-Note: Controversial list of things currently broken and controversial
-solutions for them.
+SuperTux TODO
+=============
-Coding Standard
-===============
+This is a list of tasks and issues that might be worth to implement or
+fix. This list is however not an authorative list of things that must
+be done, its a collection of random things that pop up during
+development, therefore not everything in here might be well thought
+out or worth to implement. Use your brain before implementing anything
+on this list and always think about how useful a new feature would be
+in the context of the whole game or if a potential performance
+enhanchment, actually enhanchmes anything at all.
-* use SCons instead of CMake
+Coding Standard Stuff
+=====================
* make code clean: "-O2", "-g3",
"-ansi",
"-Winit-self", # only works with >= -O1
"-Wno-unused-parameter",
-* do not use raw pointer, especially not for Sprite and Surface
-
-* only do one variable initialization per line, not multiple as its
- currently often done in initialization list
-
* remove overuse of multi-inheritance
* remove overuse of friend'ship
* split files with multiple classes into multiple files with one class each
+* Decide what to do with magic constants of objects (static vs anonymous namespace vs lisp property)
+
+* check the code with Valgrind and profilers
+
+* use Vector in Physics for 'a' and 'v'
+
+* replace random generator with mersenne twister and/or move to external/ (maybe use boost's random stuff)
+
+* md5.hpp and random_generator.hpp could go to external/
+
+* write/finish scripts to automatically:
+
+ - make all includes relative to top level dir
+
+ - sort includes (.hpp file, then system includes, then other project files)
+
+ - include guards proper and of the form HEADER_SUPERTUX_${PATH_TO_FILE}_HPP
TODO
====
+* implement a system that allows to attach comments to specific regions in a level
+
+* implement a tool to "screenshot" a complete level
+
* GameObject::RemoveListenerListEntry: Ughs, somebody trying to
implement a list class within in the GameObject?!
-* replace random generator with mersene twister and/or move to external/
+* add --datadir DIR (data/) and --userdir DIR (~/.supertux/), allow multiple --datadir's
-* check the code with Valgrind
+* make gravity constant
-* static vs anonymous namespace
+* rename Vector -> Vector2f
-* use Vector in Physics for 'a' and 'v'
+* get rid of global SDL_Screen* screen variable
-* add --datadir DIR (data/) and --userdir DIR (~/.supertux/)
+* get rid of SCREEN_WIDTH/SCREEN_HEIGHT overuse, give them a proper name at least
-* make gravity a constant
+* resolution menu entry moves the wrong way around
-* funky side effect of too much global variables: when having a
- savegame with large or firetux and then starting that game, Tux in
- the menu background will grow and be visible that way for a fraction
- of a second
+* having dictionary_manager in Lisp is extremely ugly
-* write scripts for include sorting and include guard checking that
- can be run automatically
+* enforce proper naming of files to match their class (SomeClass -> some_class.?pp or so)
-* md5.hpp and random_generator.hpp could go to external/
+* file naming is inconsistent: some times we use '_' to separate
+ words, sometimes we don't
-* rename Vector -> Vector2f
+* collect all manager classes into globals.hpp
-* get rid of global SDL_Screen* screen variable
+* more moving directories around?
-* identify all global variables and make them ugly (g_ or globals::)
+addon/
+audio/
+control/
+gui/
+lisp/
+math/
+physfs/
+sprite/
+util/
+video/
+squirrel/
+ for generic squirrel code
+supertux/
+ worldmap/
+ trigger/
+ scripting/
+ for scripting wrapper code
+ badguy/
+ object/
-* get rid of SCREEN_WIDTH/SCREEN_HEIGHT
+* implement PNG screenshot
-* is version.h actually needed?
+* having hitbox in Sprite is fugly
-* resolution menu entry moves the wrong way around
+* write decal object that doesn't have hitbox
-* write scripts to automatically check for:
+* implement surface and/or sprite scaling (MipMaps?)
- - all includes are relative to top level dir
+* add code that compares the last Log line with the current, if they
+ are the same reject them and just output something like:
- - include guards are proper
+ * last line has been repeated X times
-* move SVN to http://code.google.com (maybe one day)
+* implement: http://standards.freedesktop.org/basedir-spec/basedir-spec-0.6.html
-* move bugtracker to http://code.google.com (much simpler, less useless)
+* workaround for Ubuntu pulseaudio/OpenAL brokeness:
-* convert worldmap from const lisp::Lisp* lisp to "const Reader&"
+$ cat ~/.alsoftrc
+drivers = oss
-* having dictionary_manager in Lisp is extremely ugly
+* peaking up/down doesn't work properly
+
+* peaking left/right should make Tux look into that direction (up/down to, needs new sprites)
+
+* keep possible future SDL1.3 upgrade in mind (what has changed?)
