Difference between revisions of "TODO"

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Add note about missing Broken Sword 2 feature.
(→‎[[Kyra]]: fixed link to TODO list)
(Add note about missing Broken Sword 2 feature.)
 
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{{Infobox_TODO|
taskname=Main TODO List|
techcontact=The ScummVM Team|
subsystem=Generic|
}}
Here is a list of things we consider doing in the future. Note that we don't promise to do any of these, nor when we will do them. It's just a list of what we hope to be able to do one day, and some items on the list really are more like ideas than real proposals, so take it with a grain of salt.
Here is a list of things we consider doing in the future. Note that we don't promise to do any of these, nor when we will do them. It's just a list of what we hope to be able to do one day, and some items on the list really are more like ideas than real proposals, so take it with a grain of salt.


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== Docs, Web site ==
== Documentation ==


See also the [[Documentation/TODO]] page.
See also the [[Documentation/TODO]] page.


=== General ===
=== General ===
* Add port specific user documentation (dreamcast/palm especially). That would include things like:
** How to use ScummVM on system XYZ
** Which Palm / WinCE devices will run ScummVM, which definitely will not run it (or with which limitations)?
* Update/enhance man page
* Write a high level overview of how ScummVM and its engines work?
* Write a high level overview of how ScummVM and its engines work?


=== README / Manual ===
== Web sites ==
* Fingolfin has started a DocBook based manual (and FAQ, and Developer's Guide). You can find it in the SVN module "docs". It's a starting place, but very unfinished.
* Everybody is welcome to start helping out with the public manual project in the "docs" SVN module. You can either reuse content from the README, or replace it with new, better written stuff. Contact Fingolfin or our mailing list, scummvm-devel, if you are interested in helping out.
* Maybe move all/most of the compression related stuff from our README completely to the tools README, and only leave a pointer to that in the main README. This would be beneficial because this way, it's only documented in one place; it's *completly* documented (currently, the main README doesn't mention compress_scumm_bun, for example); and people who want to use the compression tools need to download the tools package anyway.
* It would be greate to have a "Developer's Guide to ScummVM" which explains the ScummVM framework, and also the engines, i.e.
** stuff in common/, like the config manager etc.
** the backend API, and how to create new backends
** the sound system
** how to create a new engine
** a chapter for each engine, with as many/little details as the resp. engine teams deem appropriate...
** ...
 
=== Code ===
* Add more Doxygen comments. However, quality is preferable over quantity
* Document the OSystem overlay API, it badly needs it...


=== Web site ===
=== [[Buildbot]] ===
* Add the "Manual" / README to the site


=== Wiki ===
=== [[Doxygen]] ===
* Add content for the [[Special:Wantedpages|Wanted Pages]]
* Make it run again, upgrade
* Add some content to the Help:Editing link you see when editing a page.
* Create visual theme which will loosely fit our forum and website


