Mercurial > sdl-ios-xcode
view TODO @ 4876:876f97bc7275
Documentation clarification
author | Sam Lantinga <slouken@libsdl.org> |
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date | Sun, 29 Aug 2010 22:12:59 -0700 |
parents | d79939f20c45 |
children |
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Eli Gottlieb's checklist for the GSOC shaped windows project. Dated July 9, 2010. 1. Enable proper linking of the X11 implementation and test it. --> Find the place in the build system for platform-specific linking flags. STATUS: DONE --> Add a linker flag to bring in libXext.a. STATUS: DONE. 2. Build the Win32 implementation of shaped-windows functionality. --> Add driver functions to the SDL_ShapeDriver in the Win32 driver's SDL_DisplayDevice at the proper point in the code. STATUS: CHECK. --> Add a hook in the Windows resize-window code to call Win32_ResizeWindowShape(). STATUS: CHECK. --> Get the Windows code to build and run properly. STATUS: IN PROGRESS. 3. Enable building the testeyes program. --> Reprogram it to use the latest shaped-windows API. STATUS: CHECK. --> Get it, along with the rest of the test suite in my branch, building successfully. STATUS: DONE. --> Debug testeyes and the platform-specific shaped-window implementations in tandem. STATUS: IN PROGRESS. 4. Implement the SDL shaped-windows API for Mac OS X using Cocoa. STATUS: IN PROGRESS --> Locate (once more) the API documentation for shaped windows under Cocoa. STATUS: NEARLY FINISHED. --> Design and encode a version of SDL_ShapeData for Cocoa. STATUS: IN PROGRESS. --> Write Cocoa_CreateShaper(). STATUS: MOSTLY DONE, AFAIK. --> Write Cocoa_ResizeWindowShape(). STATUS: DONE, AFAIK. --> Write Cocoa_SetWindowShape(). STATUS: IN PROGRESS. --> If necessary, implement functionality adjunct to SDL_CalculateShapeBitmap() for Cocoa usage. 5. Use testeyes to debug all implementations. STATUS: SPRINT + 2. --> Debug Cocoa implementation. --> Debug Win32 implementation. --> Debug X11 implementation (again). 1.3 release checklist: * http://wiki.libsdl.org/moin.cgi/Roadmap * See why windows are being rearranged. Is the shield window not up? * Make sure you can create and show a fullscreen window in one step * Figure out how to handle OpenGL context lost on Mac OS X (does it happen?) * Write automated test case for multi-draw APIs * Make sure you can build SDL without the renderer to slim it down a bunch * Implement assertion code on iPhone * Add __WINDOWS__ in addition to __WIN32__ * Check 1.2 revisions: 3554 - Need to resolve semantics for locking keys on different platforms 4874 - Do we want screen rotation? At what level? 4974 - Windows file code needs to convert UTF-8 to Unicode, but we don't need to tap dance for Windows 95/98 4484, 4485 - Verify that SDL's Windows keyboard handling works correctly 4865 - See if this is still needed (mouse coordinate clamping) 4866 - See if this is still needed (blocking window repositioning)