Jelajahi Sumber

Merge branch 'next' of https://github.com/blackberry/GamePlay into next

sgrenier 13 tahun lalu
induk
melakukan
5d6c978fb5

+ 2 - 1
CHANGES.md

@@ -22,6 +22,7 @@
 - Adds support for latest Bullet Physics 2.81 with NEON optimizations for mobile targets.
 - Adds support for preprocessor directive NO_LUA_BINDINGS in the gameplay project to omit inclusion of generated lua bindings in compilation for developer mode value. 
 - Adds optimizations to Lua generator to only write generated files if they differ from existing files, reducing both build times and committing of unchanged script binding files.
+- Adds changes to Slider for setValueTextVisible, setValueTextAlignment, setValueTextPrecision and getters.
 - Adds Windows 7 64-bit support.
 - Fixes to external-deps to reduce the size of the libraries on Windows.
 - Fixes for Android to no longer need to copy files to the SD card before reading them. None of the Android samples require an SD card.
@@ -143,7 +144,7 @@
 - Fixes to the material/shader system.
 - Fixes to the ParticleEmitter.
 
-## v1.0.1
+## v1.0.0
 
 - Initial release.
 

+ 18 - 13
gameplay-encoder/README.md

@@ -19,13 +19,15 @@ Autodesk® FBX® asset exchange technology facilitates higher-fidelity data exch
 between several Autodesk content creation packages
 Autodesk® Maya®, Autodesk® 3ds Max®, Autodesk® MotionBuilder®, Autodesk® Mudbox®, and Autodesk® Softimage®
 For more information goto "http://www.autodesk.com/fbx".
-
-## Running gameplay-encoder
-Simply execute the gameplay-encoder command-line executable:
-Usage: gameplay-encoder [options] <file(s)>
-
-Note: Linux Ubuntu 12 (64-bit), you must first install the required 32-bit libs via:
-sudo apt-get install ia32-libs
+
+## Running gameplay-encoder
+Simply execute the gameplay-encoder command-line executable:
+
+`Usage: gameplay-encoder [options] <file(s)>`
+
+Note: On Linux Ubuntu 12 (64-bit), you must first install the required 32-bit libs via:
+
+`sudo apt-get install ia32-libs`
 
 ## Building gameplay-encoder
 The gameplay-encoder comes pre-built for Windows 7, MacOS X and Linux Ubuntu 12 (32-bit) in the 'bin' folder.
@@ -56,7 +58,7 @@ Uncomment the root CMakeList.txt for the gameplay-encoder and run standard cmake
   * Example: /Applications/Autodesk/FBX SDK/2013.3/lib/gcc4/ub/libfbxsdk-2013.3-static.a  (Add Other)
 - Build gameplay-encoder
 
