show them and another group depending on whether trading at the time.
To make that work, replace the individual calls made to dis/enable
toolbar buttons with a single jin call that takes a struct full of
booleans and make that struct available in BoardActivity where menus
are hidden/shown. Remove the individual calls from the jin interface.
implementing same in GamesList up into DlgDelegate where it can be
called from both. Also, make syncing fire off the service just as the
timer does so that results generate Notifications. Makes it better
for testing if nothing else.
click. This fixes problem with users apparently not knowing about
long-tap and context menu and so not knowing they can configure a
game. Unfortunately I can't figure out how to disable long-tap
also bringing up the context menu. Yet another preference might be the fix.
new for dicts; use dict pref when creating new game; add menuitem to
dicts view to set that pref. I want to launch the dicts activity from
the preference instead (which is information-only right now) but can't
figure out how to do startActivityForResult from a Preference....
player button below player list; remove heading above phonies, adding
"phonies" to each spinner text; add "game settings" heading. Still
need to find a way to make the headings pop visually.
up to volume key and to ZoomButtonsController, pass from UI thread to
JNI thread and back, dis/enable buttons based on zoomability, and
remove zoom submenu.
(though poorly.) Both required processing in the jni that isn't
possible (e.g. because no libiconv included) so I created callbacks
into java from the dict building code. Add ability to download dicts,
to select them, to add and remove players and make them robots or
human. Robot-vs-robot game doesn't work well (robots trade a lot and
server_do seems not to be getting called enough) but will soon.
Coalesce penMove events. Implement game list menuitems like delete,
copy, etc.