== Common code, infrastructure ==
== Common code, infrastructure ==
=== General ===
* Revise the way "quit" is handled. Maybe add a global variable "g_quit" which we set when the application should be quit (e.g. when an EVENT_QUIT is received). This is useful if multiple levels of event loops have to be ended
* Make some generic "EventLoop" API/class which all backends and the GUI use. Initially this would just call the backend poll_event() etc. methods. But eventually the EventLoop object(s) could be made by the backend. This may allow for more efficient CPU usage etc. The current event handling model essentially is polling: the engines run some kind of main loop, which, besides many other things, also polls and dispatches events. The idea is to turn this around: the event loop frequently gives the engine time to do these "other things".
* Maybe add ways to modify the game configs via the command line. E.g. allow
    ./scummvm --add new_target --path=/foo monkey2
    ./scummvm --remove new_target
* Maybe allow launching games even if no target is specified? I.e. the user only has to specify a path (or run ScummVM from the right directory), and ScummVM auto-detects the game in that location
    ./scummvm --auto-detect
* The following things should be put into namespaces:
** MIDI related classes either to Audio, or a new "MIDI" namespace
** backend specific stuff into ??? (maybe new namespace "Backends" ?)  not sure about this one.
* Get rid of getenv in as many places as possible. Ideally, we'd only use it to query HOME on Unix systems.
==== Iterator handling ====
* Implement proper reverse_iterators for Common::List. Our current implementation is the same as forward iterators, just that rbegin will return the last element instead of the first and there is no rend. Check [http://www.sgi.com/tech/stl/ReverseIterator.html SGI Documentation] for proper description of revese_iterator in the STL.
==== Event recorder ====
Currently there is an implementation based on [https://sourceforge.net/support/tracker.php?aid=1738058 patch #1738058] but it needs more work
* Try to avoid warpMouse() calls at playback, so the system will be useable
* Perhaps we need to indicate recording mode. May be draw triangle/circle in some corner. Use OSD overlay for that
* Still it is possible that time will drift away even with current implementation. Do something about it, at least try to detect
* Remove temporary file
* Perhaps autogenerate record file name based on target name
* Perhaps combine 2 files which get created currently into one
* We should store unique game ID in the record files. I.e. ideally it should be engine name and some game MD5 or anything else which could be re-generated on game start. Then when this method is called in playback mode, recorder matches this against values stored in the record and refuses to play if they do not match.
  registerGame("scumm", "60ba818dc3bede86d40357e3913f8505");
* Perhaps add special flag when game started from a save, i.e. not from the very beginning but with -x command line switch
** Perhaps embed the save into the recording then
* getMillis() currently is hacked into SDL. It has to be moved one level up
* delayMillis() perhaps has to be wrapped too, so time drift could be avoided
=== Build System ===
* Add test(s) for backend usability in the configure script.
* Add an install target to the Makefile - Copy binary, install manpage, add menu items, install README. See also patch #891909 (Gnome/KDE .desktop file)
* Create a script (probably with perl) which parses the module.mk files and creates the MSVC project files from it. Shouldn't be too difficult.
* Investigate whether switching to [http://www.cmake.org CMake] or [http://www.scons.org SCons] or some other cross platform configuration environment would work for us. Potential advantage: Less effort to maintain and extend the build system, automatic generation of various kinds of project files (Makefiles, and project files for MSVC, XCode, Eclipse, KDevelop ...). Potential drawback: Problems with the customized build systems of our various ports. However, the latter might actually be improved by using CMake or SCons -- hard to say without tests.


=== Audio ===
=== Audio ===


==== Mixer ====
==== Mixer ====
* Get the high quality resample code to work
* the "isReady" code is irritating. Most engines ignore it anyway. It's primary purpose is to allow ScummVM to run even if not digitial audio out is available. A better solution would likely be to enforce that all backends always return a valid mixer. In the worst case, if a backend cannot produce audio output, it should still instantiate an Audio::MixerImpl, with some arbitrary sample rate (I recommend 22050 Hz), and a fake playback thread, which acts like an audio output callback but simply discards the generated audio data. (Note: It doesn't suffice to just throw away input data in Mixer::playInputStream, as this breaks with QueuingAudioStream).
* Consider changing the mixer volume to use range 0-255, for sake of consistency (but at a slight loss of efficiency). Note that this requires changes in at least rate.cpp and mixer.cpp.
* Some of our engines support the speech_mute / sfx_mute / music_mute options, but most don't. Almost all support the corresponding FOO_volume config keys. All engines use Mixer::setVolumeForSoundType to push those through to the mixer. I am wondering: Maybe it would make sense to remove Mixer::setVolumeForSoundType, and instead leave it up to the mixer to query the ConfigManager for the corresponding FOO_volume/_mute values? That way we'd ensure 100% identical behavior in all engines and actually simplify the code a bit... ? Not sure if this would work smoothly, it needs to be investigated.
* change the way the mixer is instantiated by the backend. In particular, it would be nice if the sample rate could be passed in via the constructor
* the "isReady" code is irritating. Most engines ignore it anyway. It's primary purpose is to allow ScummVM to run even if not digitial audio out is available. A better solution would likely be to implement a fake mixer class, which simply discards audio data which is passed to it immediately. This means that the normal mixer will always consider itself to be "ready", and that it will be up to the backend to use the "fake mixer" if it can't provide audio out for some reason.
 
==== Audio streams ====
* Add a "SeekableAudioStream" class, which would allow seeking in an audiostream: Forward / backward; offset is specified in milliseconds. Then, convert at least the MP3/FLAC/Vorbis audiostream classes to subclass that, and also adapt the corresponding factory functions. Converting more would obviously be nice, too.  


