* Misc tweaks that were done for 1.89

git-svn-id: svn://rtsoft.com/rtsvn/projects/RTDink@1528 353e56fe-9613-0410-8469-b96ad8e6f29c
This commit is contained in:
seth 2017-10-21 02:34:26 +00:00
parent f1bf68da44
commit 0aa86ebc75
17 changed files with 772 additions and 91 deletions

View file

@ -8,14 +8,10 @@
<string>Dink HD</string> <string>Dink HD</string>
<key>CFBundleExecutable</key> <key>CFBundleExecutable</key>
<string>${EXECUTABLE_NAME}</string> <string>${EXECUTABLE_NAME}</string>
<key>CFBundleIconFile</key> <key>CFBundleIcons</key>
<string>icon.png</string> <dict/>
<key>CFBundleIconFiles</key> <key>CFBundleIcons~ipad</key>
<array> <dict/>
<string>icon.png</string>
<string>Icon-72.png</string>
<string>icon@2x.png</string>
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<key>CFBundleIdentifier</key> <key>CFBundleIdentifier</key>
<string>$(PRODUCT_BUNDLE_IDENTIFIER)</string> <string>$(PRODUCT_BUNDLE_IDENTIFIER)</string>
<key>CFBundleInfoDictionaryVersion</key> <key>CFBundleInfoDictionaryVersion</key>
@ -25,11 +21,11 @@
<key>CFBundlePackageType</key> <key>CFBundlePackageType</key>
<string>APPL</string> <string>APPL</string>
<key>CFBundleShortVersionString</key> <key>CFBundleShortVersionString</key>
<string>1.8.8</string> <string>1.89</string>
<key>CFBundleSignature</key> <key>CFBundleSignature</key>
<string>????</string> <string>????</string>
<key>CFBundleVersion</key> <key>CFBundleVersion</key>
<string>162</string> <string>163</string>
<key>LSRequiresIPhoneOS</key> <key>LSRequiresIPhoneOS</key>
<true/> <true/>
<key>NSMainNibFile</key> <key>NSMainNibFile</key>
@ -38,6 +34,10 @@
<string>MainWindow-iPad</string> <string>MainWindow-iPad</string>
<key>UIFileSharingEnabled</key> <key>UIFileSharingEnabled</key>
<true/> <true/>
<key>UILaunchStoryboardName</key>
<string>LaunchScreen</string>
<key>UIRequiresFullScreen</key>
<true/>
<key>UIStatusBarHidden</key> <key>UIStatusBarHidden</key>
<true/> <true/>
<key>UISupportedInterfaceOrientations</key> <key>UISupportedInterfaceOrientations</key>

