Difference between revisions of "User:Alink"

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(Current projects)
 
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I'm just starting this page, so for the moment, there is only the essential current things
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I joined the project in 2007 as a coder.
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I mainly worked on:
  
= Current projects =
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* Optimizations: graphics(engine and SDL), pathfinding, caching and loading/parsing data.
  
== Icons in the status bar ==
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* Mouse interface on the main view: attack direction system, most info displayed on
* Modify themes to add space for the new flag icon (from 16 pixels to 24). For better visibility of the playing side, because a rectangle is better for a flag and the images ave already this size (so they are shrinked). ''Done for the default theme.''
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path and units.
* Use standard size (16x16, 24x16) for the icons instead of 15x15. ''Done, except for the flag-icons.''
 
* Remove a "feature" of the theme engine which delete transparent part of icons and strech them regardless of their proportions.
 
* Add support and nice icons for other resolutions (tiny-gui). Need to do previous point before and take care of the automatic resizing during the tiny-gui install
 
* Try to graying icons during opponent's turn. https://gna.org/bugs/?9058
 
  
== Dialog engine ==
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* Various pathfinding features, including some specific to MP (fog of war, out-of-sync), also handling teleport ability.
I recently discover some flaws with dialogs using long texts in cells or buttons ( https://gna.org/bugs/?4299 ). A first easy step will be to add some maximum width for dialog and after that, do the same for each cells (not sure how). Probably will use ellipsis ("long text...") because for the moment each row have the same height, so using linebreak for a big text will cause a general growing of all the rows.
 
  
== Text rendering ==
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* Map view: lighting system, animated terrains perfomance, zoom and z-order issues. Full map screenshot and minimap scaling.
* Fix the imprecise wrapping when using special format characters and don't even watch size variation.
 
* Do something about wrapping of language not using spaces (add a new wrap parameter for language: CJK or wrap-letter): http://www.wesnoth.org/forum/viewtopic.php?p=228337#228337
 
  
== hp/xp bars ==
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* Help system: sub-sections, faster loading, and better handling of special hyperlinks.
Replace this old, complex, buggy(zoom), hard-coded code of bars ( https://gna.org/bugs/?4931 ). I plan to use an all images-based system for easy configuration and customization. Current prototype works fine and seems powerful. Except this stupid alpha variation of the filled part of the bar. So on standby, 3 currents options:
 
* Drop the alpha variation.
 
* Use a little expensive adjust_alpha for the special cases, and maybe just use 2 states : normal / highlighted.
 
* Use new bars (and so a different set of images) when highlighting an unit. This will also allow some fancy things like bigger bars etc... but need more memory (a dozen of images)
 
  
= Future projects =
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* Sidebar: readability improvements, better tooltips, also made clickable to open help)
* Do some tweaking about the mousewheel scrolling
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* Polish the drag&drop
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* Attack window: readability improvements (central attack type, colors)
* Try again the grab-map feature for scrolling
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* Starting to replace coloUr by color in the code
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* Menu (GUI1): text filters in few places, some columns sorting etc.
* Continue to improve zoom
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* Optimize the image cache system
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* Map editor: map building improvements and few interface features.
* Optimize some sdl_utils functions
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* Desynchronize flags of villages
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* Various mouse shortcuts: middle-click on scrollbar (linux-like), right-click outside to close dialog, new middle-click map-scrolling.
* Change this bad system of special characters to a tag system. Or at least, use a better characters choice (using "{" for normal text is really a bad idea for macros)
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* Some Image Path Functions.
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* Many debug commands: show redraw(:sunset), terrain layers (:layers, :foreground), command alias(:alias), custom command hotkey (:command), benchmark, level-selection, discover hidden units, change time of day
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* Experiment to convert the SDL engine to OpenGL, which works and is already faster on decent GPU. In pause for now. Wesnoth is currently used by a lot of different systems and hardwares (including mobile devices). I didn't want to cut some of them or split the codebase. The conversion to OpenGL is already a lot of work, and the compatibility burden is a bit too much for a one-man team. The OGL branch is still there and I might come back to it when I have time and maybe more testers.

Latest revision as of 16:54, 26 April 2012

I joined the project in 2007 as a coder. I mainly worked on:

  • Optimizations: graphics(engine and SDL), pathfinding, caching and loading/parsing data.
  • Mouse interface on the main view: attack direction system, most info displayed on

path and units.

  • Various pathfinding features, including some specific to MP (fog of war, out-of-sync), also handling teleport ability.
  • Map view: lighting system, animated terrains perfomance, zoom and z-order issues. Full map screenshot and minimap scaling.
  • Help system: sub-sections, faster loading, and better handling of special hyperlinks.
  • Sidebar: readability improvements, better tooltips, also made clickable to open help)
  • Attack window: readability improvements (central attack type, colors)
  • Menu (GUI1): text filters in few places, some columns sorting etc.
  • Map editor: map building improvements and few interface features.
  • Various mouse shortcuts: middle-click on scrollbar (linux-like), right-click outside to close dialog, new middle-click map-scrolling.
  • Some Image Path Functions.
  • Many debug commands: show redraw(:sunset), terrain layers (:layers, :foreground), command alias(:alias), custom command hotkey (:command), benchmark, level-selection, discover hidden units, change time of day
  • Experiment to convert the SDL engine to OpenGL, which works and is already faster on decent GPU. In pause for now. Wesnoth is currently used by a lot of different systems and hardwares (including mobile devices). I didn't want to cut some of them or split the codebase. The conversion to OpenGL is already a lot of work, and the compatibility burden is a bit too much for a one-man team. The OGL branch is still there and I might come back to it when I have time and maybe more testers.
This page was last edited on 26 April 2012, at 16:54.