Updated TODO - I'm gonna stop any and all the development in the nearest halfyear
This commit is contained in:
57
bugs.txt
57
bugs.txt
@@ -5,32 +5,55 @@ Known bugs
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- Calling SDL_SetVideoMode() with SDL 1.3 several times makes it crash.
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- Split Settings.java into several files.
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- There's no double-buffered SW mode, only single-buffered.
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- Calling SDL_Init()/SDL_Quit() several times will make SDL 1.2 crash.
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- SDL_FillRect() does not work in SDL 1.2 HW mode.
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Requested features
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==================
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- Split Settings.java into several files
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- Option to skip startup config screen entirely, or to skip it on first run,
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separate option to hide each SDL config menu entry
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- Possibility to redefine initial SDL config in Settings.java
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- Show/hide screen controls with longpress on Text Edit button.
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- There's no double-buffered SW mode, only single-buffered
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- Support of libjnigraphics (it will disable on-screen keyboard, only SW SDL screen surface supported)
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- Update screen keyboard text input API
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- Floating on-screen joystick - initially invisible, it appears when you touch the screen,
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centered on your finger, then it slides with your finger if you bump the joystick edge.
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- Export phone vibrator to SDL - interface is available in SDL 1.3
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- Control screen brightness with SDL_SetGamma()
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- Adjust Android media volume with some SDL keycode, so it can be mapped to Volume keys
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- Zoom in-out whole screen in SW mode with some SDL key -
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much like the "On-screen magnifying glass" feature (lazy porter's golden hammer)
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- HDMI output (HTC Evo and Samsung Epic support that):
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HDMI output will be tricky - I've read the doc here:
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https://docs.google.com/View?id=dhtsnvs6_57d2hpqtgr#4_1_HDMI_output_support_338048
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It says that in order to output something to HDMI you need to have a VideoView class visible on screen:
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http://developer.android.com/reference/android/widget/VideoView.html .
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This class does not have any method like "showMyOwnCustomImage()",
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it just plays the video from the given path, so obvious solution is to create
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special FIFO file or open a socket, point the VideoView to play this FIFO or socket,
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and then write raw uncompressed video frames to that FIFO with some small header so that
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VideoView will recognize it as a proper video format.
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UQM gives 5 FPS without such hacks, if I'll implement that FPS will drop to 1-2
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(maybe not that bad, I have to actually try that), because you'll have to do huge memcpy(),
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plus VideoView will contain some buffer to ensure the playback is smooth,
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so the data on your TV will lag halfsecond behind the data on the device screen.
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HDMI output will be tricky - I've read the doc here:
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https://docs.google.com/View?id=dhtsnvs6_57d2hpqtgr#4_1_HDMI_output_support_338048
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It says that in order to output something to HDMI you need to have a VideoView class visible on screen:
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http://developer.android.com/reference/android/widget/VideoView.html .
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This class does not have any method like "showMyOwnCustomImage()",
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it just plays the video from the given path, so obvious solution is to create
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special FIFO file or open a socket, point the VideoView to play this FIFO or socket,
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and then write raw uncompressed video frames to that FIFO with some small header so that
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VideoView will recognize it as a proper video format.
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UQM gives 5 FPS without such hacks, if I'll implement that FPS will drop to 1-2
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(maybe not that bad, I have to actually try that), because you'll have to do huge memcpy(),
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plus VideoView will contain some buffer to ensure the playback is smooth,
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so the data on your TV will lag halfsecond behind the data on the device screen.
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- Somehow make this port into main libSDL repository - that's rather impossible,
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because the original sources are modified badly, plus Java code does not fit anywhere.
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because the original sources are modified badly, plus Java code does not fit anywhere.
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20
todo.txt
20
todo.txt
@@ -1,18 +1,2 @@
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Games to port
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=============
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I'm not planning any more games to port.
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Bugs to fix
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===========
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- Show/hide screen controls with longpress on Text Edit button.
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- Support of libjnigraphics (it will disable on-screen keyboard, only SW SDL screen surface supported)
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- Update screen keyboard text input API
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- Floating on-screen joystick
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And that's all, I won't be doing any more development or fix other bugs (see bugs.txt for details).
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I'm not planning any more games to port, or any development on this SDL port.
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See bugs.txt if you want to contribute.
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