View file

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@ -1160,6 +1232,58 @@
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5DE39F1114C3F9B300163EA1 /* dink in Resources */, 5DE39F1114C3F9B300163EA1 /* dink in Resources */,
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5DC692B20E94852F00E5AC44 /* App.cpp in Sources */, 5DC692B20E94852F00E5AC44 /* App.cpp in Sources */,
5DFE105B0F60EB790065956E /* MiscUtils.cpp in Sources */, 5DFE105B0F60EB790065956E /* MiscUtils.cpp in Sources */,
5DFE105C0F60EB790065956E /* RenderUtils.cpp in Sources */, 5DFE105C0F60EB790065956E /* RenderUtils.cpp in Sources */,
5DDA5CA31F9763840079D738 /* pngwrite.c in Sources */,
5DFE10650F60EBB80065956E /* BaseApp.cpp in Sources */, 5DFE10650F60EBB80065956E /* BaseApp.cpp in Sources */,
5D0CC93A0F79E0D1004D9AE9 /* Console.cpp in Sources */, 5D0CC93A0F79E0D1004D9AE9 /* Console.cpp in Sources */,
5D0CC93C0F79E0D1004D9AE9 /* GameTimer.cpp in Sources */, 5D0CC93C0F79E0D1004D9AE9 /* GameTimer.cpp in Sources */,
@ -1338,6 +1479,7 @@
5D8483E40F923D51007338A2 /* Entity.cpp in Sources */, 5D8483E40F923D51007338A2 /* Entity.cpp in Sources */,
5D8483E50F923D51007338A2 /* OverlayRenderComponent.cpp in Sources */, 5D8483E50F923D51007338A2 /* OverlayRenderComponent.cpp in Sources */,
5D8486DA0F92409B007338A2 /* connection.cpp in Sources */, 5D8486DA0F92409B007338A2 /* connection.cpp in Sources */,
5DDA5C901F974EAA0079D738 /* pngrutil.c in Sources */,
5D8486DB0F92409B007338A2 /* named_slot_map.cpp in Sources */, 5D8486DB0F92409B007338A2 /* named_slot_map.cpp in Sources */,
5D8486DC0F92409B007338A2 /* signal_base.cpp in Sources */, 5D8486DC0F92409B007338A2 /* signal_base.cpp in Sources */,
5D8486DD0F92409B007338A2 /* slot.cpp in Sources */, 5D8486DD0F92409B007338A2 /* slot.cpp in Sources */,
@ -1345,6 +1487,7 @@
5D7C5EA30F930CB900D81AC8 /* Variant.cpp in Sources */, 5D7C5EA30F930CB900D81AC8 /* Variant.cpp in Sources */,
5DE84C090FB9469A00DDAE64 /* angle.cpp in Sources */, 5DE84C090FB9469A00DDAE64 /* angle.cpp in Sources */,
5DE84C0A0FB9469A00DDAE64 /* vec2.cpp in Sources */, 5DE84C0A0FB9469A00DDAE64 /* vec2.cpp in Sources */,
5DDA5C9B1F974EAA0079D738 /* pngrtran.c in Sources */,
5DE84C0B0FB9469A00DDAE64 /* vec3.cpp in Sources */, 5DE84C0B0FB9469A00DDAE64 /* vec3.cpp in Sources */,
5D4760560FBA98B3008400E3 /* Button2DComponent.cpp in Sources */, 5D4760560FBA98B3008400E3 /* Button2DComponent.cpp in Sources */,
5D4760580FBA98B3008400E3 /* TouchHandlerComponent.cpp in Sources */, 5D4760580FBA98B3008400E3 /* TouchHandlerComponent.cpp in Sources */,
@ -1352,6 +1495,7 @@
5D4760820FBB1CE0008400E3 /* TextRenderComponent.cpp in Sources */, 5D4760820FBB1CE0008400E3 /* TextRenderComponent.cpp in Sources */,
5D4760850FBB1CFF008400E3 /* MainMenu.cpp in Sources */, 5D4760850FBB1CFF008400E3 /* MainMenu.cpp in Sources */,
5D7F36150FBD17E100A15763 /* InterpolateComponent.cpp in Sources */, 5D7F36150FBD17E100A15763 /* InterpolateComponent.cpp in Sources */,
5DDA5C9A1F974EAA0079D738 /* pngread.c in Sources */,
5D17BA530FBD5DB5009D74BC /* DebugMenu.cpp in Sources */, 5D17BA530FBD5DB5009D74BC /* DebugMenu.cpp in Sources */,
5D17BA5A0FBD5DD8009D74BC /* FocusInputComponent.cpp in Sources */, 5D17BA5A0FBD5DD8009D74BC /* FocusInputComponent.cpp in Sources */,
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5D3063660FD890CB009DE600 /* AudioManager.cpp in Sources */, 5D3063660FD890CB009DE600 /* AudioManager.cpp in Sources */,
5DDA5C961F974EAA0079D738 /* pngwio.c in Sources */,
5D82C8830FF4BB110082EBE7 /* AudioManagerOS.mm in Sources */, 5D82C8830FF4BB110082EBE7 /* AudioManagerOS.mm in Sources */,
5D82C88B0FF4BB3F0082EBE7 /* NetHTTP.cpp in Sources */, 5D82C88B0FF4BB3F0082EBE7 /* NetHTTP.cpp in Sources */,
5DDA5C931F974EAA0079D738 /* pngwtran.c in Sources */,
5D82C88C0FF4BB3F0082EBE7 /* NetSocket.cpp in Sources */, 5D82C88C0FF4BB3F0082EBE7 /* NetSocket.cpp in Sources */,
5D82C88D0FF4BB3F0082EBE7 /* NetUtils.cpp in Sources */, 5D82C88D0FF4BB3F0082EBE7 /* NetUtils.cpp in Sources */,
5D7D3AB40FF6D87500A99844 /* HTTPComponent.cpp in Sources */, 5D7D3AB40FF6D87500A99844 /* HTTPComponent.cpp in Sources */,
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5D7BBCFC10144FDC0015A90E /* CRandom.cpp in Sources */, 5D7BBCFC10144FDC0015A90E /* CRandom.cpp in Sources */,
5D7BBCFD10144FDC0015A90E /* PrimeSearch.cpp in Sources */, 5D7BBCFD10144FDC0015A90E /* PrimeSearch.cpp in Sources */,
5D7BBCFE10144FDC0015A90E /* TextScanner.cpp in Sources */, 5D7BBCFE10144FDC0015A90E /* TextScanner.cpp in Sources */,
5DDA5C8F1F974EAA0079D738 /* pngtrans.c in Sources */,
5D7BBD0110144FF50015A90E /* ResourceManager.cpp in Sources */, 5D7BBD0110144FF50015A90E /* ResourceManager.cpp in Sources */,
5D7BBD0A1014530B0015A90E /* SurfaceAnim.cpp in Sources */, 5D7BBD0A1014530B0015A90E /* SurfaceAnim.cpp in Sources */,
5D841437101583BD00366718 /* InputTextRenderComponent.cpp in Sources */, 5D841437101583BD00366718 /* InputTextRenderComponent.cpp in Sources */,
@ -1411,6 +1558,7 @@
5D945CC410F08CA2006B7475 /* blocksort.c in Sources */, 5D945CC410F08CA2006B7475 /* blocksort.c in Sources */,
5D945CC610F08CA2006B7475 /* bzlib.c in Sources */, 5D945CC610F08CA2006B7475 /* bzlib.c in Sources */,
5D945CC710F08CA2006B7475 /* compress.c in Sources */, 5D945CC710F08CA2006B7475 /* compress.c in Sources */,
5DDA5C981F974EAA0079D738 /* pngwutil.c in Sources */,
5D945CC810F08CA2006B7475 /* crctable.c in Sources */, 5D945CC810F08CA2006B7475 /* crctable.c in Sources */,
5D945CC910F08CA2006B7475 /* decompress.c in Sources */, 5D945CC910F08CA2006B7475 /* decompress.c in Sources */,
5D945CCA10F08CA2006B7475 /* huffman.c in Sources */, 5D945CCA10F08CA2006B7475 /* huffman.c in Sources */,
@ -1422,6 +1570,7 @@
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5D7B11DA10FCD26400997135 /* InventoryComponent.cpp in Sources */, 5D7B11DA10FCD26400997135 /* InventoryComponent.cpp in Sources */,
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5DDA5C971F974EAA0079D738 /* pngmem.c in Sources */,
5DDA4DF21F862F3F0079D738 /* RenderScissorComponent.cpp in Sources */, 5DDA4DF21F862F3F0079D738 /* RenderScissorComponent.cpp in Sources */,
