1. 08 Jan, 2020 1 commit
  2. 19 Apr, 2019 1 commit
  3. 01 Jun, 2017 1 commit
  4. 06 Oct, 2014 1 commit
  5. 08 Feb, 2008 1 commit
    • Dmitry Suzdalev's avatar
      Introduce support for themeable border around the game field. · 1d5bc657
      Dmitry Suzdalev authored
      Idea belongs to (guess who) Eugene.
      He already adjusted current default theme to include border for me to play with
      while implementing this feature. Not sure if it's the final one :)
      Ah, and older themes still will work - KLines will figure out whether theme has a border
      element and act accordingly.
      Waiting for new themes to come up! ;)
      svn path=/trunk/KDE/kdegames/klines/; revision=772468
  6. 01 Aug, 2007 1 commit
  7. 24 Jun, 2007 1 commit
  8. 14 Jun, 2007 2 commits
  9. 31 May, 2007 1 commit
    • Dmitry Suzdalev's avatar
      At last I found a way how to distinguish resizeEvent() that is · ed992344
      Dmitry Suzdalev authored
      called when widget is shown from resizeEvent() called when widget
      is hidden!
      It really matters when you re-render complex svg on each resize and
      when resizeEvent() comes from some Qt internal magic (layouting etc).
      Why re-render if widget isn't visible and this resizeEvent() for sure
      won't be last in sequence?
      Now I know the True (tm)
      Many thanks to aseigo & JohnFlux :-)
      You just need to check what
      QWidget::testAttribute( Qt::WA_PendingResizeEvent ) returns.
      If this is false, then paint! :-)
      One step further on the way to faster startup times.
      Hmm... Or am I only one who just discovered this? ;-)
      svn path=/trunk/KDE/kdegames/klines/; revision=670136
  10. 21 May, 2007 1 commit
    • Simon Huerlimann's avatar
      Some UI consistency work · f7de7131
      Simon Huerlimann authored
       * Add main Toolbar
      Some coding convention work
       * Add 'Navigation' menu für keyboard navigation actions. Mainly usefull to look up shortcuts... And it saves a call to 'addAction(action)' for those actions, as their shortcut aren't registered otherwise.
       * Add 'Navigation' toolbar for keyboard navigation actions.
       * Add tooltips to keyboard navigation actions.
       * Rename initKAction() method to setupActions(); towards best practice for all of KDE Games...
       * use 'actionCollection()->add<QAction>(name, this, SLOT(slotName()))' style action creation. This seems to be the preferred way now.
       * Added some comments
      Some 'use available technologies' work
       * Use XMLGui Action states for enabling/disabling 'undo'
       * Move icon, shortcut, whatsThis and text declarations for actions into <ActionProperties> in the xxxui.rc file. Seperates Usablility and UI consistency concerns from coding. Not sure if the i18n work nice, though. 
      Please report if I've broken something;-)
      svn path=/trunk/KDE/kdegames/klines/; revision=667127
  11. 16 May, 2007 1 commit
  12. 11 May, 2007 1 commit
    • Albert Astals Cid's avatar
      Commit patch by Guillaume Denry · efa78f2a
      Albert Astals Cid authored
      This patch displays the balls preview zone into the game zone and removes
      the background grid of the three balls.
      Johann Ollivier Lapeyre knows about it
      CCMAIL: guillaume.denry@gmail.com>
      svn path=/trunk/KDE/kdegames/klines/; revision=663657
  13. 23 Apr, 2007 2 commits
  14. 05 Mar, 2007 1 commit
  15. 03 Mar, 2007 1 commit
  16. 09 Jan, 2007 2 commits
    • Dmitry Suzdalev's avatar
      Support resize of playfield. · 06e42626
      Dmitry Suzdalev authored
      As currently there is no svg artwork, pixmaps are simply scaled
      (and yes, they are ugly-looking because of that). This kind of "svg emulation"
      allows to finish some points in code.
