side and erase them when they're invalidated. When seeking best-fit
font, pull glyphs to measure from dictionary rather than assuming
A-Z. Speed font measuring code by passing over all glyphs only once,
noting tallest and lowest-extending then measuring only those two as
smaller sizes are tried. This *may* make the process fast enough that
I don't need to cache the information across boots: need to try on
real hardware.
This gets rid of what's visible behind the board when it's not
full-screen width, but causes a lot of flashing. Better will be to
make board.c own an entire rectangle and to decide board dimensions
itself.
Meaning: both exist in the resource, and at runtime we disable the
unwanted one and lookup IDs and sometimes window messages in order to
operate on 'em. Also, spinners send WM_NOTIFY messages, so handle
that. Current implementation is a bit of a hack but works.
Differs from Palm in having no edit field. Rather, a separate dialog
comes up to get the new name. Rather than reload the spinbox with a
new set of saved games after an action, just close and reopen the
dialog.
rather than hard-coded "SD Card" etc. to work in non-English cases;
fix password dialog to fit, and simplify it; fix backspace on
smartphone for all dialogs with EDIT fields to actually backspace
rather than exiting app; and in main window have it raise focus. This
change requires SHSendBackToFocusWindow(), which is not yet in cegcc.
Until I get a patch accepted this breaks wince builds.
board. Enabling key-to-text works, but constants to turn it off
aren't in cegcc. So for b2 add a quick hack where 1 means first tile
in tray, 7 means last (rightmost). Enable and test on gtk.
util_altKeyDown to allow user to choose between scrolling board and
dragging the hint rect when both are possible. add adjustYOffset;
make it and board_setYOffset more tolerant of out-of-bounds inputs and
use that to simplify calling code.
smartphone. This prevents windows from being too small in
non-fullscreen mode. Make ceSizeIfFullscreen work based on state
rather than assuming it's toggling.
that we can pull out and later replace any item by id alone. Do
something similar on Win32 to ease development. Remove '&' from
menuitem text, allowing winders to assign command keys, so that we
don't have to pull it before assigning text to softkey.
Call it when turn changes, new game is begun, and hint feature has
been used. Currently menuitem is duplicated. Goal is to remove the
item being attached to the left button and to replace it when another
is chosen.
area in place until I figure out how to work a UI without a visible
menu); rework menu to launch new-style from a single softkey; remove
cmdbuttons and associated resources; limited progress on handling
return key/timeouts for keyboard navigation.
and handling of arrow keys via WM_KEYUP; added focus/cursor color to
prefs and color edit dialog. Tested only on win32 (WINE), and not
integrated with platform nav/focus model.
connType and adding choice how to connect. Bt connect dialog is
invoked, but the fields won't be populated. Pass conn type into
socket constructor, assuming socket code doesn't change much to use BT
rather than TCP.