5D8A5321110B0E7A007F5CF4 /* ScriptAccelerator.cpp in Sources */, 5D8A5321110B0E7A007F5CF4 /* ScriptAccelerator.cpp in Sources */,
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@ -1450,10 +1599,13 @@
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5DD878251261BDC000EB4365 /* FileSystem.cpp in Sources */, 5DD878251261BDC000EB4365 /* FileSystem.cpp in Sources */,
5DD878261261BDC000EB4365 /* FileManager.cpp in Sources */, 5DD878261261BDC000EB4365 /* FileManager.cpp in Sources */,
5DDA5C8E1F974EAA0079D738 /* pngerror.c in Sources */,
5DD878391261BEC500EB4365 /* unzip.c in Sources */, 5DD878391261BEC500EB4365 /* unzip.c in Sources */,
5DD8783A1261BEC500EB4365 /* ioapi.c in Sources */, 5DD8783A1261BEC500EB4365 /* ioapi.c in Sources */,
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5DDA5C951F974EAA0079D738 /* pngset.c in Sources */,
5D8CA6B2128ACA3E00188DA6 /* ArcadeInputComponent.cpp in Sources */, 5D8CA6B2128ACA3E00188DA6 /* ArcadeInputComponent.cpp in Sources */,
5DDA5C911F974EAA0079D738 /* pngget.c in Sources */,
5DDEC25F1294E63200C42C5E /* ExpiredMenu.cpp in Sources */, 5DDEC25F1294E63200C42C5E /* ExpiredMenu.cpp in Sources */,
5DEB1A0412CC6FAD00A3A6DB /* EmitVirtualKeyComponent.cpp in Sources */, 5DEB1A0412CC6FAD00A3A6DB /* EmitVirtualKeyComponent.cpp in Sources */,
5D2F53AD15A7E2F000B8CED1 /* AdManager.cpp in Sources */, 5D2F53AD15A7E2F000B8CED1 /* AdManager.cpp in Sources */,
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5D2F53D115A7F0AE00B8CED1 /* AdProvider.cpp in Sources */, 5D2F53D115A7F0AE00B8CED1 /* AdProvider.cpp in Sources */,
5D2F53DA15A7F5D700B8CED1 /* JPGSurfaceLoader.cpp in Sources */, 5D2F53DA15A7F5D700B8CED1 /* JPGSurfaceLoader.cpp in Sources */,
5D2F53FB15A7F64600B8CED1 /* jcapimin.c in Sources */, 5D2F53FB15A7F64600B8CED1 /* jcapimin.c in Sources */,
5DDA5C921F974EAA0079D738 /* pngrio.c in Sources */,
5D2F53FC15A7F64600B8CED1 /* jcapistd.c in Sources */, 5D2F53FC15A7F64600B8CED1 /* jcapistd.c in Sources */,
5D2F53FD15A7F64600B8CED1 /* jccoefct.c in Sources */, 5D2F53FD15A7F64600B8CED1 /* jccoefct.c in Sources */,
5D2F53FE15A7F64600B8CED1 /* jccolor.c in Sources */, 5D2F53FE15A7F64600B8CED1 /* jccolor.c in Sources */,
5DDA5C8D1F974EAA0079D738 /* png.c in Sources */,
5D2F53FF15A7F64600B8CED1 /* jcdctmgr.c in Sources */, 5D2F53FF15A7F64600B8CED1 /* jcdctmgr.c in Sources */,
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5D2F540115A7F64600B8CED1 /* jcinit.c in Sources */, 5D2F540115A7F64600B8CED1 /* jcinit.c in Sources */,
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5D2F540615A7F64600B8CED1 /* jcparam.c in Sources */, 5D2F540615A7F64600B8CED1 /* jcparam.c in Sources */,
5D2F540715A7F64600B8CED1 /* jcphuff.c in Sources */, 5D2F540715A7F64600B8CED1 /* jcphuff.c in Sources */,
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5D2F540915A7F64600B8CED1 /* jctrans.c in Sources */, 5D2F540915A7F64600B8CED1 /* jctrans.c in Sources */,
5D2F540A15A7F64600B8CED1 /* jdapimin.c in Sources */, 5D2F540A15A7F64600B8CED1 /* jdapimin.c in Sources */,
5D2F540B15A7F64600B8CED1 /* jdapistd.c in Sources */, 5D2F540B15A7F64600B8CED1 /* jdapistd.c in Sources */,
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5D2F542D15A819C600B8CED1 /* jidctflt.c in Sources */, 5D2F542D15A819C600B8CED1 /* jidctflt.c in Sources */,
5D2F542E15A819C600B8CED1 /* jidctfst.c in Sources */, 5D2F542E15A819C600B8CED1 /* jidctfst.c in Sources */,
5D2F542F15A819C600B8CED1 /* jidctint.c in Sources */, 5D2F542F15A819C600B8CED1 /* jidctint.c in Sources */,
5DDA5C991F974EAA0079D738 /* pngvcrd.c in Sources */,
5D2F543015A819C600B8CED1 /* jidctred.c in Sources */, 5D2F543015A819C600B8CED1 /* jidctred.c in Sources */,
5D2F543115A819C600B8CED1 /* jmemmgr.c in Sources */, 5D2F543115A819C600B8CED1 /* jmemmgr.c in Sources */,
5D2F543215A819C600B8CED1 /* jmemnobs.c in Sources */, 5D2F543215A819C600B8CED1 /* jmemnobs.c in Sources */,
@ -1519,6 +1675,7 @@
1D6058940D05DD3E006BFB54 /* Debug */ = { 1D6058940D05DD3E006BFB54 /* Debug */ = {
isa = XCBuildConfiguration; isa = XCBuildConfiguration;
buildSettings = { buildSettings = {
ASSETCATALOG_COMPILER_APPICON_NAME = AppIcon;
CODE_SIGN_IDENTITY = "iPhone Developer: Seth Robinson (MX6953T2FS)"; CODE_SIGN_IDENTITY = "iPhone Developer: Seth Robinson (MX6953T2FS)";
"CODE_SIGN_IDENTITY[sdk=iphoneos*]" = "iPhone Developer"; "CODE_SIGN_IDENTITY[sdk=iphoneos*]" = "iPhone Developer";
COPY_PHASE_STRIP = NO; COPY_PHASE_STRIP = NO;
@ -1531,6 +1688,7 @@
RT_JPG_SUPPORT, RT_JPG_SUPPORT,
RT_FORCE_32BIT_INTS_FOR_FILES, RT_FORCE_32BIT_INTS_FOR_FILES,
RT_IPV6, RT_IPV6,
RT_PNG_SUPPORT,
); );
HEADER_SEARCH_PATHS = ( HEADER_SEARCH_PATHS = (
source, source,
@ -1553,6 +1711,7 @@
PRODUCT_NAME = RTDink; PRODUCT_NAME = RTDink;
PROVISIONING_PROFILE = ""; PROVISIONING_PROFILE = "";
PROVISIONING_PROFILE_SPECIFIER = ""; PROVISIONING_PROFILE_SPECIFIER = "";
TARGETED_DEVICE_FAMILY = "1,2";
}; };
name = Debug; name = Debug;
}; };
@ -1633,6 +1792,7 @@
5D8733750FA9A0BC001DB559 /* AdHoc */ = { 5D8733750FA9A0BC001DB559 /* AdHoc */ = {
isa = XCBuildConfiguration; isa = XCBuildConfiguration;
buildSettings = { buildSettings = {
ASSETCATALOG_COMPILER_APPICON_NAME = AppIcon;
CODE_SIGN_IDENTITY = "iPhone Developer: Seth Robinson (MX6953T2FS)"; CODE_SIGN_IDENTITY = "iPhone Developer: Seth Robinson (MX6953T2FS)";
"CODE_SIGN_IDENTITY[sdk=iphoneos*]" = "iPhone Developer"; "CODE_SIGN_IDENTITY[sdk=iphoneos*]" = "iPhone Developer";
COPY_PHASE_STRIP = YES; COPY_PHASE_STRIP = YES;
@ -1646,6 +1806,7 @@
RT_JPG_SUPPORT, RT_JPG_SUPPORT,
RT_IPV6, RT_IPV6,
RT_FORCE_32BIT_INTS_FOR_FILES, RT_FORCE_32BIT_INTS_FOR_FILES,
RT_PNG_SUPPORT,
); );
GCC_THUMB_SUPPORT = NO; GCC_THUMB_SUPPORT = NO;
HEADER_SEARCH_PATHS = ( HEADER_SEARCH_PATHS = (
@ -1669,6 +1830,7 @@
PRODUCT_BUNDLE_IDENTIFIER = "com.rtsoft.${PRODUCT_NAME:identifier}"; PRODUCT_BUNDLE_IDENTIFIER = "com.rtsoft.${PRODUCT_NAME:identifier}";
PROVISIONING_PROFILE = ""; PROVISIONING_PROFILE = "";
PROVISIONING_PROFILE_SPECIFIER = ""; PROVISIONING_PROFILE_SPECIFIER = "";
TARGETED_DEVICE_FAMILY = "1,2";
}; };
name = AdHoc; name = AdHoc;
}; };