      Now when svg artwork for klines will be ready  - few changes to methods
      of KLinesRenderer class - and you have working SVG-klines :).
      svn path=/trunk/KDE/kdegames/klines/; revision=621660
    • Mauricio Piacentini's avatar
      EBN spelling fix · 014545c7
      Mauricio Piacentini authored
      svn path=/trunk/KDE/kdegames/klines/; revision=621560
  17. 04 Jan, 2007 1 commit
  18. 03 Jan, 2007 3 commits
    • Dmitry Suzdalev's avatar
      Implement one level undo. · ab110bac
      Dmitry Suzdalev authored
      Note that due to bug in QTimeLine, after this commit the game becomes unplayable
      unless you exchange lines 113 and 114 in qtimeline.cpp which is in
      I thought about making patch for qt-copy, but this is not a critical one, so
      I think it doesn't worth it :-)
      Well, in fact I can place a temporary workaround so patching qt-copy won't be needed.
      If someone needs this, ping me somewhere :-).
      Bug has been reported to TT. Not accepted yet :).
      svn path=/trunk/KDE/kdegames/klines/; revision=619586
    • Dmitry Suzdalev's avatar
      - Make KLinesRenderer to be a singleton · 4e377c07
      Dmitry Suzdalev authored
      - File->New now works
      svn path=/trunk/KDE/kdegames/klines/; revision=619467
    • Dmitry Suzdalev's avatar
      KLines is now playable from keyword again. · d3cd96b4
      Dmitry Suzdalev authored
      Use arrows to move focus rectangle and Space to select/move ball
      svn path=/trunk/KDE/kdegames/klines/; revision=619216
  19. 26 Dec, 2006 2 commits
  20. 25 Dec, 2006 1 commit
  21. 24 Dec, 2006 1 commit
    • Dmitry Suzdalev's avatar
      Whew! It took quite some time :). · a52cb8c3
      Dmitry Suzdalev authored
      Reorganized some code, moved almost all animations
      to KLinesAnimator class, leaved only jumping animation to
      be handled by the ball itself...
      I think I need a break now :-).
      svn path=/trunk/KDE/kdegames/klines/; revision=616252
  22. 23 Dec, 2006 1 commit
    • Dmitry Suzdalev's avatar
      I had lot of joy with klines development today :). · 718479c1
      Dmitry Suzdalev authored
      That's because I have just implemented an "A*" pathfinding algorithm.
      I found excellent beginners tutorial at www.gamedev.net.
      I wonder if it is needed in other kdegames?
      If yes, I think, it is easy to make it more general for other's use.
      I failed to understand how the pathfinding is
      implemented in the old klines code, there were
      no comments, just a pure code with some misterious vars.
      So I went to gamedev and found how to do that myself :).
      Path is found but not used yet. That's what I'll do next ;).
      svn path=/trunk/KDE/kdegames/klines/; revision=616115
  23. 22 Dec, 2006 4 commits
  24. 21 Dec, 2006 1 commit
    • Dmitry Suzdalev's avatar
      Furhter QGV porting: · 48a30541
      Dmitry Suzdalev authored
      Field is drawn, balls are drawn.
      No gameplay. Just testing this and that features.
      New clicks bring in new balls. New animating balls.
      They're really funny :).
      If you'd like to have some fun, update, compile klines
      and make several clicks on game area.
      They're really cute, believe me :).
      But beware! If your clicks will fill the whole board with
      ballsies, the Great Hungry Infinite Loop will come and eat
      them all :-).
      svn path=/trunk/KDE/kdegames/klines/; revision=615446
  25. 20 Dec, 2006 1 commit
    • Dmitry Suzdalev's avatar
      Some more work on klines' QGVization (nice word ;)) · ddc2ff07
      Dmitry Suzdalev authored
      By looking at the current code state I guess that the result
      will be more like rewrite rather than adaptation... :-)
      Btw, I failed to reach anyone of listed authors by email,
      so I guess I'll take mainainership of this cute little game :-).
      svn path=/trunk/KDE/kdegames/klines/; revision=615165
  26. 19 Dec, 2006 1 commit