Commit graph

1991 commits

Author SHA1 Message Date
LevelX2
2874996994 Merge pull request #2032 from draxdyn/hold_priority
Hold priority on Ctrl+click
2016-07-01 16:00:20 +02:00
LevelX2
3b0f7b074f * Some changes to distance calculation of enchantments on the battlefield. Added minimal permanet size preference setting (not working correctly yet). 2016-07-01 15:08:40 +02:00
fireshoes
33ac32f5c4 [EMN] Added additional 6/30 spoilers to mtg-cards-data.txt. Added some more cards. 2016-06-30 14:47:59 -05:00
draxdyn
a7409f3d08 Hold priority on Ctrl+click
In most cases, it is not useful to hold priority after doing something,
since the spell or ability added to the stack can just be performed
beforehand.

Hence, automatically passing priority is the only comfortable setting.

However, in some cases it is useful (chiefly for Infernal Tutor +
Lion's Eye Diamond and similar interaction), and currently players
have to open Preferences, change the option and then change it back
whenever they need to hold priority, which is very annoying.

This change allows to temporarily hold priority by simply holding
Control while performing an action, which solves the issue in a
manner similar to other clients.

A "Hold" indicator next to the spells cast indicator is displayed so
that the user knows his Control key holding was registered.

The code works by adding a new HOLD_PRIORITY player action that causes
the automatic priority pass options to be ignored until the player is
given priority again.

The client sends the message whenever it's not already holding priority
and Ctrl+click/space/enter happens anywhere.

This is somewhat "loose" as it means that Ctrl+click on the background
also holds priority, but this might actually be desirable and it greatly
simplifies the code, since only a global AWT event listener is required,
and there is no need to change every place in the code that could add
something to the stack.

It is also possible to hold priority and stop holding priority using
the context menu.
2016-06-29 19:57:45 +02:00
drmDev
9deb1bd0da Ignition Team implementation (requested card) 2016-06-29 03:21:40 -04:00
LevelX2
facd5ffa2c Merge pull request #2028 from draxdyn/cardpanel_threading
Fix broken threading in CardPanel
2016-06-28 13:28:37 +02:00
LevelX2
0733729382 Merge pull request #2029 from draxdyn/audio_threadpool
Use a dedicated thread pool for audio
2016-06-28 13:27:18 +02:00
LevelX2
d220c739a8 Merge pull request #2030 from draxdyn/performance
Improve GUI performance
2016-06-28 13:26:44 +02:00
LevelX2
f7cecdf050 Merge pull request #2033 from draxdyn/f6
Add support for F6
2016-06-28 09:16:09 +02:00
LevelX2
c505c2f44f Merge pull request #2027 from draxdyn/resize_editor
Update image when cards in editor are resized
2016-06-28 09:08:37 +02:00
draxdyn
62d5d45a45 Add support for F6
Skips everything until next turn, except for declare attackers and blockers.

F11 and F9 are a better design, but F6 is provided for compatibility with
established conventions.

There is currently no GUI button for it.
2016-06-24 21:34:30 +02:00
spjspj
157d94360c spjspj - Modifications to shrink size of players who have left. 2016-06-24 19:20:46 +10:00
draxdyn
053580c412 Add support for disabling animations 2016-06-23 16:21:34 +02:00
draxdyn
b8e5f5f942 Draw CardPanel to a buffered image and cache it across instances
Speeds up GUI performance.
2016-06-23 16:21:34 +02:00
draxdyn
892cfdce45 Draw MageRoundPane and its shadow to a buffered image and cache it across instances
Speeds up GUI performance.
2016-06-23 16:21:34 +02:00
draxdyn
ffb65d48fe Draw GlowText to a buffered image and cache it across instances
Speeds up GUI performance.
2016-06-23 16:21:34 +02:00
draxdyn
4b190eeaf4 Drastically simplify ScaledImagePanel by having it just use the resized image cache
All the current behavior of ScaledImagePanel seems to be useless, since the source
images are static, so we can just use the highest quality scaling possible and
cache the result using TransformedImageCache.
2016-06-23 16:21:34 +02:00
draxdyn
e3d84ca212 Cache resized and rotated images
RotatedResizedImageCache and MultiRotatedResizedImageCache contain the caching
machinery.

A cache of rotated and resized images is added to ImageCache, and is used by
the resizing functions there.

All the resizing and rotation functions in ImageHelper are redirected to the
ones in ImageCache.

This is slightly inefficient because it will cache some calls that are never
repeated, but it prevents developers from mistakenly using uncached functions
when calls are repeated, seriously impacting performance.

Also resizing functions that only take a width or an height have been removed,
and their calls fixed to provide the other dimension. It's still possible to
specify -1 as width or height to ignore constraints in that dimension, though.

Greatly speeds up UI performance.
2016-06-23 16:21:34 +02:00
draxdyn
1999dfe5c0 Add mechanism to register image caches and flush them all on GUI size change
This should avoid the issue of having lots of unused entries in caches if the
GUI size is changed multiple times.
2016-06-23 16:21:34 +02:00
draxdyn
415c8cce7e Don't call setText() on the popup text component until it is shown
Performance improvement, impacts profiles.
2016-06-23 16:21:34 +02:00
draxdyn
9513b5bf74 Don't call setText in MageTextArea if the text hasn't changed
Minor UI speedup, shows up in profiles for simple games.
2016-06-23 16:21:34 +02:00
draxdyn
8c2c1f4887 Don't call setEditable in ColorPane
Shows up in profiles, and should be unnecessary.
2016-06-23 16:21:34 +02:00
draxdyn
0b13660348 Use mouse point in event instead of calling getMousePosition()
Improves performance and is also the correct way to do this.
2016-06-23 16:21:34 +02:00
draxdyn
d8b791a506 Use a dedicated thread pool for audio
Audio threads are busy while the sound plays, which could be several seconds,
potentially stalling other tasks competing for the thread pool.