View file

@ -20,7 +20,7 @@ LOCAL_CPP_FEATURES += rtti
#release flags #release flags
#-DRT_CHARTBOOST_ENABLED -DRT_MOGA_ENABLED #-DRT_CHARTBOOST_ENABLED -DRT_MOGA_ENABLED
SHARED_FLAGS := -DANDROID_NDK -DBUILD_ANDROID -DNDEBUG -DRT_JPG_SUPPORT SHARED_FLAGS := -DANDROID_NDK -DBUILD_ANDROID -DNDEBUG -DRT_JPG_SUPPORT -DRT_PNG_SUPPORT
#debug flags #debug flags
#-DRT_CHARTBOOST_ENABLED -DRT_MOGA_ENABLED #-DRT_CHARTBOOST_ENABLED -DRT_MOGA_ENABLED
@ -63,6 +63,9 @@ $(JPGSRC)/jdhuff.c $(JPGSRC)/jdinput.c $(JPGSRC)/jdmainct.c $(JPGSRC)/jdmarker.c
$(JPGSRC)/jdsample.c $(JPGSRC)/jdtrans.c $(JPGSRC)/jerror.c $(JPGSRC)/jfdctflt.c $(JPGSRC)/jfdctfst.c $(JPGSRC)/jfdctint.c $(JPGSRC)/jidctflt.c $(JPGSRC)/jidctfst.c \ $(JPGSRC)/jdsample.c $(JPGSRC)/jdtrans.c $(JPGSRC)/jerror.c $(JPGSRC)/jfdctflt.c $(JPGSRC)/jfdctfst.c $(JPGSRC)/jfdctint.c $(JPGSRC)/jidctflt.c $(JPGSRC)/jidctfst.c \
$(JPGSRC)/jidctint.c $(JPGSRC)/jidctred.c $(JPGSRC)/jmemmgr.c $(JPGSRC)/jmemnobs.c $(JPGSRC)/jquant1.c $(JPGSRC)/jquant2.c $(JPGSRC)/jutils.c \ $(JPGSRC)/jidctint.c $(JPGSRC)/jidctred.c $(JPGSRC)/jmemmgr.c $(JPGSRC)/jmemnobs.c $(JPGSRC)/jquant1.c $(JPGSRC)/jquant2.c $(JPGSRC)/jutils.c \
\ \
$(PNGSRC)/png.c $(PNGSRC)/pngerror.c $(PNGSRC)/pnggccrd.c $(PNGSRC)/pngget.c $(PNGSRC)/pngmem.c $(PNGSRC)/pngpread.c $(PNGSRC)/pngread.c \
$(PNGSRC)/pngrio.c $(PNGSRC)/pngrtran.c $(PNGSRC)/pngrutil.c $(PNGSRC)/pngset.c $(PNGSRC)/pngtrans.c $(PNGSRC)/pngvcrd.c $(PNGSRC)/pngwio.c $(PNGSRC)/pngwtran.c \
\
$(COMPPATH)/Button2DComponent.cpp $(COMPPATH)/FilterInputComponent.cpp $(COMPPATH)/FocusInputComponent.cpp $(COMPPATH)/FocusRenderComponent.cpp $(COMPPATH)/FocusUpdateComponent.cpp \ $(COMPPATH)/Button2DComponent.cpp $(COMPPATH)/FilterInputComponent.cpp $(COMPPATH)/FocusInputComponent.cpp $(COMPPATH)/FocusRenderComponent.cpp $(COMPPATH)/FocusUpdateComponent.cpp \
$(COMPPATH)/HTTPComponent.cpp $(COMPPATH)/InputTextRenderComponent.cpp $(COMPPATH)/InterpolateComponent.cpp $(COMPPATH)/OverlayRenderComponent.cpp $(COMPPATH)/ProgressBarComponent.cpp \ $(COMPPATH)/HTTPComponent.cpp $(COMPPATH)/InputTextRenderComponent.cpp $(COMPPATH)/InterpolateComponent.cpp $(COMPPATH)/OverlayRenderComponent.cpp $(COMPPATH)/ProgressBarComponent.cpp \
$(COMPPATH)/RectRenderComponent.cpp $(COMPPATH)/ScrollBarRenderComponent.cpp $(COMPPATH)/ScrollComponent.cpp $(COMPPATH)/TapSequenceDetectComponent.cpp $(COMPPATH)/TextBoxRenderComponent.cpp \ $(COMPPATH)/RectRenderComponent.cpp $(COMPPATH)/ScrollBarRenderComponent.cpp $(COMPPATH)/ScrollComponent.cpp $(COMPPATH)/TapSequenceDetectComponent.cpp $(COMPPATH)/TextBoxRenderComponent.cpp \

View file

@ -14,7 +14,7 @@ Dink Smallwood HD
Use the "Debug GL" or "Release GL" solution configuations. Use the "Debug GL" or "Release GL" solution configuations in 32 bit. Debug GL 64 bit is also setup (just to test - as I actually don't package a 64 bit version for Windows, just iOS)
--- Have a bugfix or patch?! Please send it over to Seth! Please note that any submission (code, media, translations, ect) must be 100% compatible with the license as listed in dinkhd_license.txt --- Have a bugfix or patch?! Please send it over to Seth! Please note that any submission (code, media, translations, ect) must be 100% compatible with the license as listed in dinkhd_license.txt

View file

@ -0,0 +1,83 @@
REM ** Make sure american code page is used, otherwise the %DATE environmental var might be wrong
CHCP 437
REM first clean out any bogus files
cd ..\
cd media
set NO_PAUSE=1
:call update_media.bat
cd ..
cd script
:setup for VS 2017
call "C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\VC\Auxiliary\Build\"vcvars32.bat
set C_TARGET_EXE=..\bin\dink.exe
REM erase it so we know it got built right
del %C_TARGET_EXE% > NUL
set CL=/DRT_SCRIPT_BUILD
:This would need to be "Release GL|x64" for the 64 bit build. But I don't think we really need to do one yet
:for full rebuild
devenv ..\windows_vs2017\iphoneRTDink.sln /rebuild "ReleaseBeta GL|Win32"
:for no rebuild
:devenv ..\windows_vs2017\iphoneRTDink.sln /build "ReleaseBeta GL|Win32"
REM Make sure the file compiled ok
if not exist %C_TARGET_EXE% beeper.exe /p
:Sign it with the RTsoft cert (optional)
echo "Waiting 5 seconds "
timeout 5
call sign.bat %C_TARGET_EXE%
REM Do a little cleanup in the dink bin dir as well
del ..\bin\dink\continue_state.dat
del ..\bin\dink\save*.dat
del ..\bin\dink\quicksave.dat
//make the windows installer part
SET C_FILENAME=DinkSmallwoodHDInstaller.exe
del %C_FILENAME% > NUL
REM get version information from the source code
echo Grabbing version # information from source code.
ctoenv.exe ..\source\App.cpp "m_version = " C_VERSION /r
if errorlevel 1 beeper.exe /p
call setenv.bat
del setenv.bat
ctoenv.exe ..\source\App.cpp "m_versionString = \"" C_TEXT_VERSION_TEMP
if errorlevel 1 beeper.exe /p
call setenv.bat
del setenv.bat
SET C_TEXT_VERSION=%C_TEXT_VERSION_TEMP%
REM done with temp var, kill it
SET C_TEXT_VERSION_TEMP=
echo Building installer: %C_FILENAME% %C_TEXT_VERSION%
cd win_installer
..\..\..\..\util\NSIS\makensis.exe dink.nsi
SET C_FILENAME=DinkSmallwoodHDInstallerBeta.exe
del %C_FILENAME%
cd ..
copy DinkSmallwoodHDInstaller.exe %C_FILENAME%
del DinkSmallwoodHDInstaller.exe
set d_fname=%C_FILENAME%
echo "Waiting 5 seconds because NSIS does something and ruins the signing if I don't"
timeout 5
call sign.bat %C_FILENAME%
:call FTPToSiteWin.bat
cd script
pause

View file

@ -1,6 +1,6 @@
cd ..\android cd ..\android
call ..\app_info_setup.bat call ..\app_info_setup.bat
:call buildRelease.bat call buildRelease.bat
@ECHO ON @ECHO ON
cd bin cd bin
set D_FILE_NAME=%APP_NAME%-release.apk set D_FILE_NAME=%APP_NAME%-release.apk

