TODO.txt 9.8 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. ----------------------------------------------------------------------
  7. Project library
  8. My GUID generation is screwed up. If multiple GUIDs are generated in succession then the timestamp will remain
  9. the same and the only variable will be the 4byte random number, which can sometimes end up identical to the previous number.
  10. ----------------------------------------------------------------------
  11. C# Material/Shader:
  12. TODO - Material/Shader has no color type so I cannot know when to display normal vector and when color in inspector
  13. TODO - Implement param block and sampler support
  14. TODO - When creating a Material without a shader, a default one should be used, at least in editor
  15. TODO - Setting Material array parameters isn't possible from C#
  16. GUIResourceField doesn't distinguish between tex2d, tex3d and texcube.
  17. ----------------------------------------------------------------------
  18. Project window
  19. FBXImporter:
  20. - It should use DefaultMeshData
  21. - It should use and apply MeshImportOptions
  22. TODO:
  23. - Implement C# and Script mesh
  24. Simple tasks:
  25. - Add C# context menu support for GUI elements
  26. - Hook up windows drag and drop support
  27. - Hook up drag and drop internal to project window
  28. - Hook up drag and drop that interacts with scene and hierarchy windows
  29. - Ensure dragging near scroll area border scrolls the area
  30. - Add search bar
  31. - Add directory bar
  32. - Add DropDownWindow type that contains size options
  33. Test:
  34. - Basic look & navigation, selection/deselection
  35. - Cut/Copy/Paste/Duplicate
  36. - Ping scroll and effect
  37. Later:
  38. - Shift and ctrl-click to select multiple entries
  39. - Drag to select multiple entries?
  40. ----------------------------------------------------------------------
  41. Resources
  42. - Load/Unload/UnloadUnused
  43. - Uses same paths as ProjectLibrary
  44. - It uses different logic depending on Application.isEditor
  45. - If not in editor then a different path is used
  46. - That path is ..\..\Data (relative to the executable)
  47. - When in editor it also does special ProjectLibrary check to ensure that resource is included in final project
  48. - Internally just calls Resources (C++) Load/Unload/UnloadUnused
  49. - Need a flag in ProjectLibrary to include a resource in the final build
  50. - Need to be able to set that flag from C# (Likely through ProjectLibrary) interface
  51. - The final build procedure for the game would then be:
  52. - Copy all the prebuilt binaries (Banshee libraries, Banshee assemblies, 3rd party libraries and prebuilt executable) from Editor install folder to output folder
  53. - Which set of binaries is used depends on selected platform (e.g. win/mac/linux or 32/64bit)
  54. - Recompile script assemblies if needed and copy them from project Internal folder to output folder
  55. - Copy the Builtin resources for engine from Editor install folder to output folder
  56. - Copy all the resources marked with the flag mentioned above to \Data subfolder in the output folder, preserving the same asset structure
  57. ----------------------------------------------------------------------
  58. Simple stuff
  59. C#:
  60. Dialog.Show(title, text, btn1 text, btn1 callback, btn2 text, btn2 callback, btn3 text, btn3 callback)
  61. Other simple stuff:
  62. - Inject an icon into an .exe (Win32 specific)
  63. - C# wrapper for GUISkin (and a way to assign the current skin to a window)
  64. - Move all the code files into subfolders so their hierarchy is similar to VS filters
  65. - Font doesn't have a C# interface
  66. - Get rid of PoolAlloc and other unused allocators (plus fix bs_new and others which have weird overloads)
  67. - Call stack from C# to use in Debug.Log calls
  68. - Get rid of event callback from HString and figure out a better way
  69. - GUI TextureField similar to ResourceField but it displays the texture it has assigned
  70. - Better handle and gizmo shaders
  71. ----------------------------------------------------------------------
  72. Handles
  73. When scaling using center make sure to offset the object before scale
  74. Handles should probably not having shading, or have better shading.
  75. Rotate handle:
  76. - How to handle local/global with rotate handle?
  77. - This maybe just determines initial rotation of the handle?
