1,554
edits
m (consistency change) |
(Update with current status) |
||
Line 22: | Line 22: | ||
* EditableWidget: Let setEditString filter the string it gets | * EditableWidget: Let setEditString filter the string it gets | ||
* EditableWidget: Right now, custom filtering requires the user to subclass; it would be nice if there was simply a "validator hook" or so. Maybe take some inspiration from Java's Swing in this matter. | * EditableWidget: Right now, custom filtering requires the user to subclass; it would be nice if there was simply a "validator hook" or so. Maybe take some inspiration from Java's Swing in this matter. | ||
* List widget | * List widget | ||
** get mock-up from Krest | ** get mock-up from Krest | ||
Line 36: | Line 35: | ||
** (optionally) draws a title | ** (optionally) draws a title | ||
** The ideal version of this would also support a checkbox in the title, and would automatically disable/enable all contained widgets if the checkbox gets activated (this is also demonstrated in the above Qt example) | ** The ideal version of this would also support a checkbox in the title, and would automatically disable/enable all contained widgets if the checkbox gets activated (this is also demonstrated in the above Qt example) | ||
** Clearly this widget would be of great use for the options dialogs, for the "Override XYZ" checkboxes | ** Clearly this widget would be of great use for the options dialogs, for the "Override XYZ" checkboxes | ||
* ButtonWidget: Allow drawing the 'default' button in a visually distinct way | * ButtonWidget: Allow drawing the 'default' button in a visually distinct way | ||
=== Dialogs === | === Dialogs === | ||
* About dialog | * About dialog | ||
** looks bad. Probably add some shadows and text padding | ** looks bad. Probably add some shadows and text padding | ||
Line 49: | Line 46: | ||
** Add a "fade" effect for the top/bottom text lines | ** Add a "fade" effect for the top/bottom text lines | ||
** Maybe prerender all of the text into another surface, and then simply compose that over the screen surface in the right way. | ** Maybe prerender all of the text into another surface, and then simply compose that over the screen surface in the right way. | ||
* Options dialog | * Options dialog | ||
** There is currently no way to unset/reset-to-default the path settings from the GUIsettings. | ** There is currently no way to unset/reset-to-default the path settings from the GUIsettings. | ||
Line 56: | Line 51: | ||
*** Alternatively, add "Reset to Default" buttons to each path setting, possible similar to the one used with the soundfont (which is a rather too cryptic, IMO) | *** Alternatively, add "Reset to Default" buttons to each path setting, possible similar to the one used with the soundfont (which is a rather too cryptic, IMO) | ||
** Several texts, e.g. vcMusicText, have their alignment set to kTextAlignRight, but are still drawn as left-aligned. | ** Several texts, e.g. vcMusicText, have their alignment set to kTextAlignRight, but are still drawn as left-aligned. | ||
* The sliding action of the debug console takes a lot more CPU now than it used to. On my 450 MHz P3, I don't even see it slide in 2x mode. It seems to appear/disappear all at once. | * The sliding action of the debug console takes a lot more CPU now than it used to. On my 450 MHz P3, I don't even see it slide in 2x mode. It seems to appear/disappear all at once. | ||
* File browser dialog | * File browser dialog | ||
Line 113: | Line 104: | ||
To this end, query the responsible engine plugin when the user hits the 'Edit Game' button. Then it returns back a structure (or just a StringMap) describing the capabilities of the game. This structure could contain: | To this end, query the responsible engine plugin when the user hits the 'Edit Game' button. Then it returns back a structure (or just a StringMap) describing the capabilities of the game. This structure could contain: | ||
* the native resolution of the game (320x200, 320x240, 640x480) etc. -- this info can be used to select an appropriate default scaler (could also be used on-the-fly when starting a game) | * the native resolution of the game (320x200, 320x240, 640x480) etc. -- this info can be used to select an appropriate default scaler (could also be used on-the-fly when starting a game) | ||
* Whether copyprotection can be toggled | * Whether copyprotection can be toggled | ||
* Whether aspect ratio correction makes sense for that game | * Whether aspect ratio correction makes sense for that game | ||
Line 127: | Line 116: | ||
* tempo (do we still need/want that, anyway?) | * tempo (do we still need/want that, anyway?) | ||
** This was [http://sourceforge.net/mailarchive/message.php?msg_id=CA502952-47F2-4E65-A90D-769C4F0D6B99%40quendi.de discussed briefly] on the scummvm-devel mailing list in 2006. | ** This was [http://sourceforge.net/mailarchive/message.php?msg_id=CA502952-47F2-4E65-A90D-769C4F0D6B99%40quendi.de discussed briefly] on the scummvm-devel mailing list in 2006. | ||
* copy_protection | * copy_protection | ||
* debuglevel (could help with bug reports) | * debuglevel (could help with bug reports) | ||
Line 153: | Line 141: | ||
* True Roland (supported only by games with MT-32 tracks) | * True Roland (supported only by games with MT-32 tracks) | ||
* Roland GS (same as above) | * Roland GS (same as above) | ||
* midi_gain | |||
* current GUI theme | |||
* GUI Language |