* Single Tap now implemented
* Touch and Hold (2 secs) to pop up menu
* added a pan gesture to simulate flicking up/down and left/right
* removed dependency on binding keys to game for iOS devices. (perhaps extend this to all touch devices.)
* flicking motion needs to be expanded to allow for smooth scrolling. Right now every flick is equivalent to going one slot up/down/left/right.
http://code.google.com/p/wagic/issues/detail?id=706
these types were converted into part of the "types" enum and are no longer considered a subtype in the engine.
as they appear before Subtypes::LAST_TYPE they are to return "" as their subtype search result.
i figured there was no harm in including them in the types list filtering as they were moved from subtypes becuase they were some of the most frequently used subtypes.
* 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.
This btw points out another circular dependancy between the texture and the JQuad - a texture owns a bunch of JQuads, yet the renderer uses JQuads and always assumes that the texture is valid. We're going to need to add more defensiveness to JGE to protect against this.
Other changes in this check-in: WResourceManager doesn't derive from JResourceManager anymore. It actually didn't require anything from the base, so I killed the dependency. Also cleaned up the notion of a WTrackedQuad in the WCachedResource - it didn't need a separate class, just a better container.
I've build this & tested against PSP, win, linux, QT (linux). I haven't tried against iOS and QT Win, or Maemo. If these other platforms are broken, I apologize in advance! - I'm hoping it should be fairly simple to put them back into play.
fixed some layout issues with detailed info popup
changed requirements for detailed info popup button to be determined by the number of wins aginst AI deck instead of just the number of games.
In this change, I made the CardGui's RenderBig() and AlternateRender() functions protected; anyone wanting to render a card simply calls RenderCard(), and the card drawing mode is passed along as a param.
Also fixed the project includes so that we don't need to always use the indirect include path, ie:
#include "../include/foo.h" -> #include "foo.h"
I'm don't know much about make files - if I busted the linux build, mea culpa, but I think we're okay on that front too. For future reference, here's the most straightforward link on the topic of adding pch support to make files:
http://www.mercs-eng.com/~hulud/index.php?2008/06/13/6-writing-a-good-makefile-for-a-c-project
(I did a cursory check to make sure chinese still displays correctly - at a glance, I'm seeing what looks correct to someone who doesn't read the language :) )
- fix for issue 348
- Fix a bug when going out of the deck editor then back to it again would show an incorrect color icon instead of nothing
- Fix a bug where the AI tries to play a spell with a target instead of just checking if it can play it. (visually, this showed as the AI tapping mana, then "freezing" for a few seconds with some cards grayed out on the battlefield)
* Add the confirmation screen for bindings.
- Add support for asking confirmations before exiting the menu.
- Add support for cancelling saving of options.
- Add support for requesting focus when the parent allows to yield.
* Recenter most options' text.
* Change the background color of the selected options (else, there is
no way of knowing where is the cursor when both option text and
option value are icons).
* Change symbol names to their equivalent PSP icon use in wagic.
* Display pictures for buttons on PSP in the keybinding screen.
* Fix a bug where the New Binding... button would disappear when
creating a new binding.
* Fix a bug where the menu to choose the bound symbol was not modal.
* This finalizes the functionality for key bindings.
* Key bindings are saved in the user's configuration file and read
back the next time.
* Still got to do : display, instead of a number, an icon on PSP and a
string on windows (linux/mac already done).
* The key bindings now display (semi-)correctly.
- Here, "semi-" means the local keys display as a string under X and
a number everywhere else. The number is all but helpful and will
have to be replaced before it is usable, but at the moment, the
code is stable afaik.