  78. - I don't think my code properly handles rotation handle transforms (e.g. arc drawing)
  79. Ideally free scale handle indicator should always render and be interactable and never be hidden by axis scale indicators (Not high priority)
  80. Later:
  81. - Raycast snapping Ribek suggested
  82. ----------------------------------------------------------------------
  83. Include files:
  84. Test:
  85. - Try preprocessing using one RenderAPi and then load the shaders using another and see if they're created normally
  86. - Test if default values work
  87. - Test project library dependant resources (e.g. changing an include and seeing if shader is reimported)
  88. ----------------------------------------------------------------------
  89. Scene View
  90. AFTER I have scene widget in C#:
  91. - Test custom handles from C#
  92. - Test handle snapping
  93. Need a way to drag and drop items from Scene tree view to Scene view
  94. - When dragging a mesh it should by default create a SceneObject with a renderable
  95. - I might want a C# DragAndDrop class? It can contain Resource or SceneObject only for now, similar to Selection
  96. ----------------------------------------------------------------------
  97. Other
  98. There is a memory corruption happening. Haven't determined where exactly but it's possible it has something
  99. to do with the opening of ColorPicker window. One time I got a heap read after delete error caused by GUIManager
  100. attempting to allocate a new transient mesh, and another time I got a hang when inserting a script object into a std::set.
  101. Got a crash on shutdown that was caused by locking a mutex in an Event destructor. Event was Platform::onMouseCaptureChanged.
  102. Issue happened when I closed the app via the X button (if that's relevant). It doesn't seem to happen always.
  103. - 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.
  104. Create a stack allocatable custom vector implementation and make getResourceDependencies and getCoreDependencies use it.
  105. - These methods are called often and cause allocations whenever they are.
  106. Add ProjectWindow and HierarchyWindow to C#
  107. - Make TreeViews a C# element?
  108. Set up a default layout and save it
  109. ----------------------------------------------------------------------
  110. Multi-resource saving
  111. - Modify Font so it doesn't contain a texture, but instead keeps a handle to it
  112. - Register it in its meta file
  113. - When saving such a resource with dependencies save the contained files to a sub-directory with the same name as top level resource
  114. - 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
  115. - I'm not sure whether to do this for all Resource::save calls or only ones originating from ProjectLIbrary?
  116. /*********************************************************************/
  117. /************************ LESS IMPORTANT *****************************/
  118. /*********************************************************************/
  119. ----------------------------------------------------------------------
  120. Mono notes
  121. I can get mono errors by checking g_print calls in goutput.c
  122. - Calling thunks incorrectly can cause those weird errors with no real callstack
  123. Running embedded mono with VS attached causes managed null refs to be registered as access violations
  124. There seems to be a bug in Mono when passing complex structs from C# to C++. e.g. passing Rect3 as a parameter
  125. will corrupt the parameter after it, even if layout and size is exact as the C++ version.
  126. Rect3 has child structs (Vector3) which could be the reason. Be aware of other similar problems.
  127. Mono cannot marshal structures? Taken from their documentation:
  128. Internal calls do not provide support for marshalling structures. This means that any API calls that take a structure
  129. (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.
  130. ----------------------------------------------------------------------
  131. MenuItem
  132. LATER: Add keyboard controls to GUIMenuBar (left/right arrows should move between entries if user is not browsing a sub-menu)
  133. - esc should cancel out of the menu bar
  134. - alt should focus the menu bar
  135. ----------------------------------------------------------------------
  136. VisualStudio integration
  137. VS integration will likely not work with VSExpress or Community edition
  138. - 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
  139. - Community edition should work similarily to Pro, but might have a different executable and/or registry paths
  140. For later:
  141. - Make sure that 3rd party assemblies can be imported in the project, and that they are properly referenced in VS project generation and compilation
  142. ----------------------------------------------------------------------
  143. Script compilation
  144. For later:
  145. - I need to hook up script compilation with assembly refresh, and the build system.
  146. - e.g. when recompiling inside the editor it should automatically start compiling when changes are detected,
  147. show some kind of visual indicator and refresh assemblies when its done. When publishing it should recompile
  148. assemblies for release. Also hook up console to compiler output?