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This is an automatically generated e-mail. To reply, visit:
<a href="http://git.reviewboard.kde.org/r/109689/">http://git.reviewboard.kde.org/r/109689/</a>
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<div>Review request for KDE Games.</div>
<div>By Roney Gomes.</div>
<h1 style="color: #575012; font-size: 10pt; margin-top: 1.5em;">Description </h1>
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<pre style="margin: 0; padding: 0; white-space: pre-wrap; white-space: -moz-pre-wrap; white-space: -pre-wrap; white-space: -o-pre-wrap; word-wrap: break-word;">Currently, the mouse cursor keeps the same between game states, i.e., if the game is paused or the stage is cleared then the "in game" cursor will still be used.
I think that whenever the game is paused, even better, whenever there's an overlay on screen the mouse cursor shall be the system's default. The vertical and horizontal arrows shall be used only when the game is running.
Following the least responsibility principle, I've made a new method just to handle cursor variations. It checks the game state then updates the cursor accordingly.</pre>
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<h1 style="color: #575012; font-size: 10pt; margin-top: 1.5em;">Testing </h1>
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<pre style="margin: 0; padding: 0; white-space: pre-wrap; white-space: -moz-pre-wrap; white-space: -pre-wrap; white-space: -o-pre-wrap; word-wrap: break-word;">I've played the game and then checked how the cursor changed between all game states: running, paused, between levels, game over etc.</pre>
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<h1 style="color: #575012; font-size: 10pt; margin-top: 1.5em;">Diffs</b> </h1>
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<li>gamewidget.h <span style="color: grey">(14abeaf)</span></li>
<li>gamewidget.cpp <span style="color: grey">(d808e46)</span></li>
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<p><a href="http://git.reviewboard.kde.org/r/109689/diff/" style="margin-left: 3em;">View Diff</a></p>
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