Commit Graph

372 Commits

Author SHA1 Message Date
Xawotihs
d50039bb1a Added wheel mouse support to the QML app. 2012-01-10 22:18:50 +00:00
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
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
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
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
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
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
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
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
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
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
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
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
Xawotihs
e5417319b8 - Android port fixes for the Qt frontend
- 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
2011-12-20 23:11:27 +00:00
Xawotihs
c74f22dae3 Adds a small class to download files from the Qt frontend 2011-12-20 22:37:32 +00:00
techdragon.nguyen@gmail.com
0a19a61ea6 removed double tap gesture recognizer
added some helper methods to reduce code duplication. 
added a magnitude calculation method.  not currently used but possibly in the future..
2011-12-18 15:59:21 +00:00
jean.chalard
3e12180bad Small cleanup
- Remove an unused variable
- Fix the coding system
- Remove trailing whitespace
2011-12-18 12:00:14 +00:00
jean.chalard
7264d6f0e2 Fix the build for Linux 2011-12-18 09:25:45 +00:00
techdragon.nguyen@gmail.com
3bfb68f96c modified touch interface to be a little more fluid on iOS 2011-12-16 11:09:40 +00:00
techdragon.nguyen@gmail.com
a6b2a43188 fixed compile error. sorry, missed this one on last check in 2011-12-15 11:26:26 +00:00
techdragon.nguyen@gmail.com
dc7d52c48c added new signature for SendCommand in JGE that takes in a command string and a parameter
added native keyboard handling in iOS
TODO: add same feature for Android tablets/phones
2011-12-15 11:11:08 +00:00
techdragon.nguyen@gmail.com
8550b70e2e fixed issue with crashes on devices that only support openGL 1.1 2011-12-13 22:28:16 +00:00
wagic.the.homebrew
2e3331a0c0 - Speed improvements to the filesystem (partial fix for issue 767)
- minor speed improvement in the shop (removed a locked texture loading that wasn't necessary)
2011-12-13 15:14:47 +00:00
techdragon.nguyen@gmail.com
db664e2836 added some error handling for downloading core files. app will display a message if an error has occurred while downloading and then retry the download after user dismisses the alert.
TODO;  replace string literals with constants or static NSString objects.
2011-12-12 12:24:12 +00:00
wagic.the.homebrew
c9fd53808f - fix compilation issue on psp
- attempt at reducing loading times on the PSP: I merged a few graphics files together, removed some unused calls from the initialization functions, and moved some other ones to have a more lazy approach. The PSP version remains fairly slow in some parts (especially loading, but also entering the shop, or starting a new game), so I will try to reduce file access as much as possible in the days to come. Not a release blocker IMO though, but I4d sure love if it were faster.
- uppercased "Track1.mp3" to be in line with the actual filename. Most likely this had been broken forever on case-sensitive OSes
- I removed costly calls from the textscroller. I believe it wasn't very useful in its previous state. Now it's only "advertising" for unlockable stuff, which I think is ok (and allows to refresh it every time the menu is loaded)
- As a counterpart, added a "% complete" progress bar in the menu, something I wanted to add a while ago.
2011-12-11 13:48:24 +00:00
techdragon.nguyen@gmail.com
f8f5c24304 reverted accidental change to modrules.xml
added missing appdelegate chagnes for previous changes.(iOS only)
removed system copy of bundled Res folder with app deployment (iOS only)
2011-12-11 10:04:55 +00:00
techdragon.nguyen@gmail.com
fe78345ef7 first draft of ad code for iOS. Not adding admob/adwhirl/adSesnse libs to this commit. You will need to download them to get the port to build under XCode 2011-12-08 20:50:36 +00:00
wagic.the.homebrew
70b1879093 - [PSP] Fix for issue 768 : PSP cannot read zipped images from zipped files. This was a lowercase/uppercase issue
- [PSP] added last log message in exception log
2011-12-04 07:14:16 +00:00
Xawotihs
ae3d97dbeb Include missing JGE files from my last commit 2011-11-14 18:43:51 +00:00
Xawotihs
ad5edc224d Symbian^3 compilation fixes. 2011-11-07 23:32:02 +00:00
Xawotihs
e50fdba648 - Replaced static parts by per-instance parts of of several classes when they were not threadsafe (AIMomirPlayer, SimpleMenu, Trash, AIAction, MTGCardInstance, ATutorialMessage, MTGRules). The direct consequence is that we could consumme more memory. So, tell me if you have problems with low memory devices (PSP), there are some threadsafe optimizations that could be implemented if needed.
