TODO.txt 9.2 KB

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  1. --------- ALL LONG TERM TASKS / FIXES BELONG TO GOOGLE DOCS: ImplementationTODO OR PossibleImprovements ----------
  2. ----------------------------------------------------------------------
  3. Assembly refresh
  4. When serializing Camera I cannot save the reference to RenderTexture. Make it a Resource?
  5. Possibly set up automatic refresh in debug mode after initialization? As an ad-hoc unit test
  6. Modal windows are set up as persistent but I don't serialize their internal data anywhere
  7. ----------------------------------------------------------------------
  8. C# Material/Shader:
  9. TODO - Material/Shader has no color type so I cannot know when to display normal vector and when color in inspector
  10. TODO - Implement param block and sampler support
  11. TODO - When creating a Material without a shader, a default one should be used, at least in editor
  12. TODO - Setting Material array parameters isn't possible from C#
  13. GUIResourceField doesn't distinguish between tex2d, tex3d and texcube.
  14. ---------------------------------------------------------------------
  15. ProjectLibrary import
  16. I'm not sure if queued dependencies are handled properly. They're handled on an internal ProjectLibrary loop but perhaps I should
  17. return them in checkForModifications?
  18. ----------------------------------------------------------------------
  19. Project window
  20. Test rename & delete
  21. Later:
  22. - Hook up ping effect so it triggers when I select a resource or sceneobject
  23. - Add ping to SceneTreeView
  24. - Consider delaying search until user stops pressing keys (so not to have thousands of search results in the initial stages)
  25. - Save & restore scroll position when Refresh happens
  26. - Center labels and add a couple of pixels border from the selection rectangle
  27. ----------------------------------------------------------------------
  28. Resources
  29. - Load/Unload/UnloadUnused
  30. - Uses same paths as ProjectLibrary
  31. - It uses different logic depending on Application.isEditor
  32. - If not in editor then a different path is used
  33. - That path is ..\..\Data (relative to the executable)
  34. - When in editor it also does special ProjectLibrary check to ensure that resource is included in final project
  35. - Internally just calls Resources (C++) Load/Unload/UnloadUnused
  36. - Need a flag in ProjectLibrary to include a resource in the final build
  37. - Need to be able to set that flag from C# (Likely through ProjectLibrary) interface
  38. - The final build procedure for the game would then be:
  39. - Copy all the prebuilt binaries (Banshee libraries, Banshee assemblies, 3rd party libraries and prebuilt executable) from Editor install folder to output folder
  40. - Which set of binaries is used depends on selected platform (e.g. win/mac/linux or 32/64bit)
  41. - Recompile script assemblies if needed and copy them from project Internal folder to output folder
  42. - Copy the Builtin resources for engine from Editor install folder to output folder
  43. - Copy all the resources marked with the flag mentioned above to \Data subfolder in the output folder, preserving the same asset structure
  44. ----------------------------------------------------------------------
  45. Simple stuff
  46. When cursor moves from input box to title bar it remains an input cursor (assuming this is because the non-client area)
  47. Other simple stuff:
  48. - Inject an icon into an .exe (Win32 specific)
  49. - C# wrapper for GUISkin (and a way to assign the current skin to a window)
  50. - Move all the code files into subfolders so their hierarchy is similar to VS filters
  51. - Font doesn't have a C# interface
  52. - Get rid of PoolAlloc and other unused allocators (plus fix bs_new and others which have weird overloads)
  53. - Call stack from C# to use in Debug.Log calls
  54. - Get rid of event callback from HString and figure out a better way
  55. - GUI TextureField similar to ResourceField but it displays the texture it has assigned
  56. - Better handle and gizmo shaders
  57. - Splash screen
  58. ----------------------------------------------------------------------
  59. Handles
  60. When scaling using center make sure to offset the object before scale
  61. Handles should probably not having shading, or have better shading.
  62. Rotate handle:
  63. - How to handle local/global with rotate handle?
  64. - This maybe just determines initial rotation of the handle?