-### Building with FBX Support on Linux Ubuntu 12 (32-bit)
+### Building with FBX Support on Linux Ubuntu 12 (32-bit) using CMake
 - Download and install the FBX SDK for MacOS X (http://www.autodesk.com/fbx)
 - Edit the gameplay-encoder/CMakeLists.txt adding the following:
 - Add the FBX include directory to Header Search Paths: (Build Settings)
@@ -68,11 +70,14 @@ Uncomment the root CMakeList.txt for the gameplay-encoder and run standard cmake
   * Example: fbxsdk-2013.3-static
 - Add the FBX library to the library to the add_definitions(-l...) section of the CMakeLists.txt
   * Example -lfbxsdk-2013.3-static
-- Build gameplay-encoder by uncommenting the last line in the gameplay/CMakeLists.txt and running the CMake build via:
-  > mkdir build
-  > cd build
-  > cmake ..
-  > make
+- Build gameplay-encoder by uncommenting the last line in the gameplay/CMakeLists.txt and running the CMake build via:
+
+```
+mkdir build
+cd build
+cmake ..
+make
+ ```
 
 ## Bundle File Format
 The gameplay bundle file format is well defined in the gameplay-encoder/gameplay-bundle.txt file.

+ 2 - 8
gameplay-newproject.sh

@@ -16,10 +16,10 @@
 #Find out which OS we're on. 
 unamestr=$(uname)
 
-#Switch-on alias expansion within the script (see http://chiefsandendians.blogspot.co.uk/2010/07/linux-scripts-and-alias.html)
+# Switch-on alias expansion within the script 
 shopt -s expand_aliases
 
-#alias the sed in-place command for OSX and Linux - incompatibilities between BSD and Linux sed args
+#Alias the sed in-place command for OSX and Linux - incompatibilities between BSD and Linux sed args
 if [[ "$unamestr" == "Darwin" ]]; then
 	alias aliassedinplace='sed -i ""'
 else
@@ -43,7 +43,6 @@ if [[ "$projName" == "" ]]; then
 	exit -1;
 fi
 echo 
-
 echo
 echo "2. Enter a game title."
 echo
@@ -117,7 +116,6 @@ if [[ "$className" == "" ]]; then
 fi
 echo 
 
-
 echo
 echo "7. Enter the project path."
 echo
@@ -171,7 +169,6 @@ if [[ ${gpPathAbs} == ${common_path} ]]; then
 	gpPath=${back}
 fi
 
-
 #############################################
 # Copy Microsoft Visual Studio project files
 #############################################
@@ -239,13 +236,11 @@ cp "gameplay-template/android/template.build.xml" "$projPath/android/build.xml"
 aliassedinplace "s*TEMPLATE_PROJECT*$projName*g" "$projPath/android/build.xml"
 
 cp "gameplay-template/android/jni/Application.mk" "$projPath/android/jni/Application.mk"
-
 cp "gameplay-template/android/jni/template.Android.mk" "$projPath/android/jni/Android.mk"
 aliassedinplace "s*TEMPLATE_PROJECT*$projName*g" "$projPath/android/jni/Android.mk"
 aliassedinplace "s*TemplateGame*$className*g" "$projPath/android/jni/Android.mk"
 aliassedinplace "s*GAMEPLAY_PATH*$gpPath*g" "$projPath/android/jni/Android.mk"
 
-
 cp "gameplay-template/icon.png" "$projPath/android/res/drawable/icon.png"
 cp "gameplay-template/android/res/values/template.strings.xml" "$projPath/android/res/values/strings.xml"
 aliassedinplace "s*TEMPLATE_TITLE*$title*g" "$projPath/android/res/values/strings.xml"
@@ -259,7 +254,6 @@ aliassedinplace "s*TEMPLATE_PROJECT*$projName*g" "$projPath/CMakeLists.txt"
 aliassedinplace "s*TemplateGame*$className*g" "$projPath/CMakeLists.txt"
 aliassedinplace "s*GAMEPLAY_PATH*$gpPath*g" "$projPath/CMakeLists.txt"
 
-
 #############################################
 # Copy source files
 #############################################

+ 6 - 12
gameplay-template/template.bar-descriptor.xml

@@ -24,20 +24,14 @@
          <versionNumber> element.  Must be an integer from 0 to 2^16-1 -->
     <buildId>1</buildId>
 
-    <!-- A string value (such as "v1", "2.5", or "Alpha 1") that represents the version of the application, as it should be shown to users. Optional. -->
-    <!-- <versionLabel></versionLabel> -->
-
     <!-- Description, displayed in the BlackBerry Tablet OS application installer.
          May have multiple values for each language. See samples or xsd schema file. Optional. -->
     <description>TEMPLATE_DESCRIPTION</description>
-    
-    <!-- Copyright information. Optional. -->
-    <!-- <copyright></copyright> -->
 
-    <!--  Name of author which is used for signing. Must match the developer name of your development certificate. -->
+    <!-- Name of author which is used for signing. Must match the developer name of your development certificate. -->
     <author>TEMPLATE_AUTHOR</author>
 
-    <!--  Unique author ID assigned by signing authority. Required if using debug tokens. -->
