ehouse
9f1d02c7cd
Byte-swap psm field to callback on ARM: now both client and host work. Move SDP-related constants out where linux can use too.
2007-11-03 22:04:06 +00:00
ehouse
302abd3be5
fix log_hex to print nibbles in right order.
2007-09-27 02:56:35 +00:00
ehouse
e5d5584a04
add logging to help catch a recurring assertion
2007-09-15 13:46:59 +00:00
ehouse
4aa1f8188b
reset in/out var before each call to util_askPassword
2007-06-10 14:54:47 +00:00
ehouse
92f3f87543
Fix so compiles curses-only, and so curses cell can be 2x1 (for square board)
2007-06-01 02:08:04 +00:00
ehouse
5878ea6018
type name change only
2007-05-26 14:14:01 +00:00
ehouse
e891a26756
substitute macro for common sizeof(x)/sizeof(x[0]) pattern; no generated code change
2007-05-26 14:03:07 +00:00
ehouse
41b81f463e
Hide tray on turn transitions when more than one non-robot local player present in game.
2007-05-20 20:46:29 +00:00
ehouse
7795068a40
Fix bug where arrow gets placed in wrong cell when tapping on tentative tiles to remove them while board is flipped.
2007-05-18 04:09:10 +00:00
ehouse
b78dfc9d61
Up version for ship; build LocalizedStrIncludes.h per-platform;
...
include language in all platform obj directory names
2007-05-13 21:06:42 +00:00
ehouse
2f52acd5e6
cleanup (no change to generated code): remove old owner_hash code; replace empty formal lists with void.
2007-04-14 16:27:19 +00:00
ehouse
69912147de
When showing cell values, also show tile values if the don't-show tile values preference is set.
2007-04-06 01:41:16 +00:00
ehouse
ef4d986a45
fix bug where arrow replaces tile at edge of board by returning false
...
from figureNextLoc unless an empty space found.
2007-04-03 03:36:14 +00:00
ehouse
0b9f77d4c0
Don't call comms_start while opening game. Caller may still consider
...
another game open.
2007-03-18 23:55:58 +00:00
ehouse
f1cda6dad4
What I meant to check in. Need to save first....
2007-03-18 23:38:53 +00:00
ehouse
da551e1177
Always send BT reconnet message, even if there are messages to resend.
...
Fixes failure to reconnect when opening a saved BT game where the
other device is waiting and will need to resend.
2007-03-18 23:38:19 +00:00
ehouse
6dc75914a6
turn stringFromStream into macro to aid logging for leak detection. Debug builds only effected.
2007-03-18 23:31:51 +00:00
ehouse
5f75dfe213
define XW_PSM in accord with palm guidelines. Doesn't seem to matter...
2007-03-17 15:33:16 +00:00
ehouse
21e5e3ad23
Fix bug: scoreboard doesn't reflect connected state until some other
...
event causes update. Fix by calling turnChangeListener any time turn
changes, including on initial set.
2007-02-27 02:48:51 +00:00
ehouse
80efa73a50
Cleanup: compile warning and to make logging easier.
2007-02-08 15:17:23 +00:00
ehouse
51f726ddcf
Add a one-byte header to BT messages so one device can signal another
...
that a new game's begun without dropping the connection. On Palm,
remove connection-drop on new game. With this change starting a new
game takes imperciptible time, down from 30 seconds.
2007-02-08 02:53:10 +00:00
ehouse
a7313b1e30
Fix linked-list bug in removeFromQueue.
2007-02-07 11:58:01 +00:00
ehouse
a762f27846
deal with case where guest begins new game but connects to host that's
...
running the old game: the host may reply, but guest must not take that
as evidence of a connection having been established: don't remove sent
messages (this isn't an ACK), and don't assert later on.
2007-02-06 05:49:45 +00:00
ehouse
e6315e118f
enable juggle button after role change
2007-02-06 05:47:20 +00:00
ehouse
6af89b4182
Add assert; don't call comms if has been set to null (fixes device
...
reset); fix failure to install connCB (removes need to manually resend
messages when client starts up first.)
