Difference between revisions of "User:Alink"

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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
 
  
== Text rendering ==
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* Various pathfinding features, including some specific to MP (fog of war, out-of-sync), also handling teleport ability.
* 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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* Map view: lighting system, animated terrains perfomance, zoom and z-order issues. Full map screenshot and minimap scaling.
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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* Help system: sub-sections, faster loading, and better handling of special hyperlinks.
* Do some tweaking about the mousewheel scrolling
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* Polish the drag&drop
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* Sidebar: readability improvements, better tooltips, also made clickable to open help)
* 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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* Attack window: readability improvements (central attack type, colors)
* Continue to improve zoom
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* Optimize the image cache system
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* Menu (GUI1): text filters in few places, some columns sorting etc.
* Optimize some sdl_utils functions
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* Desynchronize flags of villages
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* Map editor: map building improvements and few interface features.
* 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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* Various mouse shortcuts: middle-click on scrollbar (linux-like), right-click outside to close dialog, new middle-click map-scrolling.
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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.