Forge version 1.5.8

Tentative target release date: Friday December 27.
High Quality Resources for Collectible Card Games
https://www.slightlymagic.net/forum/
https://www.slightlymagic.net/forum/viewtopic.php?f=52&t=12906
I'm working on general Deck Editor usability improvements, so it's not out of scope. It's also a good idea.moomarc wrote:Looks good to me. Thanks Dan.
Then, a little outside the scope of your current work, but thought I'd suggest it while you're working in the deck editors. Would it be possible to add the "add card" button to the current deck section allowing the user to increase a card's count without having to find it again in the available cards. It has been a common request, but its beyond my current skill unfortunately. Constructed mode would be the easiest mode to implement it, while draft, sealed and quest would first have to check that the card is still available before the button would be enabled.
I put that logic in core because I want it to be sharable between the desktop and mobile modules eventually. Putting it in forge-gui wouldn't allow that, and there's no other module where it would be supported. I made it a separate HashMap indexed by card name, and simply added a getPrefs function to IPaperCard for ease of access from DeckEditor logic. I even kept the file path as a constant on forge-gui so it could be stored at a different location on a mobile device. How exactly is all that breaking the rules?Max mtg wrote:Dan, those stars must not change any class in core module, because "being player's favourite card" is not an intrinsic property of a paper card. Only those properties are intended to be kept in classes declared in core.
So, please implement that without changing anything in common modules.
I have rolled back your changes from forge-core, but didn't yet remove if from in game card class, because game module is not separated yet.
Should you change the core module again without a solid reason, I'll have to raise the question of pre-moderation of commits to ceratain modules.
drdev wrote:I just committed an improvement to FDialog to use rounded borders and show the theme background texture (with the theme overlay color applied to prevent it being too opaque). I also made it so the main overlay is shown while the dialog is open. The result looks something like these:
Now that I'm happier with the look of these dialogs, my next step will be to translate other non-skinned message boxes to use this new look. Please let me know if you have any questions or concerns about this.
Thanks.
-Dan