View file

@ -0,0 +1,6 @@
SET C_FILENAME=DinkSmallwoodHDInstaller.exe
:del %C_FILENAME%
:copy DinkSmallwoodHDInstaller.exe %C_FILENAME%
set d_fname=%C_FILENAME%
call FTPToSiteWin.bat
pause

View file

@ -1,6 +1,6 @@
SET C_FILENAME=DinkSmallwoodHDInstallerBeta.exe SET C_FILENAME=DinkSmallwoodHDInstallerBeta.exe
del %C_FILENAME% :del %C_FILENAME%
copy DinkSmallwoodHDInstaller.exe %C_FILENAME% :copy DinkSmallwoodHDInstaller.exe %C_FILENAME%
set d_fname=%C_FILENAME% set d_fname=%C_FILENAME%
call FTPToSiteWin.bat call FTPToSiteWin.bat
pause pause

View file

@ -32,10 +32,6 @@ Supported command line options:
Note: If a .dmod file is put in the Dink HD directory (where the .exe is) it will be automatically installed and then deleted Note: If a .dmod file is put in the Dink HD directory (where the .exe is) it will be automatically installed and then deleted
------------- BETA VERSION -----------------
This is a beta version which means it probably has bugs and isn't ready for general consumption. However, it means you've been recruited to help us make it better!
To report a bug, find or post a thread about Dink HD on dinknetwork.com and and please include the following information if you can: To report a bug, find or post a thread about Dink HD on dinknetwork.com and and please include the following information if you can:
- Dink files are installed to C:\Users\<user name>\AppData\Local\DinkSmallwoodHD by default. - Dink files are installed to C:\Users\<user name>\AppData\Local\DinkSmallwoodHD by default.

View file

@ -499,10 +499,12 @@ bool App::Init()
GetApp()->GetVarWithDefault("gui_transparency",0.35f)->GetFloat(); GetApp()->GetVarWithDefault("gui_transparency",0.35f)->GetFloat();
#ifdef PLATFORM_WINDOWS
GetApp()->GetVarWithDefault("checkerboard_fix", uint32(1)); //default to on for Windows GetApp()->GetVarWithDefault("checkerboard_fix", uint32(1)); //default to on for Windows
#ifdef PLATFORM_WINDOWS
//If you don't have directx, just comment out this and remove the dx lib dependency, directx is only used for the //If you don't have directx, just comment out this and remove the dx lib dependency, directx is only used for the
//gamepad input on windows //gamepad input on windows
GetGamepadManager()->AddProvider(new GamepadProviderDirectX); //use directx joysticks GetGamepadManager()->AddProvider(new GamepadProviderDirectX); //use directx joysticks
@ -964,27 +966,29 @@ bool App::OnPreInitVideo()
VariantDB temp; if (GetEmulatedPlatformID() == PLATFORM_ID_WINDOWS)
temp.Load("save.dat");
Variant *pVarX = temp.GetVarIfExists("videox");
Variant *pVarY = temp.GetVarIfExists("videoy");
if (pVarX && pVarY && pVarX->GetUINT32() != 0 && pVarY->GetUINT32() != 0)
{ {
VariantDB temp;
temp.Load("save.dat");
Variant *pVarX = temp.GetVarIfExists("videox");
Variant *pVarY = temp.GetVarIfExists("videoy");
if (pVarX && pVarY && pVarX->GetUINT32() != 0 && pVarY->GetUINT32() != 0)
{
g_winVideoScreenX = pVarX->GetUINT32(); g_winVideoScreenX = pVarX->GetUINT32();
g_winVideoScreenY = pVarY->GetUINT32(); g_winVideoScreenY = pVarY->GetUINT32();
}
g_bIsFullScreen = temp.GetVarWithDefault("fullscreen", uint32(1))->GetUINT32();
if (DoesCommandLineParmExist("-window") || DoesCommandLineParmExist("-windowed"))
{
g_bIsFullScreen = false;
GetApp()->GetVar("fullscreen")->Set(uint32(0));
}
g_bUseBorderlessFullscreenOnWindows = temp.GetVarWithDefault("borderless_fullscreen", uint32(0))->GetUINT32() != 0;
} }
g_bIsFullScreen = temp.GetVarWithDefault("fullscreen", uint32(1))->GetUINT32();
if (DoesCommandLineParmExist("-window") || DoesCommandLineParmExist("-windowed"))
{
g_bIsFullScreen = false;
GetApp()->GetVar("fullscreen")->Set(uint32(0));
}
g_bUseBorderlessFullscreenOnWindows = temp.GetVarWithDefault("borderless_fullscreen", uint32(0))->GetUINT32() != 0;
#endif #endif
return true; return true;

View file

@ -9,7 +9,8 @@
#include "BaseApp.h" #include "BaseApp.h"
#include "Manager/AdManager.h" #include "Manager/AdManager.h"
#define RT_IS_BETA 1 //note: This is set in the ReleaseBeta GL configuration, not here
//#define RT_IS_BETA 1
enum eExtendedVirtualKeys enum eExtendedVirtualKeys
{ {