- Reworked the testsuite to be able to work multithreaded. This is deactivated by default everywhere except in QT_CONFIG as one testcase still refuses to pass in multithreaded mode. On my 4 cores linux desktop, the 650 tests passes now in 4 seconds (1 fails).
- Replaced usage of CardSelectorSingleton by a card selector per game observer.
- Modified the resource manager to be optionnal and per game observer instance instead of being a singleton. Two reasons here : threading AND Open Gl access. I only updated the crashing parts called from the game observer, so most of the code is still using the single instance. Beware of copy-paste concerning resources ...
- Cleaned up the game observer constructors
- Fixed several problems in action logging code while testing proliferate decks
- Cleaned up Threading implementation based on QThread
2011-11-06 17:31:44 +00:00
Xawotihs
84a074aede Added action logging during attack/block of the AI player. To do that, I wrapped some of the direct access from the player to the action layer into the game observer.
First version where I managed to finish a normal game while undoing several actions until the end. There are still some problems in direct damage spells and interruption management. I added several assert in the code to catch them.
2011-10-16 22:16:47 +00:00
techdragon.nguyen@gmail.com
28069e980b modified iOS touch algorithm to match Android deployment. 2011-10-15 13:48:57 +00:00
techdragon.nguyen@gmail.com
6f10ef8425 fixed last check in. Test suite passes. Added comments on possible null pointer exceptions.
Updated XCode project file to include AIPlayerBaka classes.
Added test suite to iOS build
2011-10-09 05:51:45 +00:00
techdragon.nguyen@gmail.com
fbe2e44814 fixed memory leak in double tap gesture
fixed some compiler warnings
removed dead and useless code
2011-10-08 00:56:07 +00:00
Xawotihs
35030ca2ce - Fixed buggy implementation of JGEGetTime on Qt
- cleanup up link between wheelmouse and scroll events
- added support for pause/resume
2011-09-25 14:20:55 +00:00
wagic.the.homebrew
fe88b747c0 - fix for ACounterTracker (this fixes the ability - it wasn't working before - as well as the memory leak)
- fix "release" build in VC++
- Let AI play creatures with ACounterTracker by making that ability a "positive" one (used for MotD)
2011-09-23 10:24:20 +00:00
Xawotihs
bb65d2dc12 - various compilations fixes for Symbian
- small cleanups of the TestSuite and Player classes
2011-09-19 19:49:45 +00:00
wagic.the.homebrew
c96d2fea55 Fix for issue 734 (creating profile on a fresh install is completely broken.) 2011-09-17 08:42:13 +00:00
wrenczes@gmail.com
f46ec14ce6 Fix for the mouse lag on windows. The issue with the mouse events lagging badly is that the while loop on SDL_WaitEventTimeout means that we'll wait consecutively 10 ms per mouse event, so we get flooded & never call onUpdate until the mouse stops moving. Replaced the gate with a simple for loop that guarantees that we call onUpdate at least once every 50 ms. We can try to tweak the value for better framerates, but this value seemed to be in the right ballpark. 2011-09-11 02:41:14 +00:00
techdragon.nguyen@gmail.com
4e963c168f added gesture recognizers for all keys.
refactored some of the initialization code
left place holder for Zoom in/out with pinch recognizer.  The idea here is to make a virtual function like OnScroll for Zoom so we can take care of the zoom features natively.
reorganized some of the method declarations.
2011-09-09 19:03:45 +00:00