1. 17 May, 2021 1 commit
  2. 28 Dec, 2020 5 commits
  3. 09 Jan, 2020 1 commit
  4. 08 Jan, 2020 2 commits
  5. 30 Oct, 2019 1 commit
  6. 21 Oct, 2019 1 commit
  7. 20 Sep, 2019 1 commit
  8. 27 Jun, 2019 1 commit
  9. 06 Jan, 2019 1 commit
    • Laurent Montel's avatar
      Patch from Sebastian Audet · 96884eaa
      Laurent Montel authored
      KMines Reset After Game Over.
      
      At the end of the game you are prompted to restart the same or continue to a new one.
      
      You have the option of saying 'no' - besides that unless you're in a competition I don't think it should matter. Mainly I proposed the change because there are times when its impossible to do anything but guess (not even statistics) and this is a midway between a 'reveal' button and just flat out spending 4 minutes on something and failing.
      
      Differential Revision: https://phabricator.kde.org/D17860
      96884eaa
  10. 24 Sep, 2018 1 commit
  11. 28 Oct, 2015 1 commit
  12. 03 Dec, 2014 1 commit
  13. 14 Aug, 2014 1 commit
  14. 10 Aug, 2014 1 commit
  15. 17 Jun, 2014 1 commit
  16. 12 Nov, 2013 1 commit
  17. 11 Apr, 2012 2 commits
    • Stefan Majewsky's avatar
      Add the KgTheme framework. · 951522af
      Stefan Majewsky authored
      The KGameRenderer API is adjusted to use a KgThemeProvider instead
      of KGameTheme. To ensure that everything still compiles, games using
      KGameRenderer are ported to KgTheme immediately.
      
      Some comments about how the games were ported:
      
      * KAtomic, Kolf, Kollision and KReversi don't install .desktop files for
        their themes anymore. They are not really needed since there is only
        one theme per game, but KGameRenderer previously required a .desktop
        file for KGameTheme. KgTheme works with hardcoded SVG paths, too.
      
      * I found that Granatier abuses the KGameRenderer framework in a quite
        interesting way to add support for a fallback theme. The proper
        solution is to integrate this functionality in KGameRenderer. This
        commit does a very direct port to KgTheme only.
      
      svn path=/trunk/KDE/kdegames/kmines/; revision=1289083
      951522af
    • Stefan Majewsky's avatar
      Add the KgTheme framework. · 3fcd4240
      Stefan Majewsky authored
      The KGameRenderer API is adjusted to use a KgThemeProvider instead
      of KGameTheme. To ensure that everything still compiles, games using
      KGameRenderer are ported to KgTheme immediately.
      
      Some comments about how the games were ported:
      
      * KAtomic, Kolf, Kollision and KReversi don't install .desktop files for
        their themes anymore. They are not really needed since there is only
        one theme per game, but KGameRenderer previously required a .desktop
        file for KGameTheme. KgTheme works with hardcoded SVG paths, too.
      
      * I found that Granatier abuses the KGameRenderer framework in a quite
        interesting way to add support for a fallback theme. The proper
        solution is to integrate this functionality in KGameRenderer. This
        commit does a very direct port to KgTheme only.
      
      svn path=/trunk/KDE/kdegames/kmines/; revision=1289083
      3fcd4240
  18. 07 Mar, 2012 2 commits
  19. 31 Jul, 2011 2 commits
  20. 02 Oct, 2010 2 commits
    • Laurent Montel's avatar
      Fix compile · bf0c515e
      Laurent Montel authored
      svn path=/trunk/KDE/kdegames/kmines/; revision=1181871
      bf0c515e
    • Laurent Montel's avatar
      Fix compile · e34cc575
      Laurent Montel authored
      svn path=/trunk/KDE/kdegames/kmines/; revision=1181871
      e34cc575
  21. 05 Sep, 2010 2 commits
  22. 19 Apr, 2010 2 commits
    • Parker Coates's avatar
      Dynamically calculate the maximum number of mines in the custom config. · 2dc7e8fe
      Parker Coates authored
      The maximum number of mines that KMines actually allows on a custom
      board is WIDTH * HEIGHT - 10. Instead of hardcoding any particular
      maximum, the dialog now dynamically sets the maximum value of the
      mines spinbox everytime the values of the width and height spinboxes
      changed.
      
      BUG: 163806
      
      svn path=/trunk/KDE/kdegames/kmines/; revision=1116513
      2dc7e8fe
    • Parker Coates's avatar
      Dynamically calculate the maximum number of mines in the custom config. · a9613707
      Parker Coates authored
      The maximum number of mines that KMines actually allows on a custom
      board is WIDTH * HEIGHT - 10. Instead of hardcoding any particular
      maximum, the dialog now dynamically sets the maximum value of the
      mines spinbox everytime the values of the width and height spinboxes
      changed.
      
      BUG: 163806
      
      svn path=/trunk/KDE/kdegames/kmines/; revision=1116513
      a9613707
  23. 16 Dec, 2008 2 commits
  24. 27 Nov, 2008 4 commits
  25. 17 Jul, 2008 1 commit
    • Laurent Montel's avatar
      Include moc · f9308c9c
      Laurent Montel authored
      svn path=/trunk/KDE/kdegames/kmines/; revision=833612
      f9308c9c