+
+* cleanup scripting interface
+
+* replace cloud tiles with decals
+
+* option menu has text overlap in "aspect ratio"
+
+* jumping up from an enemy doesn't make a sound?
+
+* add support for automatic scrolling backgrounds
+
+* add direct reading of Vector2f to Reader/lisp
+
+* replace bell with 'reset block', that starts to glow once bumped
+ into (or something different)
+
+* refactor Camera code, break ugly long functions into pieces and such
+
+* allow fully custom magnification levels from command line (maybe GUI
+ to if there is a proper/easy way to let the user enter numbers)
+ (--magnification or -g WIDTHxHEIGHT:ASPECTX:ASPECTY@MAGNIFICATION)
+
+* use AnchorPoint in Background instead of Alignment
+
+* allow gradients to parallax scroll like Background (make it optional)
+
+* add multicolored gradients (see Windstille source code, which can deal with Gimp gradients)
+
+* fix alpha blending in the SDL renderer, currently all sprites (Tux,
+ etc.) appear transparent
+
+* position of statistics text on the worldmap doesn't scale properly with resolution it seems
+
+* gluBuild2DMipmaps leads to blurriness, maybe lack of magic offset
+ (0.375f, 0.375f, 0.0f) or something else
+
+* font system has blending artifacts at non-1x magnifications, need to
+ have an transparent pixel between letters
+
+* add a (border #t) flag to fonts, that allows to use fonts which have
+ a 1px transparent border around glyphs, which is needed to get rid
+ of blending artifacts in OpenGL
+
+* mouse cursor has blend artifact on high magnification
+
+* shadow font glyphs bleed into other glyphs
+
+* in DrawingRequest "void* request_data;" is only free'ed, but the
+ destructor never gets called
+
+* sprite/sprite.cpp: frame should never get out of range:
+
+ if((int)frame >= get_frames() || (int)frame < 0)
+ log_warning << "frame out of range: " << (int)frame << "/" << get_frames() << " at " << get_name() << "/" << get_action() << std::endl;
+
+* Surface::hflip() is used exactly once, should probally be part of the constructor
+\f
+Scenegraph and Physics Engine Restructuring
+===========================================
+
+* random idea to restructure engine stuff (might lead to nicer code
+ and easier scriptability (and a need to rewrite lots of stuff...):
+
+class SomeBadGuy : public PhysicsCallbackListener // or use boost::function
+{
+private:
+ PhysicsPtr box;
+ SpritePtr sprite;
+
+public:
+ SomeBadGuy(Engine& engine)
+ {
+ box = engine.physics().create_box(Rectf(0,0,32,32));
+ box->register_listener(this);
+ sprite = engine.graphics().create_and_add_sprite("Foobar");
+ }
+
+ void update(float delta)
+ {
+ // not much to do, as most stuff is done internally in the engine
+ if (dead)
+ {
+ sprite->replace_with("Foobar_dead");
+ }
+ else
+ {
+ sprite->hide();
+ sprite->set_pos(box->get_pos());
+ }
+ }
+
+ // no more draw(), done by the scene graph
+
+ void on_collision(CollisionData data)
+ {
+ // respond
+ }
+};
+
+Random Notes
+============
+
+* calculate the size of an background image that should fill the screen:
+
+ image_size = (1 - parallax_speed) * screen_size + level_size * parallax_speed
+
+def calc(parallax, screen, tiles):
+ return (1 - parallax) * screen + parallax * tiles * 32
+
+\f
+Supported Resolutions
+=====================
+
+SuperTux shall support resolutions from 640x480 to 1280x800 at a magnification of 1x.
+For resolutions higher, such as 2560x1600, upscaling will be used.
+For resolutions smaller, like 320x240 downscaling will be used.
+
+Higher resolution graphics for 2x maginification might be provided.
+Lower res graphics for 0.5x maginification might be provided as well.
+
+Resolution and magnification can be freely configured by the user within the given limits.
+
+In tiles this means we have 40x25 (=1280x800px) tiles per screen.
+\f
+Graphic Tasks
+=============
-* enforce proper naming of files to match their class
+* animate cave background torch: data/images/tiles/background/backgroundtile3.png
-* get rid of DEBUG and conditional compilation, these should be
- reserved for a few tiny cases, not spread all over the code
+* do parallax tiles
-* split particlesystem_interactive
+* remove lightmap tiles
-* centralize menus
+* redraw/replace data/images/tiles/waterfall/
+\f
+Music Recode
+============
-* make a proper class out of supertux/resources.hpp
+Currently the music makes up a large chunk of the total tarball
+size. Compression could fix this:
+ ,-- Size of data/music/*.ogg
+ V
+40MB - Current quality in SVN
+24MB - Default oggenc quality (3)
+14MB - oggenc at 0 quality
+10MB - oggenc at -1 quality
+
+No audible difference on my sound setup. -- grumbel
+\f
# EOF #