Commits

Author Commit Message Labels Comments Date
wroh...@283d02a7-25f6-0310-bc7c-ecb5cbfe19da
for login and adduser dialogs use QFormLayout instead of QGridLayout. So platform specific preferences are automatically used like different alignmnent for labels. Hint from Aurêlien Gateau's blog
wroh...@283d02a7-25f6-0310-bc7c-ecb5cbfe19da
finish code for starting kajonggserver on windows
wroh...@283d02a7-25f6-0310-bc7c-ecb5cbfe19da
starting kajonggserver: fix regression from the last few commits
wroh...@283d02a7-25f6-0310-bc7c-ecb5cbfe19da
fix new m18n calls
wroh...@283d02a7-25f6-0310-bc7c-ecb5cbfe19da
starting kajonggserver on windows: pass the correct port number
wroh...@283d02a7-25f6-0310-bc7c-ecb5cbfe19da
starting kajonggserver on windows: do not hardcode python.exe path
wroh...@283d02a7-25f6-0310-bc7c-ecb5cbfe19da
kajonggserver: new logInfo saying where it listens for clients
wroh...@283d02a7-25f6-0310-bc7c-ecb5cbfe19da
if kajongg cannot connect to server, say how and where it tried to connect to
wroh...@283d02a7-25f6-0310-bc7c-ecb5cbfe19da
util.which: use os.pathsep instead of : for splitting PATH
wroh...@283d02a7-25f6-0310-bc7c-ecb5cbfe19da
module logger prepends messages with feff the unicoe marker. This means lines in syslog have feff in the middle of a line - we do not want that. So we convert the unicode object into a str object encoded in the local preferred encoding like utf-8
wroh...@283d02a7-25f6-0310-bc7c-ecb5cbfe19da
did not work with local encodings other than utf-8 like cp850 on windows
wroh...@283d02a7-25f6-0310-bc7c-ecb5cbfe19da
Regression from switch to logger module fix logging exception messages
wroh...@283d02a7-25f6-0310-bc7c-ecb5cbfe19da
experimental code for using kspeech this code is incomplete and deactivated. I can define different voices in systemsettings but I have no idea how to select them via dbus (for details see comment in code)
wroh...@283d02a7-25f6-0310-bc7c-ecb5cbfe19da
Do not check for ogg123 being installed if the file to be played does not exist anyway
helf...@283d02a7-25f6-0310-bc7c-ecb5cbfe19da
Change in the brick numbering. The first brick in a line has now x=1 instead of x=0. This is in accordance with the line numbering. The first line is y=1. The goal is to enable the level designer to set the position of a gift.
helf...@283d02a7-25f6-0310-bc7c-ecb5cbfe19da
Adding more flexibility to enter gifts in levelsets. Possibilities include now <Gift>GiftType</Gift>, <Gift Type="GiftType"></Gift>, <Gift Count="3">GiftType</Gift>, <Gift Type="GiftType">3</Gift> and <Gift> <Type>GiftType</Type> <Count>3</Count> </Gift> And more variations. When the gift count is not given, 1 gift is placed.
helf...@283d02a7-25f6-0310-bc7c-ecb5cbfe19da
Adding more flexibility to enter lines of bricks in the levelset. Possiblities are now <Line>112211</Line>, <Line Bricks="112211"></Line>, <Line Number="1">112211</Line> and <Line> <Number>1</Number> <Bricks>112211</Bricks> </Line> Combinations of these are also possible. When no line number is given the line number is increased by one. That means successive lines don't need a line number on every line.
helf...@283d02a7-25f6-0310-bc7c-ecb5cbfe19da
SVN_SILENT Changing the variable m_bricks to bricks since it is not a member variable. And fixed small indentation error.
helf...@283d02a7-25f6-0310-bc7c-ecb5cbfe19da
Moving the code to load a line of bricks or a gift from the function loadlevel() to seperate functions loadLine and loadGift. This helps to keep the function loadlevel small and readable.
helf...@283d02a7-25f6-0310-bc7c-ecb5cbfe19da
BUG: 261017 The bug was that message boxes were displayed in the background, especially behind the bricks making the text unreadable. The function TextItem::show() now explicitely raises the KGameCanvasItem before showing it. This fixes the bug.
helf...@283d02a7-25f6-0310-bc7c-ecb5cbfe19da
This commits adds support for old KConfig style levelsets to the level loader. The default levelset has changed to XML-style but maybe some people have already created their own levelsets and will be happy to see that they still work.
helf...@283d02a7-25f6-0310-bc7c-ecb5cbfe19da
In KBreakout: Brick types are given by single characters (chars) in the levelset file. Before this commit the char is transformed to QString in the constructor of Brick. Now this transformation is done in the level loader. The constructor of Brick now takes a QString instead of a char. The goal is that a level designer shall be able to specify the brick type using a char or a string just as he/she likes.
helf...@283d02a7-25f6-0310-bc7c-ecb5cbfe19da
SVN_SILENT In KBreakout: Add giftType to the error message for easier levelset debugging
helf...@283d02a7-25f6-0310-bc7c-ecb5cbfe19da
Creation of an external level loader for KBreakout and changing the levelset design from KConfig style to an XML-Type used with the Q Document Object Model (QDom). This approach is more robust to invalid levelsets and is easily extensible. Further changes for more flexible level creation are already planned. The goal is to empower players to create, play and share their own levelsets.
maje...@283d02a7-25f6-0310-bc7c-ecb5cbfe19da
Kill the awful first-run assistant. The collection will now automatically build desktop+jpg into puzzles. DIGEST: one of the few user-visible changes induced by the new multithreaded Puzzle class
maje...@283d02a7-25f6-0310-bc7c-ecb5cbfe19da
Remove usage of KIO. KIO was used very inconsistently at only few places. It should be possible to implement KIO on top of the new multithreaded Puzzle class, but this requires one to wrap one's mind around it, and I do not have the time to do that. So IMO it's better to remove the few usages of KIO to send a clear message to the user about the feature set that he can expect.
maje...@283d02a7-25f6-0310-bc7c-ecb5cbfe19da
Refactor Collection classes, remove OldPuzzle. All collection classes are merged into one which corresponds to LocalCollection. Instead of throwing modelindexes around, Puzzle instances are used whenever this is enough.
maje...@283d02a7-25f6-0310-bc7c-ecb5cbfe19da
Move writing to Palapeli::Puzzle and components. This makes the casting code quite convoluted, but that's the whole point of the rewrite, because the casting is multithreaded. To add in understanding, I've added a visual summary of casting paths.
maje...@283d02a7-25f6-0310-bc7c-ecb5cbfe19da
Remove all storage from OldPuzzle. Because injectMetadata() won't work anymore, this step includes the introduction of a new CollectionStorageComponent which controls the metadata cache. Another new component is the CopyComponent which powers the copy-constructor of Palapeli::OldPuzzle.
maje...@283d02a7-25f6-0310-bc7c-ecb5cbfe19da
Move identifier management from Collection to Puzzle. The Scene class is now independent of OldPuzzle.
  1. Prev
  2. Next