  65. - I don't think my code properly handles rotation handle transforms (e.g. arc drawing)
  66. Ideally free scale handle indicator should always render and be interactable and never be hidden by axis scale indicators (Not high priority)
  67. Later:
  68. - Raycast snapping Ribek suggested
  69. ----------------------------------------------------------------------
  70. Include files:
  71. Test:
  72. - Try preprocessing using one RenderAPi and then load the shaders using another and see if they're created normally
  73. - Test if default values work
  74. - Test project library dependant resources (e.g. changing an include and seeing if shader is reimported)
  75. ----------------------------------------------------------------------
  76. Scene View
  77. AFTER I have scene widget in C#:
  78. - Test custom handles from C#
  79. - Test handle snapping
  80. Make sure that camera controls only work when scene view is in focus
  81. ----------------------------------------------------------------------
  82. Other
  83. There is a memory corruption happening. Haven't determined where exactly but it's possible it has something
  84. to do with the opening of ColorPicker window. One time I got a heap read after delete error caused by GUIManager
  85. attempting to allocate a new transient mesh, and another time I got a hang when inserting a script object into a std::set.
  86. Got a crash on shutdown that was caused by locking a mutex in an Event destructor. Event was Platform::onMouseCaptureChanged.
  87. Issue happened when I closed the app via the X button (if that's relevant). It doesn't seem to happen always.
  88. - This is likely due to some other error. When VS finds an exception it triggers a dialog box which triggers the msg loop in-engine and causes another exception.
  89. Create a stack allocatable custom vector implementation and make getResourceDependencies and getCoreDependencies use it.
  90. - These methods are called often and cause allocations whenever they are.
  91. ----------------------------------------------------------------------
  92. Multi-resource saving
  93. - Modify Font so it doesn't contain a texture, but instead keeps a handle to it
  94. - Register it in its meta file
  95. - When saving such a resource with dependencies save the contained files to a sub-directory with the same name as top level resource
  96. - If it already exists in the manifest at a different location do it anyway, keep the other copy as-is in case user wanted it that way
  97. - I'm not sure whether to do this for all Resource::save calls or only ones originating from ProjectLIbrary?
  98. /*********************************************************************/
  99. /************************ LESS IMPORTANT *****************************/
  100. /*********************************************************************/
  101. ----------------------------------------------------------------------
  102. Mono notes
  103. I can get mono errors by checking g_print calls in goutput.c
  104. - Calling thunks incorrectly can cause those weird errors with no real callstack
  105. Running embedded mono with VS attached causes managed null refs to be registered as access violations
  106. There seems to be a bug in Mono when passing complex structs from C# to C++. e.g. passing Rect3 as a parameter
  107. will corrupt the parameter after it, even if layout and size is exact as the C++ version.
  108. Rect3 has child structs (Vector3) which could be the reason. Be aware of other similar problems.
  109. Mono cannot marshal structures? Taken from their documentation:
  110. Internal calls do not provide support for marshalling structures. This means that any API calls that take a structure
  111. (excluding the system types like int32, int64, etc) must be passed as a pointer, in C# this means passing the value as a "ref" or "out" parameter.
  112. ----------------------------------------------------------------------
  113. MenuItem
  114. LATER: Add keyboard controls to GUIMenuBar (left/right arrows should move between entries if user is not browsing a sub-menu)
  115. - esc should cancel out of the menu bar
  116. - alt should focus the menu bar
  117. ----------------------------------------------------------------------
  118. VisualStudio integration
  119. VS integration will likely not work with VSExpress or Community edition
  120. - VSExpress doesn't support EnvDTE so the only option is to open it using a shell command which doesn't seem to offer precise parameters
  121. - Community edition should work similarily to Pro, but might have a different executable and/or registry paths
  122. For later:
  123. - Make sure that 3rd party assemblies can be imported in the project, and that they are properly referenced in VS project generation and compilation
  124. ----------------------------------------------------------------------
  125. Script compilation
  126. For later:
  127. - I need to hook up script compilation with assembly refresh, and the build system.
  128. - e.g. when recompiling inside the editor it should automatically start compiling when changes are detected,
  129. show some kind of visual indicator and refresh assemblies when its done. When publishing it should recompile
  130. assemblies for release. Also hook up console to compiler output?