==== CD ====
==== CD ====
* Consider extending the Audio CD Manager with WAV or VOC support (essentially, the WAV/VOC code would need to be enhanced by adding a factory function similar to that provided for the FLAC/Vorbis/MP3 streams).
* Consider extending the Audio CD Manager with WAV or VOC support (essentially, the WAV/VOC code would need to be enhanced by adding a factory function similar to that provided for the FLAC/Vorbis/MP3 streams).
* add a "pause" feature to the AudioCDManager (might require us to extend the OSystem CD API, too). Useful to be able to fully pause the currently running engine


==== MIDI ====
==== MIDI ====
* See also [[Music drivers redesign]]
* See also [[Music drivers redesign]]
* MIDI: Add API to OSystem which allows client code to query for "native" MIDI drivers (like Windows, ALSA, Zodiac, CoreAudio). Then change the MIDI interfacing code (GUI, command line, config file, etc.) and also MidiDriver::createMidi() to use both that list and the list of 'emulated' MIDI devices (Adlib, MT-32, PC Speaker, etc.) in an appropriate way.
* MIDI: Add API to OSystem which allows client code to query for "native" MIDI drivers (like Windows, ALSA, Zodiac, CoreAudio). Then change the MIDI interfacing code (GUI, command line, config file, etc.) and also MidiDriver::createMidi() to use both that list and the list of 'emulated' MIDI devices (AdLib, MT-32, PC Speaker, etc.) in an appropriate way.
* Make it possible to pass options to the midi/music drivers. This would allow us to get rid of the getenv hacks in the alsa & seq drivers.
* Make it possible to pass options to the midi/music drivers. This would allow us to get rid of the getenv hacks in the alsa & seq drivers.
**A simple approach would be to allow the user to specify "extended" driver descriptions. E.g. "alsa:1234" could indicate the alsa driver with port 1234; alternatively, "alsa:port=1234".
**A simple approach would be to allow the user to specify "extended" driver descriptions. E.g. "alsa:1234" could indicate the alsa driver with port 1234; alternatively, "alsa:port=1234".
**This doesn't allow for easy tweaking of those settings via the GUI.... to achieve that, one approach would be to invent a 'parameter description language' which allows a driver to specify which options with which kind of values it supports... very flexible, but possibly overkill.
**This doesn't allow for easy tweaking of those settings via the GUI.... to achieve that, one approach would be to invent a 'parameter description language' which allows a driver to specify which options with which kind of values it supports... very flexible, but possibly overkill.
**Instead, one could add a hook method to MIDI drivers that let's them add a few controls of their own to the options dialog. This is probably a lot easier to implement, though not quite as "clean"...
**Instead, one could add a hook method to MIDI drivers that let's them add a few controls of their own to the options dialog. This is probably a lot easier to implement, though not quite as "clean"...
* Our XMIDI parser seems to have a couple of missing features, but it's unclear which ones are actually needed. For instance, [[Kyra|Kyrandia]] 1 (and probably 2) uses the XMIDI mechanism for looping, which we currently implement through a very simple hack. The [http://exult.sf.net Exult] project may have a good reference implementation.
* Our XMIDI parser seems to have a couple of missing features, but it's unclear which ones are actually needed. Possible references for a better implementation include the [http://exult.sf.net Exult] project and the [http://www.thegleam.com/ke5fx/ source code for AIL Version 2]. The KYRA engine contains some more complete XMIDI implementation on top of our XMIDI parser class too, so it might also be a place to look at for reference.


=== Config Manager ===
=== Config Manager ===
* Modify the ConfigManager to make use of the ConfigFile class.
* Modify the ConfigManager to make use of the ConfigFile class. This is more difficult than it sounds at first, because currently our ConfigManager is not just used for managing the active config, but also ab-used for editing config data (once for specific targets, in the launcher's "edit game" dialog, and once for editing the "active config" in the engines/dialog.cpp ConfigDialog). This mess needs to be untangled first.
* Maybe even follow the pentagram (http://pentagram.sf.net) approach and have three classes:
* Maybe even follow the pentagram (http://pentagram.sf.net) approach and have three classes:
** SettingsManager (like our current ConfigManager)
** SettingsManager (like our current ConfigManager)
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** ConfigFile (a simple .ini file accessor).
** ConfigFile (a simple .ini file accessor).
*: This makes it easy to add additional config sources (e.g. XMLConfigFile); makes it possible to treat the command line data like another config file (CommandLineConfig); and simply follows the good old MVC approach, which is always a good idea.
*: This makes it easy to add additional config sources (e.g. XMLConfigFile); makes it possible to treat the command line data like another config file (CommandLineConfig); and simply follows the good old MVC approach, which is always a good idea.
 
