3cb8d
Multiple finger events now translate correctly into an SDL_MULTIGESTURE. I still haven't mapped this into anything meaningful, but all least the wiring is now present.
2011-06-11 09:03:21 +00:00
wrenczes@gmail.com
56a8bed0e3
More work on Android touch events. Fixed the issues I was having with busted float coords, and added some logic for a different way to deal with selection. Doubleclicking is no longer required; instead, if you generate a finger up event within 50 pixels of where you fingered down, this will be treated as an JGE_BTN_OK event. I think this feels more natural, as you can drag around in a menu or to various cards; then when you find your selection, simply touching it again once triggers the selection.
2011-06-11 06:59:32 +00:00
wrenczes@gmail.com
c859d35c0b
More incremental work on getting touch commands on Android. I've pinpointed a nasty problem that looks possibly like a compiler bug - the float values that are passed into SDL_SendFingerDown() are coming out junk on the other end. Probably an extra push of something on the stack, as when I tried using pointers to floats instead, the y value showed up in the x position.
2011-06-07 16:43:44 +00:00
wrenczes
f7cad41013
Checkpoint on getting touch events to come through SDL. This (deliberately) breaks the mouse emulation & cripples input on Android, as those calls are being replaced with real finger down/up/motion commands instead. More to come...
2011-06-07 00:32:26 +00:00
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
Xawotihs
58577bb7ec
Fixed SDL full screen mode. Couple of cleanups.
2011-05-27 20:56:50 +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
wrenczes
ffda1d0548
style formatting, some warning cleanup.
2011-05-25 06:59:44 +00:00
Xawotihs
7ba1ef14bb
- Modified the windows project to use SDL as DLL, so that we all get mouse support now.
...
- 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
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.
...
restricted iPhone to landscape mode only.
2011-05-10 12:37:41 +00:00
techdragon.nguyen@gmail.com
82058e97c5
* fixed some formatting
...
* 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
...
- 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
...
- 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
...
- 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
...
- 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
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
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.
...
- 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
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
Xawotihs
40958170fa
Fix to have r3450 at least compile on linux 64 bits
2011-04-19 19:04:12 +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
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
f9be0a6341
- reworked completly the JNetwork, JSocket interface (had to ifdef out the PSP socket code)
...
- 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
772828bced
Removed some overly noisy log tracing in JFileSystem that I had previously put in. One nice thought would be the addition of a 'volume' to tracing messages so that you could choose how much verbosity you want in the logging output, but that's a luxury for the moment.
2011-03-01 08:57:31 +00:00
Ittobaal@gmail.com
c6849d35d5
Prefix VS Postfix increment
2011-02-09 20:06:15 +00:00
wrenczes@gmail.com
9085b2a0e1
Some minor reformatting, JLOG instrumentation of the zip file loading.
2011-02-01 05:53:19 +00:00
wrenczes@gmail.com
f2cbd883a6
Apply LF line endings as an SVN property, this time on the JGE source files.
2011-01-28 06:03:52 +00:00
Xawotihs
f90709403f
- Fixed scissor bug introduced in r2912.
...
- Adds code to support TapAndHold gesture, it does not seem to work with
the N900, but it works fine on Linux.
- Removed code checking opengl version as it's no more needed.
2011-01-16 22:47:07 +00:00
Xawotihs
04c1ff23dd
Fixed OpenGL 1.1 code with Qt. The Qt version on windows now uses it by default instead of OpenGL 2.0.
2011-01-16 17:31:24 +00:00
wrenczes@gmail.com
eac6d74ebd
Added a couple of null guards against invalid quads / textures in the render() call, with JLOG calls to trace this out if we should hit one of these cases. (Reformatted tabbing in the function while I was there.)
2011-01-11 10:36:15 +00:00
Ittobaal@gmail.com
07ef902d85
Added newline to end-of-file
2011-01-08 12:24:39 +00:00
Xawotihs
58f4631dc2
Removed a phonon warning on maemo, added a debug trace for the launching path
2010-12-30 22:03:52 +00:00
Xawotihs
a77e550bff
Fixed compilation on Linux and a resizing issue
2010-12-30 02:17:22 +00:00
wrenczes
39e6d4f2b5
Reworked some fixes submitted to us by ittobaal. Several fclose calls he suggested had no bearing (if fopen fails, calling fclose on a null pointer is pointless), but the (missing) array deletions were definitely valid bugs. The fix for CreateTexture() was a little loose, so I cleaned it up somewhat.
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Issue: 566
2010-12-27 20:00:33 +00:00