View file

@ -179,13 +179,14 @@ void AboutMenuAddScrollContent(Entity *pParent)
float blurbSpacingY = iPhoneMapX(27); float blurbSpacingY = iPhoneMapX(27);
/*
if (IsIPAD()) if (IsIPAD())
{ {
AddBlurb(pParent, x, y, "fling_ad", "`6This game is compatible with the `wFling analog joystick``. Tap the Fling logo to visit Ten One Design to learn more."); AddBlurb(pParent, x, y, "fling_ad", "`6This game is compatible with the `wFling analog joystick``. Tap the Fling logo to visit Ten One Design to learn more.");
y += iPhoneMapY(blurbSpacingY); y += iPhoneMapY(blurbSpacingY);
//y += ySpacer; //y += ySpacer;
} }
*/
CL_Vec2f vTextBoxPos(iPhoneMapX(x),y); CL_Vec2f vTextBoxPos(iPhoneMapX(x),y);
CL_Vec2f vTextBounds(iPhoneMapX(434), iPhoneMapY(200)); CL_Vec2f vTextBounds(iPhoneMapX(434), iPhoneMapY(200));
@ -218,7 +219,6 @@ if (IsDesktop())
"Alt-Enter ``- `8Toggle fullscreen\n``"\ "Alt-Enter ``- `8Toggle fullscreen\n``"\
"Drag window corners ``- `8Changes screensize. Hold Shift to allow any aspect ratio\n``"\ "Drag window corners ``- `8Changes screensize. Hold Shift to allow any aspect ratio\n``"\
"\n`6Stuck? Try visiting `wdinknetwork.com`` or use google to find a walkthrough.\n"\ "\n`6Stuck? Try visiting `wdinknetwork.com`` or use google to find a walkthrough.\n"\
"\n`wFPS Lock``: If enabled, the game is limited to 30 frames per second. This should be enabled on most devices for more consistent gameplay.\n"\
"\n`wPushing:`` If you make Dink walk against an object for one second, he will begin to push it. Useful when you see rocks blocking cave entrances.\n"\ "\n`wPushing:`` If you make Dink walk against an object for one second, he will begin to push it. Useful when you see rocks blocking cave entrances.\n"\
"\n`wTrees:`` Some trees can be burned down with magic to reveal secrets.\n"\ "\n`wTrees:`` Some trees can be burned down with magic to reveal secrets.\n"\
"\n`wSave Machines:`` Use Save Machines frequently and don't only rely on quick saves as they may sometimes put you in a difficult spot.\n"\ "\n`wSave Machines:`` Use Save Machines frequently and don't only rely on quick saves as they may sometimes put you in a difficult spot.\n"\
@ -233,12 +233,10 @@ if (IsDesktop())
//android //android
msg += \ msg += \
"`6Thanks for buying `wDink Smallwood HD`` for Android. Here are some tips and info to get started.\n"\ "`6Here are some tips and info to get started.\n"\
"\n`wControl mode - Virtual Joypad:`` This is the default control method, simple to use.\n"\ "\n`wControl mode - Virtual Joypad:`` This is the default control method, simple to use.\n"\
"\n`wControl mode - Drag Anywhere:`` This control scheme allows you to draw an angle with your finger and dink will walk in that angle. It doesn't matter where you draw it on the screen. As long as you don't let your finger up, he'll keep moving.\n"\ "\n`wControl mode - Drag Anywhere:`` This control scheme allows you to draw an angle with your finger and dink will walk in that angle. It doesn't matter where you draw it on the screen. As long as you don't let your finger up, he'll keep moving.\n"\
"\n`wTrackball:`` You can also use the trackball to move. You may wish to reverse the action icon positions from the Option menu.\n"\
"\n`wiCade:`` Pair the iCade with your device, then start the game. Choose `$Use iCade Controller Mode`` from the options menu.\n"\ "\n`wiCade:`` Pair the iCade with your device, then start the game. Choose `$Use iCade Controller Mode`` from the options menu.\n"\
"\n`wXperia Play:`` Explode the pay and play, no special setup required. Note that the shoulder buttons map to the map and speed-up.\n"\
"\n`wHW Keyboard:`` If your device has a hardware keyboard, you can use WASZ to move, I for inventory, shift for punch, enter/menu for magic, space to talk.\n"\ "\n`wHW Keyboard:`` If your device has a hardware keyboard, you can use WASZ to move, I for inventory, shift for punch, enter/menu for magic, space to talk.\n"\
"\n`wPushing:`` If you make Dink walk against an object for one second, he will begin to push it. Useful when you see rocks blocking cave entrances.\n"\ "\n`wPushing:`` If you make Dink walk against an object for one second, he will begin to push it. Useful when you see rocks blocking cave entrances.\n"\
@ -246,19 +244,17 @@ if (IsDesktop())
"\n`wQuick save/load:`` In addition to the full auto state save whenever you exit the game, and the normal save system, you can use `wQuick Save/Load`` from the pause menu. It's very useful to beat a tough boss.\n"\ "\n`wQuick save/load:`` In addition to the full auto state save whenever you exit the game, and the normal save system, you can use `wQuick Save/Load`` from the pause menu. It's very useful to beat a tough boss.\n"\
"\n`wSave Machines:`` Use Save Machines frequently and don't only rely on quick saves as they may sometimes put you in a difficult spot.\n"\ "\n`wSave Machines:`` Use Save Machines frequently and don't only rely on quick saves as they may sometimes put you in a difficult spot.\n"\
"\n`wAuto Save:`` Your game is automatically saved every five minutes to save slot 10 as long as you have more than 30% health.\n"\ "\n`wAuto Save:`` Your game is automatically saved every five minutes to save slot 10 as long as you have more than 30% health.\n"\
"\n`wFPS Lock:`` If enabled, the game is limited to 30 frames per second. This should be enabled on slower devices for smoother gameplay.\n"\
"\n`wInstalling DMODS by Browse:`` Click Browse from the Add-On menu to see a selection of recommended DMODs to install.\n"\ "\n`wInstalling DMODS by Browse:`` Click Browse from the Add-On menu to see a selection of recommended DMODs to install.\n"\
"\n`wInstalling DMODS from URL:`` Click Install from URL from the Add-On menu.\n"\ "\n`wInstalling DMODS from URL:`` Click Install from URL from the Add-On menu.\n"\
"\n`wInstalling DMODS from SD card:`` Place a .dmod file on your SD card in `w/Android/data/com.rtsoft.dink/files`` and it will be installed the next time you play.\n"\ "\n`wInstalling DMODS from SD card:`` Place a .dmod file on your SD card in `w/Android/data/com.rtsoft.dink/files`` and it will be installed the next time you play.\n"\
"\n`wIf the game is slow:`` Try turning Pic Smoothing to off in the options menu.\n"\ "\n`wIf the game is slow:`` Try disabling the screen scroll effect and improved shadows in the options menu.\n"\
"\n`wMulti-touch:`` Multi touch is supported when possible. Please note that many HTC phones such as the Nexus One only partially support multi-touch resulting in strange behavior when two fingers are on the screen.\n"\
; ;
} else if ( GetEmulatedPlatformID() == PLATFORM_ID_WEBOS || GetEmulatedPlatformID() == PLATFORM_ID_BBX) } else if ( GetEmulatedPlatformID() == PLATFORM_ID_WEBOS || GetEmulatedPlatformID() == PLATFORM_ID_BBX)
{ {
//android //android
msg += \ msg += \
"`6Thanks for buying `wDink Smallwood HD``. Here are some tips and info to get started.\n"\ "`6Here are some tips and info to get started.\n"\
"\n`wControl mode - Virtual Joypad:`` This is the default control method, simple to use.\n"\ "\n`wControl mode - Virtual Joypad:`` This is the default control method, simple to use.\n"\
"\n`wControl mode - Drag Anywhere:`` This control scheme allows you to draw an angle with your finger and dink will walk in that angle. It doesn't matter where you draw it on the screen. As long as you don't let your finger up, he'll keep moving.\n"\ "\n`wControl mode - Drag Anywhere:`` This control scheme allows you to draw an angle with your finger and dink will walk in that angle. It doesn't matter where you draw it on the screen. As long as you don't let your finger up, he'll keep moving.\n"\
@ -267,10 +263,8 @@ if (IsDesktop())
"\n`wQuick save/load:`` In addition to the full auto state save whenever you exit the game, and the normal save system, you can use `wQuick Save/Load`` from the pause menu. It's very useful to beat a tough boss.\n"\ "\n`wQuick save/load:`` In addition to the full auto state save whenever you exit the game, and the normal save system, you can use `wQuick Save/Load`` from the pause menu. It's very useful to beat a tough boss.\n"\
