to enable it for a game yet). In common code, break pick tile utils
method in two, one for blank and the other for tray tiles. In java,
implement dialog for picking the tiles. Works, though is a bit clumsy
to have the dialog come and go after every pick. Better would be a
dialog that stays up and accumulates picks -- but it'd have to know to
reduce the set of tile choices as letters are chosen. This'll do for
now.
test validity of downloaded dict. Internally (in jni), add lots of
checks that format is correct and we don't run off end of ptr walking
truncated dict.
and to/from which dicts can be moved. Right now it's just
/sdcard/download. Dunno if that's universal. There seems not to be
API except in newer SDK versions for finding it.
played that include that tile and pass to new util_cellSquareHeld()
method. In java implementation of that method, use existing lookup
activity code to display list of words. Enabled on the C side by a
compile-time flag in case it has problems. Right now the time spent
saving a game before launching the lookup activity, and reloading it
after, is pretty apparent, but that's in emulator which is slow.
I had to pass the score into draw_trayBegin since
draw_drawPendingScore() isn't called until the first tile's placed.
Note: as long as I'm messinng with this menuitem it should be disabled
when it's not the player's turn.
another to pick the URL. Hacky code takes us back to the first after
the second is dismissed while only showing either if there's a choice
to be made. Also add menu item to lookup all words in the game --
useful for testing when robot refuses to play multiple words but maybe
also worth shipping.
French or German in use. Disable button if I don't know how to look a
word up. Later will want to have multiple URLs available, falling
back to googling for the word if I don't know about an online
dictionary.
jni, and when it calls back with it launch the browser directly if
there's only one, otherwise put up a choice list. Currently the list
dismisses after launching the browser once: need to fix that, probably
with a custom View. And need to deal with non-English games, and
maybe add other choices for lookup than dictionary.com.
use English. (Specifically, they've been played in English until now
and played letters will be reinterpreted in the right language for the
first time.)
AndroidManifest rather than created programatically: only with this
can I get EJECT events to work. Replacement class has static
register/unregister methods which DictsActivity uses.
'commit exchange' button when there's nothing to commit, and get rid
of error message used when committing nothing since it's now
impossible (on Android).
summaries DB list of dicts in the game and a method that queries that.
Pick delete-confirmation message based on the language of dict,
whether there are others in the same language, and whether games are
using that language or that dict.
correctly with having the same dict stored in more than one place.
Added DictAndLoc with members name and loc to support this, and used
in a bunch of places in place of mere strings, including
DictsActivity. Also removed code warning when you're deleting a dict
that's not the last in its lang, which incorrectly warned that the
dict was in use when in fact I can't tell that. The warning "might be
in use" sounds dumb so it's gone for now.
local/pending changes. Fixes bug where you change language, then
choose "download more..." from a player's dict choice spinner and find
on returning to GameConfig that the language has reverted.
it; add boolean, now always passed as false, to code printing names
for game config list of players to include the dictionary. It's
useful for debugging, and I think it'd make a good optional setting,
but nobody else thinks so. Once it's checked in the change can go if
I'm not using it.
dicts passed when opening a game was based on defaults, not read in
from the game data. Oops. So now it's a two-step process: open the
data, read in the game info, generate list of dicts from that, and
open full game with list of dicts. (TODO: optimize by caching game
data across multiple reads.)
version of the list user saw when choosing the index. Fix is to use
same list. Cancel after selecting dict didn't work as the selection
listener had already copied the selected dict name over. Now the
listener leaves that for the Ok button's onclick listener.