Mercurial > sdl-ios-xcode
view TODO @ 5172:ededa1ccf91c
Switched the SDL 1.2 compatibility to use the window surface, so it's fast even when there's no hardware acceleration available.
This means that the YUV overlay now uses software, but that's okay since fast YUV code should be using the textures now anyway.
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Thu, 03 Feb 2011 21:13:55 -0800 |
parents | d79939f20c45 |
children |
line wrap: on
line source
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)