"\n`wSave Machines:`` Use Save Machines frequently and don't only rely on quick saves as they may sometimes put you in a difficult spot.\n"\ "\n`wSave Machines:`` Use Save Machines frequently and don't only rely on quick saves as they may sometimes put you in a difficult spot.\n"\
"\n`wAuto Save:`` Your game is automatically saved every five minutes to save slot 10 as long as you have more than 30% health.\n"\ "\n`wAuto Save:`` Your game is automatically saved every five minutes to save slot 10 as long as you have more than 30% health.\n"\
"\n`wFPS Lock:`` If enabled, the game is limited to 30 frames per second. This should be enabled on slower devices for smoother gameplay.\n"\
"\n`wInstalling DMODS by Browse:`` Click Browse from the Add-On menu to see a selection of recommended DMODs to install.\n"\ "\n`wInstalling DMODS by Browse:`` Click Browse from the Add-On menu to see a selection of recommended DMODs to install.\n"\
"\n`wInstalling DMODS from URL:`` Click Install from URL from the Add-On menu.\n"\ "\n`wInstalling DMODS from URL:`` Click Install from URL from the Add-On menu.\n"\
"\n`wIf the game is slow:`` Try turning Pic Smoothing to off in the options menu.\n"\
; ;
} else } else
{ {
@ -280,22 +274,19 @@ if (IsDesktop())
//iphone //iphone
msg += \ msg += \
"`6Thanks for buying `wDink Smallwood HD`` for iPhone, iPod Touch, and iPad. Here are some tips and info to get started.\n"\ "`6Here are some tips and info to get started.\n"\
"\n`wControls - Virtual Joypad:`` This is the default control method, simple to use.\n"\ "\n`wControls - Virtual Joypad:`` This is the default control method, simple to use.\n"\
"\n`wControls - Drag Anywhere:`` This control scheme allows you to draw an angle with your finger and dink will walk in that angle. It doesn't matter where you draw it on the screen. As long as you don't let your finger up, he'll keep moving.\n"\ "\n`wControls - Drag Anywhere:`` This control scheme allows you to draw an angle with your finger and dink will walk in that angle. It doesn't matter where you draw it on the screen. As long as you don't let your finger up, he'll keep moving.\n"\
"\n`wControls - Fling Mode:`` This control scheme is optimized for the Fling analog joystick for iPad from Ten One Design.\n"\
"\n`wPushing:`` If you make Dink walk against an object for one second, he will begin to push it. Useful when you see rocks blocking cave entrances.\n"\ "\n`wPushing:`` If you make Dink walk against an object for one second, he will begin to push it. Useful when you see rocks blocking cave entrances.\n"\
"\n`wTrees:`` Some trees can be burned down with magic to reveal secrets.\n"\ "\n`wTrees:`` Some trees can be burned down with magic to reveal secrets.\n"\
"\n`wQuick save/load:`` In addition to the full auto state save whenever you exit the game, and the normal save system, you can use `wQuick Save/Load`` from the pause menu. It's very useful to beat a tough boss.\n"\ "\n`wQuick save/load:`` In addition to the full auto state save whenever you exit the game, and the normal save system, you can use `wQuick Save/Load`` from the pause menu. It's very useful to beat a tough boss.\n"\
"\n`wSave Machines:`` Use Save Machines frequently and don't only rely on quick saves as they may sometimes put you in a difficult spot.\n"\ "\n`wSave Machines:`` Use Save Machines frequently and don't only rely on quick saves as they may sometimes put you in a difficult spot.\n"\
"\n`wAuto Save:`` Your game is automatically saved every five minutes to save slot 10 as long as you have more than 30% health.\n"\ "\n`wAuto Save:`` Your game is automatically saved every five minutes to save slot 10 as long as you have more than 30% health.\n"\
"\n`wFPS Lock:`` If enabled, the game is limited to 30 frames per second. This should be enabled on slower devices for smoother gameplay.\n"\
"\n`wHow to import saves from desktop (iOS 3.2+):`` Drag and drop a save<num>.dat file in the Dink HD Documents file sharing area in iTunes. Import happens when the main menu is visited. Use save<num>_<dmod dir name>.dat to import a save to an installed DMOD.\n"\
; ;
} else } else
{ {
msg += \ msg += \
"`6Thanks for buying `wDink Smallwood HD`` for iPhone, iPod Touch, and iPad. Here are some tips and info to get started.\n"\ "`6Here are some tips and info to get started.\n"\
"\n`wControls - Virtual Joypad:`` This is the default control method, simple to use.\n"\ "\n`wControls - Virtual Joypad:`` This is the default control method, simple to use.\n"\
"\n`wControls - Drag Anywhere:`` This control scheme allows you to draw an angle with your finger and dink will walk in that angle. It doesn't matter where you draw it on the screen. As long as you don't let your finger up, he'll keep moving.\n"\ "\n`wControls - Drag Anywhere:`` This control scheme allows you to draw an angle with your finger and dink will walk in that angle. It doesn't matter where you draw it on the screen. As long as you don't let your finger up, he'll keep moving.\n"\
"\n`wPushing:`` If you make Dink walk against an object for one second, he will begin to push it. Useful when you see rocks blocking cave entrances.\n"\ "\n`wPushing:`` If you make Dink walk against an object for one second, he will begin to push it. Useful when you see rocks blocking cave entrances.\n"\
@ -303,9 +294,6 @@ if (IsDesktop())
"\n`wQuick save/load:`` In addition to the full auto state save whenever you exit the game, and the normal save system, you can use `wQuick Save/Load`` from the pause menu. It's very useful to beat a tough boss.\n"\ "\n`wQuick save/load:`` In addition to the full auto state save whenever you exit the game, and the normal save system, you can use `wQuick Save/Load`` from the pause menu. It's very useful to beat a tough boss.\n"\
"\n`wSave Machines:`` Use Save Machines frequently and don't only rely on quick saves as they may sometimes put you in a difficult spot.\n"\ "\n`wSave Machines:`` Use Save Machines frequently and don't only rely on quick saves as they may sometimes put you in a difficult spot.\n"\
"\n`wAuto Save:`` Your game is automatically saved every five minutes to save slot 10 as long as you have more than 30% health.\n"\ "\n`wAuto Save:`` Your game is automatically saved every five minutes to save slot 10 as long as you have more than 30% health.\n"\
"\n`wFPS Lock:`` If enabled, the game is limited to 30 frames per second. This should be enabled on slower devices for smoother gameplay.\n"\
"\n`wHow to import saves from desktop (iOS 3.2+):`` Drag and drop a save<num>.dat file in the Dink HD Documents file sharing area in iTunes. Import happens when the main menu is visited. Use save<num>_<dmod dir name>.dat to import a save to an installed DMOD.\n"\
; ;
} }
} }
@ -316,8 +304,8 @@ if (!IsDesktop())
msg += \ msg += \
"\n`wAdd-on warning:`` Depending on your device's speed and memory not all quest add-ons may be smoothly playable.\n"\ "\n`wAdd-on warning:`` Depending on your device's speed and memory not all quest add-ons may be smoothly playable.\n"\
"\n`wOutdated instructions warning:`` Sometimes quest add-ons will refer to controls not available, like pressing a specific key. Keep in mind most add-ons were developed for the Windows version of the game.\n"\ "\n`wOutdated instructions warning:`` Sometimes quest add-ons will refer to controls not available, like pressing a specific key. Keep in mind most add-ons were developed for the desktop versions of the game.\n"\
"\n`wKeyboard:`` You can work around these issues by using the in-game keyboard option, available from the pause menu.\n"; "\n`wKeyboard:`` You can probably work around these issues by using the in-game keyboard option, available from the pause menu.\n";
} }
Entity *pEnt = CreateTextBoxEntity(pParent, "", vTextBoxPos, vTextBounds, msg); Entity *pEnt = CreateTextBoxEntity(pParent, "", vTextBoxPos, vTextBounds, msg);

