Minor
Further simplifications.
Remove the concept of a 'TwistyActivity' altogether.
Hide most of the TwistyActivity methods inside objectlib.
Bugfix: we shouldn't be calling TwsityObject.solve() directly from the app, only through ObjectControl.solveOnly().
Simplifications
Move RubikControl to objectlib (as 'ObjectAutomator')Hide ObjectPreRender inside objectlib and move its APi to ObjectControl.
1. Remove 'db level' from objectlib (this belongs to the app!)2. change ScreenPlay's 'mObject' to be an ObjectType.
Remove from ObjectType info which row given object is supposed to be in. This belongs to the applcations.
Move ObjectControl, the next big chunk of code, to objectlib.
Move PreRender to objectlib.This code is now shared betweeen the Rubik and Tutorial activities.
Move yet more code to objectlib.It's almost possible to move the PreRender to objectlib now.
Move yet more code to objectlib.
Move more code to objectlib.
Simplify TwistyObject's API.
Correct a recently introduced bug with restoring records.Slightely simplify ObjectType.
Reename ObjectList to a more logical ObjectType.
Simplify ObjectList: now there's just one object per size.
Simplify objectlib's API.Correct a recently introduced bug with resetting texture maps.
Move QuatHelpeer to distorted-library
Remove all the flags - those are now in a separate module
add two missing files
Remove all files that have been separated into a new library 'objectlib'
Prepare the 'objectlib' package to be separated into a library module
Rename some assets for consistency
Refactoring: split the 'objects' package into two, 'objects' and 'objectlib'.The point: we're going to need to move the 'objectlib' stuff into its own library module, and that's because we're going to create a new app module which needs access to it.
Important bugfix.
Remove redundant variable.
Do away with the last method in the object Movement classes. Remove the object Movement classes altogether.From now on the implementation of a TwistyPuzzle is 100% data, no code at all.Next step: make the implementation a (generated?) (XML?) file.
Next step on the way to completely do away with object Movement classes.
Correct the cuts of Mega/Kilominx.
Major abstraction - automatically compute the 'computeRowFromOffset()' function from CUTS.Still one thing left: it appears like the CUTS of Mega/Kilominxes are not correct.
Abstract the next function, computeRowFromOffset(), out of the individual Movement classes.Still two issues:
1) mysterious 1.5 multiplier in Movement122) in Movement8, moving the offset works only if the rotAxis are face-turning, i.e. they connect the centers of the opposing faces of the octahedron.
Remove class referencees from ObjectList.
MOve the FOV from ObjectList to individual object classes.
Introduce abstract 4,6,8 adn 12 classes.
Move the Movement class from ObjectList to individual object classes.
Realize that the Movements of Rex, Redi, Dino and the Skewbs are all identical and convert those 4 classes into one MovementCornerTwisting.
Make computing the offset in the Movement class more correct. From now on, in the center of the face the offset if always 0 regardless of the axis.Before it would always assume that we can add DIST2D to the offset which is originated at the center of the face and this way get an offset which spans from 0 to height of the face. This is not always true - conterexample: half of the triangluar faces of an octahedron which are 'upside down'
Move actual solving the object to PreRender.
(before we had a 'solveObejct()' in preRender already, but that one just starts the Solve Effect!)
Abstract out some methods from the Movement classes. only two remain now: rowFromOffset and enabledAxis.
Make the Kilo and Megaminxes standard size (dodecahedron size=3,5, i.e. equal to numLayers so that DIST2D and DIST3D are standard)
Make the Ultimate standard size (dodecahedron size=2, i.e. equal to numLayers so that DIST2D and DIST3D are standard)
Make the Skewbs standard size (cube size=2,3, i.e. equal to numLayers so that DIST2D and DIST3D are standard)
Make Rex standard size (cube size=3, i.e. equal to numLayers so that DIST2D and DIST3D are standard)
Make Jing standard size (tetra size=2, i.e. equal to numLayers so that DIST2D and DIST3D are standard)
Make Ivy standard size (cube size=2, i.e. equal to numLayers so that DIST2D and DIST3D are standard)
Make Helicopter standard size (cube size=3, i.e. equal to numLayers so that DIST2D and DIST3D are standard)
On second thought, come back to Vector. The problem: before we had the potentially blocking function 'effectFinished' inside our synchronized block.
1) add missing call to BlockController.onPause() / onResume() to the Tutorial activity2) rearrange BlockController's error reporting to make the case where the MessageSender thread has died separate3) in such case, resurrect the thread4) simplify and harden the EffectMessageSender
Correct height of the tutorial dialog.
Up version to 1.8.6
Add Mirror 2x2 tutorials.
Increase NODE_RATIO, i.e. the height/width ratio of the DistortedNode behind the object (before with 1.4, if one scrambled the Mirror Cube and made it the largest possible, corners were cut off form the top and bottom)
Mirror Cubes: re-enable meshes; update meshes.
Mirror Cubes: make them still more off-center.
Mirror Cubes: make them a bit more off-center.
Mirror Cubes: add meshes and icons.
Add Mirror Cube 2x2 and 3x3.
Make object scrambling abstract (well, almost - with exception of Square-1 - this theoretically could also be done the generic way, but this would require almost 20000 'ScrambleStates')
Some more debugs for the case when the UI is blocked.
safety!
Improvements for the PopupWindows: now they work:
1) on Android 11, everywhere2) on Android 10,9,8.1,8.0 - in case of fullscreen and split-screen modes; pop-up mode still does not work.3) on Android <= 7.0 : there should be no pop-up mode, so they should be working in all cases
Defer initialization of statics in RubikNetwork till we actually need them.
Remove statics from the TwistyObject class.
Fix play screen popups in case the whole app is in 'multi-window' or 'pop-up window' state.
Simplify Play Screen popups.
Make the 'Play' popup always fit within the window height.
Remove statics from the Ultimate class.
Remove statics from the Square classes.
Remove statics from the Skewb class.
Remove statics from the Rex class.
Remove statics from the Redi class.
Remove statics from the Pyraminx class.
Remove statics from the Minx classes.
Remove statics from the Jing class.
Remove statics from the Ivy class.
Remove statics from the Helicopter class.
Remove statics from the Dino classes.
Remove statics from the Diamond classes.
Remove more statics from the Bandaged Cube classes.
Remove statics from the Cube classes.
Remove statics from the Bandaged Cube classes.
Fix the problem reported by Samsung -
1. Fire off the app2. minimize it, select 'Multi window'3. put some other app in the lower half of the screen4. close the lower app5. our app used to fail to display the upper and lower menu bars.
Convert Square-2 to the new generic scrambling algorithm.
In order to do it we need to introduce a third, artificial rotational axis - otherwise the algorithm would make it impossible to rotate the lower layer and immediatelly after - the upper.
Fix the Square-2 isSolved() (it was wrong even before!)
Convert the Pyraminxes to the new scrambling paradigm.This leaves only the two Squares.
Convert the 4 Minx'es to the new scrambling paradigm.
Convert the Redi to the new scrambling paradigm.
Introduce pseudorandom balancing into scrambling to all the other already converted objects, i.e. everytihng except for Pyraminxes, Squares, Minxes and the Redi.
Introduce pseudorandom balancing into scrambling in case of the two Dinos (from now on, the more times a particular (ax,layer) combination has been chosen already in the scrambling sequence, the less likely it is to be chosen next).Fix Dino6 - isSolved(). Sadly, it cannot be the geeneric function - it needs to be another special case.
Convert the Cubes of all sizes to the new, unified scrambling method.