X-Git-Url: https://git.octo.it/?a=blobdiff_plain;f=TODO;h=efaf6915a5ce6f565338c3642ffdad1dfe8f0829;hb=1dbfca6da79c0fe80b2edb9fac64afd7cfe63346;hp=5402588ce568b9f54a9e2ce86210b3cd4b22f23b;hpb=aeb197db9cbf48b98fbb3a11eabef08e87459d22;p=supertux.git diff --git a/TODO b/TODO index 5402588ce..efaf6915a 100644 --- a/TODO +++ b/TODO @@ -1,10 +1,17 @@ -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", @@ -20,11 +27,6 @@ Coding Standard "-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 @@ -33,73 +35,54 @@ Coding Standard * split files with multiple classes into multiple files with one class each -* switch to using SqPlus for squirrel bindings +* Decide what to do with magic constants of objects (static vs anonymous namespace vs lisp property) -* implement basic graphics in SDL 1.3 and only special eye-candy in OpenGL +* check the code with Valgrind and profilers +* use Vector in Physics for 'a' and 'v' -TODO -==== +* replace random generator with mersenne twister and/or move to external/ (maybe use boost's random stuff) -* GameObject::RemoveListenerListEntry: Ughs, somebody trying to - implement a list class within in the GameObject?! +* md5.hpp and random_generator.hpp could go to external/ -* replace random generator with mersene twister and/or move to external/ +* write/finish scripts to automatically: -* check the code with Valgrind + - make all includes relative to top level dir -* static vs anonymous namespace + - sort includes (.hpp file, then system includes, then other project files) -* use Vector in Physics for 'a' and 'v' + - include guards proper and of the form HEADER_SUPERTUX_${PATH_TO_FILE}_HPP -* add --datadir DIR (data/) and --userdir DIR (~/.supertux/) +TODO +==== -* make gravity a constant +* implement a system that allows to attach comments to specific regions in a level -* 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 +* implement a tool to "screenshot" a complete level -* write scripts for include sorting and include guard checking that - can be run automatically +* GameObject::RemoveListenerListEntry: Ughs, somebody trying to + implement a list class within in the GameObject?! -* md5.hpp and random_generator.hpp could go to external/ +* add --datadir DIR (data/) and --userdir DIR (~/.supertux/), allow multiple --datadir's + +* 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, give them a proper name at least * resolution menu entry moves the wrong way around -* write scripts to automatically check for: - - - all includes are relative to top level dir - - - include guards are proper - -* move SVN to http://code.google.com (maybe one day) - -* move bugtracker to http://code.google.com (much simpler, less useless) - * having dictionary_manager in Lisp is extremely ugly -* enforce proper naming of files to match their class - -* 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 +* enforce proper naming of files to match their class (SomeClass -> some_class.?pp or so) -* Renderer::apply_config() needs to handle fullscreen switching +* file naming is inconsistent: some times we use '_' to separate + words, sometimes we don't -* collect all manager classe into globals.hpp +* collect all manager classes into globals.hpp * more moving directories around? @@ -125,13 +108,177 @@ supertux/ * implement PNG screenshot -* GL_ARB_texture_non_power_of_two returns 1 on MatroxG450, while it - returns "Missing" in glew info, 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?) +* add code that compares the last Log line with the current, if they + are the same reject them and just output something like: + + * last line has been repeated X times + +* implement: http://standards.freedesktop.org/basedir-spec/basedir-spec-0.6.html + +* workaround for Ubuntu pulseaudio/OpenAL brokeness: + +$ cat ~/.alsoftrc +drivers = oss + +* 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 + +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 + + +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. + +Graphic Tasks +============= + +* animate cave background torch: data/images/tiles/background/backgroundtile3.png + +* do parallax tiles + +* remove lightmap tiles + +* redraw/replace data/images/tiles/waterfall/ + +Music Recode +============ + +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 + # EOF #