View file

@ -1575,6 +1575,7 @@ Entity * GameCreate(Entity *pParentEnt, int gameIDToLoad, string stateToLoad, st
bool IsInFlingMode() bool IsInFlingMode()
{ {
return (GetApp()->GetShared()->GetVar("controlStyle")->GetUINT32() == CONTROLS_FLING); return false; //fling is dead
//return (GetApp()->GetShared()->GetVar("controlStyle")->GetUINT32() == CONTROLS_FLING);
} }

View file

@ -400,6 +400,7 @@ void OptionsMenuAddScrollContent(Entity *pParent)
pEnt->GetFunction("OnButtonSelected")->sig_function.connect(OptionsMenuOnSelect); pEnt->GetFunction("OnButtonSelected")->sig_function.connect(OptionsMenuOnSelect);
offsetX += pEnt->GetVar("size2d")->GetVector2().x + smallSpacerX; offsetX += pEnt->GetVar("size2d")->GetVector2().x + smallSpacerX;
/*
if (IsIPADSize) if (IsIPADSize)
{ {
pEnt = CreateTextButtonEntity(pBG, "controls_2", offsetX, y, "Fling Mode", false); pEnt = CreateTextButtonEntity(pBG, "controls_2", offsetX, y, "Fling Mode", false);
@ -408,6 +409,8 @@ void OptionsMenuAddScrollContent(Entity *pParent)
offsetX += pEnt->GetVar("size2d")->GetVector2().x + smallSpacerX; offsetX += pEnt->GetVar("size2d")->GetVector2().x + smallSpacerX;
} }
*/
uint32 controlsID = GetApp()->GetVar("controlStyle")->GetUINT32(); uint32 controlsID = GetApp()->GetVar("controlStyle")->GetUINT32();
SetupLightBarSelect(pBG, "controls_", controlsID, MAKE_RGBA(190, 0, 35, 255)); SetupLightBarSelect(pBG, "controls_", controlsID, MAKE_RGBA(190, 0, 35, 255));

View file

@ -21,13 +21,14 @@ Global
Release GL AkikoBox|x64 = Release GL AkikoBox|x64 Release GL AkikoBox|x64 = Release GL AkikoBox|x64
Release GL|Win32 = Release GL|Win32 Release GL|Win32 = Release GL|Win32
Release GL|x64 = Release GL|x64 Release GL|x64 = Release GL|x64
ReleaseBeta GL|Win32 = ReleaseBeta GL|Win32
ReleaseBeta GL|x64 = ReleaseBeta GL|x64
EndGlobalSection EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution GlobalSection(ProjectConfigurationPlatforms) = postSolution
{AD1D1337-0F3F-4AC5-B9EE-EE151B0193FE}.Common Debug|Win32.ActiveCfg = Common Debug|Win32 {AD1D1337-0F3F-4AC5-B9EE-EE151B0193FE}.Common Debug|Win32.ActiveCfg = Common Debug|Win32
{AD1D1337-0F3F-4AC5-B9EE-EE151B0193FE}.Common Debug|Win32.Build.0 = Common Debug|Win32 {AD1D1337-0F3F-4AC5-B9EE-EE151B0193FE}.Common Debug|Win32.Build.0 = Common Debug|Win32
{AD1D1337-0F3F-4AC5-B9EE-EE151B0193FE}.Common Debug|x64.ActiveCfg = Common Debug|x64 {AD1D1337-0F3F-4AC5-B9EE-EE151B0193FE}.Common Debug|x64.ActiveCfg = Common Debug|x64
{AD1D1337-0F3F-4AC5-B9EE-EE151B0193FE}.Common Debug|x64.Build.0 = Common Debug|x64 {AD1D1337-0F3F-4AC5-B9EE-EE151B0193FE}.Common Debug|x64.Build.0 = Common Debug|x64
{AD1D1337-0F3F-4AC5-B9EE-EE151B0193FE}.Common Debug|x64.Build.2 = Release GL WinDir|x64
{AD1D1337-0F3F-4AC5-B9EE-EE151B0193FE}.Common Release|Win32.ActiveCfg = Common Release|Win32 {AD1D1337-0F3F-4AC5-B9EE-EE151B0193FE}.Common Release|Win32.ActiveCfg = Common Release|Win32
{AD1D1337-0F3F-4AC5-B9EE-EE151B0193FE}.Common Release|Win32.Build.0 = Common Release|Win32 {AD1D1337-0F3F-4AC5-B9EE-EE151B0193FE}.Common Release|Win32.Build.0 = Common Release|Win32
{AD1D1337-0F3F-4AC5-B9EE-EE151B0193FE}.Common Release|x64.ActiveCfg = Common Release|x64 {AD1D1337-0F3F-4AC5-B9EE-EE151B0193FE}.Common Release|x64.ActiveCfg = Common Release|x64
@ -52,6 +53,10 @@ Global
{AD1D1337-0F3F-4AC5-B9EE-EE151B0193FE}.Release GL|Win32.Build.0 = Release GL|Win32 {AD1D1337-0F3F-4AC5-B9EE-EE151B0193FE}.Release GL|Win32.Build.0 = Release GL|Win32
{AD1D1337-0F3F-4AC5-B9EE-EE151B0193FE}.Release GL|x64.ActiveCfg = Release GL|x64 {AD1D1337-0F3F-4AC5-B9EE-EE151B0193FE}.Release GL|x64.ActiveCfg = Release GL|x64
{AD1D1337-0F3F-4AC5-B9EE-EE151B0193FE}.Release GL|x64.Build.0 = Release GL|x64 {AD1D1337-0F3F-4AC5-B9EE-EE151B0193FE}.Release GL|x64.Build.0 = Release GL|x64
{AD1D1337-0F3F-4AC5-B9EE-EE151B0193FE}.ReleaseBeta GL|Win32.ActiveCfg = ReleaseBeta GL|Win32
{AD1D1337-0F3F-4AC5-B9EE-EE151B0193FE}.ReleaseBeta GL|Win32.Build.0 = ReleaseBeta GL|Win32
{AD1D1337-0F3F-4AC5-B9EE-EE151B0193FE}.ReleaseBeta GL|x64.ActiveCfg = ReleaseBeta GL|x64
{AD1D1337-0F3F-4AC5-B9EE-EE151B0193FE}.ReleaseBeta GL|x64.Build.0 = ReleaseBeta GL|x64
EndGlobalSection EndGlobalSection
GlobalSection(SolutionProperties) = preSolution GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE HideSolutionNode = FALSE

File diff suppressed because it is too large Load diff

View file

@ -34,6 +34,11 @@
<LocalDebuggerCommandArguments>-game dmods/tbcb</LocalDebuggerCommandArguments> <LocalDebuggerCommandArguments>-game dmods/tbcb</LocalDebuggerCommandArguments>
<DebuggerFlavor>WindowsLocalDebugger</DebuggerFlavor> <DebuggerFlavor>WindowsLocalDebugger</DebuggerFlavor>
</PropertyGroup> </PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='ReleaseBeta GL|Win32'">
<LocalDebuggerCommandArguments>
</LocalDebuggerCommandArguments>
<DebuggerFlavor>WindowsLocalDebugger</DebuggerFlavor>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release GL AkikoBox|Win32'"> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release GL AkikoBox|Win32'">
<LocalDebuggerCommandArguments> <LocalDebuggerCommandArguments>
</LocalDebuggerCommandArguments> </LocalDebuggerCommandArguments>