X-Git-Url: https://git.octo.it/?a=blobdiff_plain;f=TODO;h=29d011b45a657fb0323b51ab0ff9570c56d5e4d7;hb=9f053d810d9b429a905fa50ce79d1af17301a9a9;hp=f2a71f27e37ee4d1546fcd71c13681cf75bec56c;hpb=d16e1f8b714a3c710518e899b01a53209bcb00c3;p=supertux.git diff --git a/TODO b/TODO index f2a71f27e..29d011b45 100644 --- a/TODO +++ b/TODO @@ -35,24 +35,23 @@ Coding Standard Stuff * split files with multiple classes into multiple files with one class each -* static vs anonymous namespace +* Decide what to do with magic constants of objects (static vs anonymous namespace vs lisp property) -* check the code with Valgrind +* check the code with Valgrind and profilers * use Vector in Physics for 'a' and 'v' -* replace random generator with mersene twister and/or move to external/ - -* write/finish scripts for include sorting and include guard checking that - can be run automatically +* replace random generator with mersenne twister and/or move to external/ * md5.hpp and random_generator.hpp could go to external/ -* write scripts to automatically check for: +* write/finish scripts to automatically: + + - make all includes relative to top level dir - - all includes are relative to top level dir + - sort includes (.hpp file, then system includes, then other project files) - - include guards are proper + - include guards proper and of the form HEADER_SUPERTUX_${PATH_TO_FILE}_HPP TODO ==== @@ -62,37 +61,27 @@ TODO * add --datadir DIR (data/) and --userdir DIR (~/.supertux/) -* make gravity a constant - -* 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 +* make gravity constant * rename Vector -> Vector2f * get rid of global SDL_Screen* screen variable -* identify all global variables and make them ugly (g_ or globals::) - -* get rid of SCREEN_WIDTH/SCREEN_HEIGHT - -* is version.h actually needed? +* get rid of SCREEN_WIDTH/SCREEN_HEIGHT overuse * resolution menu entry moves the wrong way around * having dictionary_manager in Lisp is extremely ugly -* enforce proper naming of files to match their class +* enforce proper naming of files to match their class (SomeClass -> some_class.?pp or so) + +* file naming is inconsistent: some times we use '_' to separate + words, sometimes we don't * get rid of NDEBUG and conditional compilation, these should be reserved for a few tiny cases, not spread all over the code -* split particlesystem_interactive - -* Renderer::apply_config() needs to handle fullscreen switching - -* collect all manager classe into globals.hpp +* collect all manager classes into globals.hpp * more moving directories around? @@ -118,12 +107,9 @@ supertux/ * implement PNG screenshot -* GL_ARB_texture_non_power_of_two returns 1 on MatroxG450, while it - returns "Missing" in glewinfo, something wrong - * having hitbox in Sprite is fugly -* write decal object +* write decal object that doesn't have hitbox * implement surface and/or sprite scaling (MipMaps?) @@ -132,10 +118,7 @@ supertux/ * last line has been repeated X times -* file naming is inconsistent: some times we use '_' to separate - words, sometimes we don't - -* implement: http://standards.freedesktop.org/menu-spec/menu-spec-latest.html +* implement: http://standards.freedesktop.org/basedir-spec/basedir-spec-0.6.html * workaround for Ubuntu pulseaudio/OpenAL brokeness: @@ -148,41 +131,69 @@ drivers = oss * add pipe graphics that makes a 90 degree turn -* keep possible future SDL1.3 upgrade in mind +* keep possible future SDL1.3 upgrade in mind (what has changed?) * cleanup scripting interface -* remove cloud tiles, replace with decal +* replace cloud tiles with decals * option menu has text overlap in "aspect ratio" -* jumping up from an enemy doesn't make a sound +* jumping up from an enemy doesn't make a sound? * add support for automatic scrolling backgrounds -* add direct reading of Vector2f - -* replace bell with 'reset block', that starts to glow once bumped into +* add direct reading of Vector2f to Reader/lisp -* enable mipmapping +* 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 - do if there is a proper/easy way to let the user enter numbers) - (--magnification or -g WIDTHxHEIGHT:ASPECTX:ASPECTY@MAGNIFICATION) + 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 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...): + and easier scriptability (and a need to rewrite lots of stuff...): class SomeBadGuy : public PhysicsCallbackListener // or use boost::function { @@ -226,7 +237,7 @@ Subversion->Git/Mercurial/Bzr Move * right now a switch doesn't seem to be worth it * core issue right now isn't SVN, but old SVN version on lethargik.org - (lacks merge tracking and issues with viewvc) + (lacks merge tracking, issues with viewvc) * cleanup SVN to make import into other version control systems possible: @@ -278,11 +289,7 @@ Potential Git Issues * lack of sparse/narrow/shallow checkout, this means initial checkout will be 200MB instead of 100MB -* no free hoster that allows >1GB repositories (haven't checked all, - but those I did came out way short) -> could use lethargik.org - -* some free hosters that might allow >1GB repositories don't allow - having multiple repositories +* no free hoster that allow multiple >1GB repositories -> could use lethargik.org * git submodule doesn't seem to be quite ready to replace our trunk/supertux, trunk/supertux-editor, trunk/media/, ... layout as @@ -332,4 +339,19 @@ Random Notes def calc(parallax, screen, tiles): return (1 - parallax) * screen + parallax * tiles * 32 + +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. + # EOF #