+    <!-- Unique author ID assigned by signing authority. Required if using debug tokens. -->
     <!-- <authorId>gYAAgPkLP1tZlyYP1wiMaRFFNMw</authorId> -->
 
     <initialWindow>
@@ -47,7 +41,7 @@
         <transparent>false</transparent>
     </initialWindow>
 
-    <!--  The category where the application appears. Either core.games or core.media. -->
+    <!-- The category where the application appears. Either core.games or core.media. -->
     <category>core.games</category>
 
     <asset path="icon.png">icon.png</asset>
@@ -82,18 +76,18 @@
        <asset path="Simulator-Coverage/TEMPLATE_PROJECT" entry="true" type="Qnx/Elf">TEMPLATE_PROJECT</asset>
     </configuration>
 
-    <!--  The icon for the application, which should be 86x86. -->
+    <!-- The icon for the application, which should be 150x150. -->
     <icon>
         <image>icon.png</image>
     </icon>
 
-    <!--  The splash screen that will appear when your application is launching. Should be 1024x600. -->
+    <!-- The splash screen that will appear when your application is launching. Should be 1280x768. -->
     <!-- <splashscreen></splashscreen> -->
 
     <!-- Request permission to execute native code.  Required for native applications. -->
     <action system="true">run_native</action>
 
-    <!--  The permissions requested by your application. -->
+    <!-- The permissions requested by your application. -->
     <!--  <action>access_shared</action> -->
     <!--  <action>record_audio</action> -->
     <!--  <action>read_geolocation</action> -->

+ 1 - 1
gameplay/src/Button.h

@@ -77,7 +77,7 @@ protected:
      * @param evt The touch event that occurred.
      * @param x The x position of the touch in pixels. Left edge is zero.
      * @param y The y position of the touch in pixels. Top edge is zero.
-     * @param contactIndex The order of occurrence for multiple touch contacts starting at zero.
+     * @param contactIndex An integer to identify this contact point within the currently active touch set.
      *
      * @return Whether the touch event was consumed by the control.
      *

+ 1 - 1
gameplay/src/CheckBox.h

@@ -123,7 +123,7 @@ protected:
      * @param evt The touch event that occurred.
      * @param x The x position of the touch in pixels. Left edge is zero.
      * @param y The y position of the touch in pixels. Top edge is zero.
-     * @param contactIndex The order of occurrence for multiple touch contacts starting at zero.
+     * @param contactIndex An integer to identify this contact point within the currently active touch set.
      *
      * @return Whether the touch event was consumed by the control.
      *

+ 2 - 2
gameplay/src/Container.h

@@ -259,7 +259,7 @@ protected:
      * @param evt The touch event that occurred.
      * @param x The x position of the touch in pixels. Left edge is zero.
      * @param y The y position of the touch in pixels. Top edge is zero.
-     * @param contactIndex The order of occurrence for multiple touch contacts starting at zero.
+     * @param contactIndex An integer to identify this contact point within the currently active touch set.
      *
      * @return Whether the touch event was consumed by a control within this container.
      *
@@ -340,7 +340,7 @@ protected:
      * @param evt The touch event that occurred.
      * @param x The x position of the touch in pixels. Left edge is zero.
      * @param y The y position of the touch in pixels. Top edge is zero.
-     * @param contactIndex The order of occurrence for multiple touch contacts starting at zero.
+     * @param contactIndex An integer to identify this contact point within the currently active touch set.
      *
      * @return Whether the touch event was consumed by scrolling within this container.
      *

+ 1 - 1
gameplay/src/Control.h

@@ -805,7 +805,7 @@ protected:
      * @param evt The touch event that occurred.
      * @param x The x position of the touch in pixels. Left edge is zero.
      * @param y The y position of the touch in pixels. Top edge is zero.
-     * @param contactIndex The order of occurrence for multiple touch contacts starting at zero.
+     * @param contactIndex An integer to identify this contact point within the currently active touch set.
      *
      * @return Whether the touch event was consumed by this control.
      *

+ 1 - 1
gameplay/src/Game.h

@@ -295,7 +295,7 @@ public:
      * @param evt The touch event that occurred.
      * @param x The x position of the touch in pixels. Left edge is zero.
      * @param y The y position of the touch in pixels. Top edge is zero.