2007-02-04 17:13:01 +00:00
ehouse
2fe75a19a2
add const to a bunch of char* decls in APIs and variables; no code change
2007-02-03 17:54:20 +00:00
ehouse
916ea4abc2
name change only: Connectedness becomes DeviceRole
2007-02-02 08:34:37 +00:00
ehouse
13429bccd7
When role changes from client, where only local players are shown, to
...
host or standalone where all are shown, change the number shown
appropriately. The goal is to make the experience natural,
particularly for the common case where the players aren't changing.
Give up once user manually changes number shown.
2007-02-02 08:15:07 +00:00
ehouse
24a885918d
cleanup: only one return per function.
2007-02-02 08:11:14 +00:00
ehouse
c045c6503a
cleanup. No change in generated code.
2007-01-27 15:07:02 +00:00
ehouse
61a3e7835f
use varargs for LOG_RETURNF macro
2007-01-27 15:04:57 +00:00
ehouse
5349598984
forward declaration stops compiler warning
2007-01-27 15:04:19 +00:00
ehouse
b9e31acf6e
check and flip before hiliting cells. Fixes bug with feedback on hint
...
search on flipped board.
2007-01-23 04:09:26 +00:00
ehouse
17993fea06
Tweak scroll-of-focussed-board inval code so we don't inval the whole
...
board, which looks crappy. Instead inval only what was previously a
border row, and pass a new param to draw_vertScrollBoard so the
platform can choose not to scroll cells that will just get overwritten
with different bits.
2007-01-21 22:59:29 +00:00
ehouse
73bc1925fd
When scrolling a focussed board, inval everything. Otherwise border
...
cells scroll into the center drawn as border.
2007-01-21 18:05:25 +00:00
ehouse
3d318b679c
Change how flip works, keeping board data like invalFlags and limits
...
in sync with the board rather than the model and flipping coordinates
only in time to access the model or pass to engine. With that done,
drawing can skip any rows scrolled off-screen, and the board's
perimeter focus rect can be drawn and invalidated correctly on a
flipped, scrolled screen: zodiac, eventually.
2007-01-21 06:21:12 +00:00
ehouse
c5fe2a7589
Get rid of draw_eraseMiniWindow: just inval what's under it; make use
...
of CELL_ISCURSOR consistent: when focus not dived all elements have it
set (or only perimeter for board, settable at compile time); get rid
of draw_drawCursor since CELL_ISCURSOR is all that's needed;
2007-01-19 08:20:11 +00:00
ehouse
40832e6ea5
reintroduce board_handleKey
2007-01-18 02:42:37 +00:00
ehouse
313dad4357
Set focusHasDived before invalidating so newly focussed object drawn correctly.
2007-01-16 02:42:58 +00:00
ehouse
c1affa34d1
Fix bugs in recent focus/key changes.
2007-01-12 03:37:30 +00:00
ehouse
6df629c445
on keyDown, look at what keyUp will do and, if nothing, don't handle
...
the event. This lets focus transfer work as before there was keyDown.
2007-01-12 03:28:20 +00:00
ehouse
924fa5c12b
fix crash when linux is bt server: if no addr provided it's not a duplicate.
2007-01-09 02:43:09 +00:00
ehouse
e90db9776f
remove dead code.
2007-01-09 02:38:22 +00:00
ehouse
f3feef27f7
fix problems created by key-nav changes: don't drop hardware scroll
...
keys, and redraw after key-repeat if either up or down handled.
2007-01-07 05:25:28 +00:00
ehouse
0a4f1d3f7b
add board_handleKeyRepeat, and call it from palm and gtk. This lets a
...
held nav key walk the cursor across the board.
2007-01-07 04:32:29 +00:00
ehouse
4646ac5711
Clean up for non-keyboard and non-keyboard-nav cases. Wince is the
...
latter: make it compile again.
2007-01-07 01:01:20 +00:00
ehouse
bce76a3d34
Break key handling into keyUp and keyDown, and treat keyDown the same
...
as penDown. Idea is to be able to set timers to get bonus square
hints etc. without stylus. Works, but transitions are rough because
keyDown doesn't know whether keyUp will result in a focus change.
2007-01-06 17:32:08 +00:00
ehouse
c645534b83
Fix so IR-only multi-device build works again.
2007-01-06 16:46:45 +00:00
ehouse
0da7234190
bug fix: clear focusHasDived on pen event along with other focus state
2006-12-20 04:11:17 +00:00
ehouse
0bf123115f
Unfocus any board object whenever pen touches board
2006-11-27 01:13:48 +00:00