So use a dedicated thread pool, which also allows to have it sized based
on the number of the audio lines.
2016-06-23 16:16:48 +02:00
draxdyn
1dddda6599 Fix broken threading in CardPanel
The current code is broken, can't touch the UI in a thread pool thread,
UI.invokeLater must be used to get back on the UI thread.

Also, it must check whether the card has been changed again before setting
the image and do nothing in that case.
2016-06-23 16:12:15 +02:00
draxdyn
5c177dcdc8 Update image when cards in editor are resized
Currently images are blurred when changing GUI size in the editor,
and this fixes the issue.
2016-06-23 16:01:47 +02:00
Quercitron
207961ee5f Fix that isType2 flag was not set for second sides of transform cards and flipped cards in the pictures download. 2016-06-22 13:10:42 +03:00
LevelX2
f691017cda * Gryff's Boon - Fixed that the target was wrongly selected during resolution. 2016-06-19 16:13:50 +02:00
LevelX2
84989973ed Merge pull request #2001 from draxdyn/fix_oobe
Fix ArrayIndexOutOfBoundsException in ButtonColumn.actionPerformed
2016-06-17 13:45:03 +02:00
LevelX2
469febfafd Merge pull request #2000 from aastrand/aastrand/password
Add TablesPanel filter for passworded games
2016-06-17 13:44:23 +02:00
LevelX2
5d1b96e4c9 Merge pull request #1986 from draxdyn/clicks
Recognize double clicks made in rapid succession
2016-06-17 13:42:38 +02:00
spjspj
8c017fe3d2 Merge pull request #2002 from draxdyn/getwizardsimage_npe
Fix NPE in getWizardsCard
2016-06-16 12:16:02 +10:00
draxdyn
54a7be59d0 fix NPE in getWizardsCard 2016-06-15 13:11:40 +02:00
Kranken
c445270783 Make password filter behave nice with settings 2016-06-15 00:03:22 +02:00
Kranken
9fee893ed1 Add TablesPanel filter for passworded games
This commit makes passworded a first class property of
TableView as well as adds filtering capabilities
of open and passworded games. Useful for hiding
passworded games when looking for open play and
useful for hiding open games when playing vs
a friend on a busy server.
2016-06-14 23:19:17 +02:00
draxdyn
d671a22398 Fix ArrayIndexOutOfBoundsException in ButtonColumn.actionPerformed
Don't call convertRowIndexToModel with a -1 row.
2016-06-14 18:31:33 +02:00
draxdyn
0b8404f0a4 Recognize double clicks made in rapid succession
Currently they are not recognized, because getClickCount() will be
higher than 2 since Java interprets them as quadruple, sextuple, etc. clicks.

So, instead of checking for getClickCount() == 2, check for getClickCount()
being an even number.

This allows to quickly remove or add many cards to a deck.
2016-06-14 13:02:51 +02:00
Alex Marcotte
a7e29b3fd0 Adding way to import deck from clipboard 2016-06-05 15:06:02 -04:00
LevelX2
266a0870ca Xmage 1.4.12v0 2016-05-29 10:59:39 +02:00
LevelX2
98fadbd8ba Merge pull request #1946 from Simown/master
Reverted changes to deck generation sliders
2016-05-29 10:19:11 +02:00
LevelX2
9fa0bf7bd2 Swapped main menu position of Feedback and Preferences (so Preferences is always available if you switch to a too big font size). 2016-05-29 09:53:56 +02:00
fireshoes
20ec737a58 [EMA] Added 5/23 spoilers. 2016-05-23 18:38:04 -05:00
Simown
dc10a52caf Reverted changes to deck generation sliders 2016-05-23 12:31:56 +01:00
LevelX2
f44987aa37 * Fixed that Suspend was handled as activated ability for increase/decrease of mana activation costs. 2016-05-22 16:02:10 +02:00
Quercitron
c781728b97 Add rating to the client (#1498) 2016-05-17 17:27:43 +03:00
fireshoes
a2c56d821c Added a bunch of promo cards and the new sets that were announced today. 2016-05-16 23:05:31 -05:00
LevelX2
308c485a67 Merge pull request #1913 from Bitmaximus/master
Add tracking for quantity of artifacts in card lists. Add tracking for quantity of card types in graveyard.
2016-05-15 18:15:28 +02:00
spjspj
f9e363fb30 spjspj - Update Rich Man draft to allow Random packs 2016-05-15 23:52:13 +10:00
LevelX2
d9066db141 * Fixed that freeform tables were not shown in thelist of open games. 2016-04-30 12:01:42 +02:00
Liam Speirs
8675e47c88 Add Card-type counter for graveyard label hover and in graveyard Dialog window. (To mirror magic online and to make delirium easier to check) 2016-04-28 00:13:32 -04:00