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itgmania212121/stepmania/TODO.glenn
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2002-09-30 20:55:45 +00:00

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This is mostly a scrap pad for my TODO's, in a place others can see them.
Feel free to add--preferably signed--comments, though actual discussion
is better held on the list than in a CVS document. :)
Some of this is stuff I'm not quite sure how to deal with, but too
low-pri to bother bringing up on the list.
********
All of our graphics are scaled for 640x480. We should have some way
to specify the native resolution of graphics, so we can have 1024x768 or
higher graphics when it's useful. (For example, the radar kanji could
look a lot better.)
Maybe eg "200%" to specify the image is scaled twice as large as other images?
Actually, entire thremes could be high-res, so it might be useful to
have a more general way to do this (perhaps a way to specify a hint
for a whole directory?)
********
Enable antialiasing for the radar lines. It's extremely cheap for
simple lines, and the aliasing makes the radar look really ugly.
********
Stuff in the song cache never dies unless the version changes. We don't
want to erase songs we didn't load; I frequently move song paths out of
the search path while debugging (for fast loads) and I don't want that
to lose cache. Hmm. Access time?
Similar problem with high scores; I don't load all of my songs when
debugging, and I lose my scores.
(Not sure how to do this either.)
********
Triple-buffering.
Is there an easier way to switch buffers on vsync in parallel with
rendering without starting another thread?
(Wait for OpenGL.)
********
It'd be nice if we could go straight from one screen to another, tweening
one off and the other on simultaneously (with a delay so it doesn't
look like a jumble, but in parallel).
Here's the idea:
Old menu displays its keepalive, and preps the new screen. Then, add
the new screen to the top of the screen stack, the old menu hides its
keepalive, then the old screen tweens out while the new screen tweens
in. (This will need some tuning; they shouldn't both start at once, since
there'll be too much onscreen and it'll just look like a jumble.)
********
We have different kinds of things we want to trace, and different
places to put them.
We have normal debug traces. There are lots of these, and they go to
the console and log.txt. Since there are so many, we only want to
include recent ones in crash dumps. (All other types of output should
also go here.)
We have at least two kinds of warnings:
1. Things that are possibly our fault, that we want to receive bug
reports about, but that aren't fatal. DirectShow failing to start
for an unknown reason (this does not include missing codecs), unexpected
data from a USB device (eg. requesting 3 bytes from a Pump pad and only
getting 2).
2. Errors that probably aren't our fault (that we don't want bug reports
about). These are predictable problems, that we expect to happen, but
also aren't fatal. MSD parse errors, missing song files, missing
announcer directories (except in Empty; that'd be our fault = #1);
DS failing due to a missing codec. Since we expect these to happen,
we can also include a "tip" section for the warnings; for example, if
an AVI is missing a codec we know about, we can point the user to the
codec's website.
Some users won't want to see one or both of these at all. ("Okay, it
can't load the doubles steps; I don't want to have to edit the song
to fix it, so stop bugging me about it." "Okay, I've reported that bug;
stop bugging me.")
We have important debug traces; these are normal (unlike Warn), but
should always be included in crash dumps. This includes things like
video card info and which input devices were found. All of these
should go to the debug log.
Right now, warnings are easily lost in the debug flood, and aren't seen by
non-developers running release builds. Put warnings in a grayed-out edit
box, so they can be easily copied.
I'll probably do this once I figure out a good place to display warnings.
*********
We have lots of big things that need to be portable; most of those
are obvious (renderer, joysticks, keyboard, sound, etc.) Less
obvious, minor ones here that nonetheless need to be done:
* use / as a filename separator, not \
Change this in song data at load time, too.
* no #pragma once
* MFC->STL is hard, because most STL implementations aren't very STL.
g++ 3.1 is much better, but VC6 isn't. (How is VC7?)
(This is long-term.)
*********
An override file. Some people put their data on CD; it'd be nice to
be able to tweak song data without actually rewriting the whole thing.
Also, some people may not want to modify the original data at all
("keep the source data prestine!"). I'm not sure if this should be
done with internal data (eg. specific to given song options) or
generic, applying to given .SM #OPTIONs. The latter is cleaner, but
we don't always load from .SM's. (Hmm, maybe a way to apply SM
options on top of a loaded song?)
This shouldn't allow changing steps at all (but it should allow changing
difficulty for existing steps).
UI is tricky. Perhaps just the EditMenu song selector, with an icon
or color showing songs that currently have overrides ...
(Useful but I don't need it right now, so "some day".)
********
A single options menu; toggle "graphics", "game options", "key
config", etc. as a separate option at the top to toggle which option
set is visible. Too much stuff on the main menu.
Don't put the game toggle here; it's used too much.
(Soon, but probably not for b6.)
********
Debug options. Options that most users don't need, but I don't want
to edit .INIs manually. I'll be adding a vsync toggle soon; most
users should never want to disable it (most people who think they
want to really don't :) so it's just clutter the main graphics menu.
Show FPS can go here, too.
********
I don't like needing to use the keyboard to configure my pad; it's
awkward. A mode to simply scan through inputs isn't good; it'll be
too easy to make false inputs. Delayed inputs suck (eg. bmdx).
Not sure how to deal with this, but it's minor. If we get BM support,
configuring two controllers one key at a time would be a pain. (KM
even more so.) In that case, we can just scan, though.
Low-pri; I'll do this if I figure out a good way.
********
Also, we have special cases for different hardware, and we'll only
be getting more of these (such as the converter that toggles on the
axis when opposite pad buttons are pressed); an autodetection mode
would be useful, so the user doesn't have to play with options.
"configure DDR pad via USB converter" -> "press up"; we know if we
need to ignore the axis; if not, "press up and down"; we know if we
need the toggle axis workaround.
This is probably difficult to implement reliably without having
access to all of the distinct adapter types, since this is very
special-cased.