Todo List
- Class Audio
- Add WAV format
Convert sound type (freq,chan,bps) in realtime (all sounds (not music) play as a single, specifiable format. default is 44khz 2ch 16bps)
Shared temp buffers for streaming music and sound data
Support built-in cross-fading of music
Clean up and finish off sound/soundinstance and priorities
- Class Bitmap
- Update Clip code to handle offset/pitch. Might be fixed, but needs cleaning up (transforms and such)
Additive blitting
Make TransformCoordinates non-inline
- Member Bitmap::Blit (int x1, int y1, int x2, int y2, Bitmap &target, int x, int y, unsigned short modulate=0xffff, unsigned char alpha=255, Transformation transformation=NoTransformation) const
- This test must take transformations into account
- Member Bitmap_16bitAlphaCrop::Bitmap_16bitAlphaCrop (const Image &image, bool dither=false)
- **** FIX THIS SECTION - NO NEED TO DITHER ENTIRE IMAGE ***
- Class Bitmap_RLE16
- Clipping
Optimize for masked/unmasked/clipped/unclipped
Add methods to conform to Bitmap interface (Copy, transformations etc)
Move blit implementations to BlitterRLE16/CopperRLE16
Rendering bug when hPitch!=width. Rewrite the renderer to make it work properly. Row-by-row storage?
- Class Bitmap_RLE8
- Refactor and clean up
Add methods to conform to Bitmap interface (Copy, transformations etc)
- Class Blitter
- Additive blitting + more blend modes
- Class DragAndDropSprite
- Make a proper implementation of this
- Class Filename
- Option to silently correct a filename (no assert for incorrect ones)
- Class Font
- Cleanup and prioritize new format
- Class Image
- More transformations/manipulation (contrast, saturation, hue, blur, sharpen, resize...)
Get rid of orientation stuff - it goes in the bitmap instead
- Class InputManager
- Gamepad support
Mapping system (from QtickyEngine?)
Event system, where gamestates can register for the Input events it's interested in, and be called when they are triggered only. This is so we can have a fully event-driven gamestates (no need to poll input manager in the Update function, which should make things cleaner, and make most GameStates not need an Update function)
- Class MarkupTextManager
- Centered text (irregular backgrounds)
Refactor and cleanup
- Class Platform_3D
- Documentation
- Class Platform_3D_IndexBuffer
- Documentation
- Class Platform_3D_Texture
- Documentation
- Class Platform_3D_VertexBuffer
- Documentation
- Class Platform_Input_KeyboardDevice
- Documentation of the buffered input methods
- Class Platform_Network
- Documentation
- Class Platform_Network_Client
- Documentation
- Class Platform_Network_Server
- Documentation
- Class Platform_Win32_OS
- Have mouse cursor revert to default when placed over the window title bar or borders
- Class Platform_Win32_Screen_Technology
- Make RGBModulate16 and RGB16TO32 non-inline
- Class QuadBlitter
- Add support for clipping
Add support for modulate blitting
Add support for additive blitting
Add copper functionality (for copying alpha channels and filling alpha)
- Class Sprite
- Documentation. Possibly the most important system to document, as it's used extensively all the time
Additive
Rotation
Scale
Mouseover bounding box
- Class SpriteAction
- Refactor/Redesign/Cleanup (structs?)
Make sure origin is supported for all actions
Sprite action for animation
- Class SpriteSystem
- Add new sprite types for basic shapes: Rectangle and maybe line, circle etc...
- Class XMLObject
- Implement XmlWriteStream
- Class XMLVariant
- Move implementation to .cpp file
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