[Kde-games-devel] Review Request: Port KMines to KGameRenderer

Brian Croom brian.s.croom at gmail.com
Thu Sep 2 22:13:38 CEST 2010



> On 2010-09-02 08:43:12, Dmitry Suzdalev wrote:
> > /trunk/KDE/kdegames/kmines/borderitem.cpp, line 29
> > <http://svn.reviewboard.kde.org/r/5192/diff/1/?file=34844#file34844line29>
> >
> >     isEmpty() is more qt-style ;)

Heh good point. I have STL habits deeply ingrained. Changed.


- Brian


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On 2010-08-30 07:34:33, Brian Croom wrote:
> 
> -----------------------------------------------------------
> This is an automatically generated e-mail. To reply, visit:
> http://svn.reviewboard.kde.org/r/5192/
> -----------------------------------------------------------
> 
> (Updated 2010-08-30 07:34:33)
> 
> 
> Review request for KDE Games, Stefan Majewsky and Dmitry Suzdalev.
> 
> 
> Summary
> -------
> 
> This patch ports KMines to use KGameRenderer.
> 
> The only complication for this one was the layered pixmaps used when displaying cells. As for KReversi, I added KGameRenderedItem instances as children of the cell item, which seems to work well. Let me know what you think of the implementation in this case.
> 
> 
> Diffs
> -----
> 
>   /trunk/KDE/kdegames/kmines/CMakeLists.txt 1168585 
>   /trunk/KDE/kdegames/kmines/borderitem.h 1168585 
>   /trunk/KDE/kdegames/kmines/borderitem.cpp 1168585 
>   /trunk/KDE/kdegames/kmines/cellitem.h 1168585 
>   /trunk/KDE/kdegames/kmines/cellitem.cpp 1168585 
>   /trunk/KDE/kdegames/kmines/main.cpp 1168585 
>   /trunk/KDE/kdegames/kmines/mainwindow.cpp 1168585 
>   /trunk/KDE/kdegames/kmines/minefielditem.h 1168585 
>   /trunk/KDE/kdegames/kmines/minefielditem.cpp 1168585 
>   /trunk/KDE/kdegames/kmines/renderer.h 1168585 
>   /trunk/KDE/kdegames/kmines/renderer.cpp 1168585 
>   /trunk/KDE/kdegames/kmines/scene.h 1168585 
>   /trunk/KDE/kdegames/kmines/scene.cpp 1168585 
> 
> Diff: http://svn.reviewboard.kde.org/r/5192/diff
> 
> 
> Testing
> -------
> 
> Brief testing has revealed no regressions. Resizing and theme changes work properly.
> 
> 
> Thanks,
> 
> Brian
> 
>

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