-     * @param contactIndex The order of occurrence for multiple touch contacts starting at zero.
+     * @param contactIndex An integer to identify this contact point within the currently active touch set.
      *
      * @see Touch::TouchEvent
      */

+ 1 - 1
gameplay/src/Joystick.h

@@ -153,7 +153,7 @@ protected:
      * @param evt The touch event that occurred.
      * @param x The x position of the touch in pixels. Left edge is zero.
      * @param y The y position of the touch in pixels. Top edge is zero.
-     * @param contactIndex The order of occurrence for multiple touch contacts starting at zero.
+     * @param contactIndex An integer to identify this contact point within the currently active touch set.
      *
      * @return Whether the touch event was consumed by the control.
      *

+ 1 - 1
gameplay/src/Layout.h

@@ -80,7 +80,7 @@ protected:
      * @param evt The touch event that occurred.
      * @param x The x position of the touch in pixels. Left edge is zero.
      * @param y The y position of the touch in pixels. Top edge is zero.
-     * @param contactIndex The order of occurrence for multiple touch contacts starting at zero.
+     * @param contactIndex An integer to identify this contact point within the currently active touch set.
      *
      * @see Touch::TouchEvent
      */

+ 1 - 1
gameplay/src/Platform.h

@@ -235,7 +235,7 @@ public:
      * @param evt The touch event that occurred.
      * @param x The x position of the touch in pixels. Left edge is zero.
      * @param y The y position of the touch in pixels. Top edge is zero.
-     * @param contactIndex The order of occurrence for multiple touch contacts starting at zero.
+     * @param contactIndex An integer to identify this contact point within the currently active touch set.
      *
      * @see Touch::TouchEvent
      */

+ 1 - 1
gameplay/src/PlatformMacOSX.mm

@@ -882,7 +882,7 @@ static CVReturn MyDisplayLinkCallback(CVDisplayLinkRef displayLink, const CVTime
 - (void) mouseDragged: (NSEvent*) event
 {
     NSPoint point = [self convertPoint:[event locationInWindow] fromView:nil];
-    if (__leftMouseDown)
+    if (__leftMouseDown && !__mouseCaptured)
     {
         [self mouse: Mouse::MOUSE_MOVE orTouchEvent: Touch::TOUCH_MOVE x: point.x y: __height - point.y s: 0];
     }

+ 1 - 1
gameplay/src/RadioButton.h

@@ -136,7 +136,7 @@ protected:
      * @param evt The touch event that occurred.
      * @param x The x position of the touch in pixels. Left edge is zero.
      * @param y The y position of the touch in pixels. Top edge is zero.
-     * @param contactIndex The order of occurrence for multiple touch contacts starting at zero.
+     * @param contactIndex An integer to identify this contact point within the currently active touch set.
      *
      * @return Whether the touch event was consumed by the control.
      *

+ 1 - 1
gameplay/src/ScriptController.h

@@ -811,7 +811,7 @@ private:
      * @param evt The touch event that occurred.
      * @param x The x position of the touch in pixels. Left edge is zero.
      * @param y The y position of the touch in pixels. Top edge is zero.
-     * @param contactIndex The order of occurrence for multiple touch contacts starting at zero.
+     * @param contactIndex An integer to identify this contact point within the currently active touch set.
      *
      * @see Touch::TouchEvent
      */

+ 1 - 1
gameplay/src/Slider.h

@@ -192,7 +192,7 @@ protected:
      * @param evt The touch event that occurred.
      * @param x The x position of the touch in pixels. Left edge is zero.
      * @param y The y position of the touch in pixels. Top edge is zero.
-     * @param contactIndex The order of occurrence for multiple touch contacts starting at zero.
+     * @param contactIndex An integer to identify this contact point within the currently active touch set.
      *
      * @return Whether the touch event was consumed by the control.
      *

+ 1 - 1
gameplay/src/TextBox.h

@@ -102,7 +102,7 @@ protected:
      * @param evt The touch event that occurred.
      * @param x The x position of the touch in pixels. Left edge is zero.
      * @param y The y position of the touch in pixels. Top edge is zero.
-     * @param contactIndex The order of occurrence for multiple touch contacts starting at zero.
+     * @param contactIndex An integer to identify this contact point within the currently active touch set.
      *
      * @return Whether the touch event was consumed by the control.
      *