- 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).
- 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.
I've patched the problem so that ActionLayer checks for a valid ID before doing anything, and does a no-op for IDs it doesn't know how to handle. However, this only fixes the problem during gameplay. It's quite possible that hitting the triangle button in other places in the app might equally cause a crash.
Issue: 544
While debugging this, I noticed a separate issue: when changing profiles, we'd actually call refresh twice. Removed the spurious call, as reloading profiles doesn't need to concern itself with the image cache - that's already covered by the game options menu.
Also did some minor formatting / cleanup in the JGfx code for PSP - stubbed out a bunch of JLOG calls I had put in while debugging the PNG loading code.
This is the main fix for the situation where we try to load PNGs after the image cache has been saturated - instead of requiring 1 Meg as a temporary buffer to perform the swizzle operation on a full image (ie 512 * 512 texture size), these mods allow the swizzle to work in line with a temp buffer of 512 * 8 lines (ie 16K of memory). I also fixed a case where the swizzle didn't operate correctly on PNGs that weren't an even multiplier height of 8 - we'd drop the remaining lines on the floor, creating garbage lines at the bottom of those images.
1) Consolidated the Loggers so that we only have one in JGE. Added a helper constructor/destructor to the JLogger class so that you can instantiate one at the top of a function, it'll trace out a 'start' and 'end' message when it goes in & out of scope.
2) Fixed the crash part of a bug I've been chasing down where, on the psp, after saturating the cache, the game dies when trying to reload the background PNG image of the deck menu. We still need to fix the root cause of the failure (not enough memory to allocate a temporary buffer for the swizzle operation), but at least the psp doesn't lock up anymore. I've also left behind all the log traces I inserted into the LoadPNG code, since we'll probably need them again.
- fixed the debug framerate calculation / drawing code (consolidated duplicated functions & variables mDelta vs a win-only mDeltaTime, no reason to have two), repositioned it to draw on the bottom left (it was colliding with other debug text for the cache info).
- for debug testing purposes, added a #define override to force the image cache to work with less memory (I've picked 8 megs, which is what the psp seems to use - the normal default on win/linux is 20 megs).