* Add a proper version to the Config file, which indicates true changes in the format / data in it. Right now, we only have a "fake" version number where any ScummVM instance will just write its version in. Which is totally useless. A proper version would allow us to ...
=== Files ===
** ... produce a warning if an older ScummVM version tries to load a config file written by a newer version with potentially incompatible changes (such as the switch from language code "hb" to "he" for Hebrew)
* Don't rely on the existence of SEEK_CUR, SEEK_END, SEEK_SET -- rather, define our own enum for this and convert all client code to use it.
** ... detect when we an old config file is loaded which needs to be updated (e.g. by changing language "hb" to "he"; by adding "guioptions" to targets; by fixing trailing slashes in "path"; maybe even updating old style; and maybe in the future by adding "engineid" fields to all targets)
* Try to replace all usages of paths by FilesystemNode. In particular, Engine::_gameDataPath and File::addDefaultDirectory() will have to be adjusted. The idea behind this is to ease portability. Or, come up with a completely new system for this (see also recent discussions on scummvm-devel).


=== GUI ===
=== GUI ===
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=== Launcher ===
=== Launcher ===
* Enhance the Mass detector to show a list with the results (and optionally, allow the user to edit/cull that list before adding it).
* Enhance the Mass detector to show a list with the results (and optionally, allow the user to edit/cull that list before adding it).
* Game edit dialog: Consider adding some warnings to the platform/language fields ("Don't mess with these unless you know what you are doing"), or move them to an "advanced" tab
* Make the gameid editable via an "advanced" tab entry?
* Make the gameid editable via an "advanced" tab entry?
* There is no way to reset the save/extra/theme paths. Adding a tiny button labeled "c" for clearing them (like for the soundfont path button) is not the way to solve this, I think. One approach would be to extend the Browser dialog, to allow an (optional) extra button, with customizable label. When pressed, the browser dialog closes and returns a special code. Well, and we'd use labels like "Use default savepath" or "Reset extrapath", or just always "Use default value".
* The global options dialog may show a button for configuring the savepath even on systems where it is fixed -> not good. This button should be hidden/removed for these systems
* separate launcher code even more from rest of ScummVM, to make custom launchers easier?
** maybe separate launcher using MVC approach? Separate code which scans for games etc. from the presentation layer, to make it easier to write custom launchers with behavior matching that of the default launcher?
* show cover art in launcher
** this would only be done on "high end" systems, must be possible to disable code
** we can't ship artwork directly, due to copyright concerns; so only ship artwork where  it is legally possible, and otherwise allow users to setup "artwork packs"
** control what artwork is shown using a config key


=== Global Main Menu/Return to Launcher ===
=== Global Main Menu/Return to Launcher ===
* Double Quit Confirm Dialogs: When confirm exit is enabled in ScummVM, the ScummVM quit confirm dialog shows up in addition to the quit confirm dialogs for those games which have their own. For example, when you select 'Quit' from Beneath a Steel Sky's in-game menu, it asks you if you really want to quit. Then, after answering, ScummVM gives you another dialog asking you if you really want to quit. So, ScummVM should not show the quit confirm dialog if the in-game dialog has already been displayed. This affects any game which has it's own menu system from where you can quit, or has a native quit confirm dialog. So this means most games.
* Confirm exit dialog woes:
** Double "confirm exit" dialog: When confirm exit is enabled in ScummVM, the ScummVM quit confirm dialog shows up in addition to the quit confirm dialogs for those games which have their own. For example, when you select 'Quit' from Beneath a Steel Sky's in-game menu, it asks you if you really want to quit. Then, after answering, ScummVM gives you another dialog asking you if you really want to quit. So, ScummVM should not show the quit confirm dialog if the in-game dialog has already been displayed. This affects any game which has it's own menu system from where you can quit, or has a native quit confirm dialog. So this means most games.
** Add/unify "confirm exit" dialog, globally (see [https://sourceforge.net/tracker/index.php?func=detail&aid=1731025&group_id=37116&atid=418823 FR #1731025])
* Options Dialog: Implement engine flags to define which features in the Options dialog are supported by the current running game. Use these flags to hide/show the appropriate sliders and buttons in the Options Dialog
* Options Dialog: Implement engine flags to define which features in the Options dialog are supported by the current running game. Use these flags to hide/show the appropriate sliders and buttons in the Options Dialog
* Improve the look of the GMM: This could include displaying the engine name and the ScummVM logo somewhere on the GMM.
* Improve the look of the GMM: This could include displaying the engine name and the game name on the top of the GMM.
* Config Dialog code: Resolve the FIXME in engines/dialogs.cpp which pertains to having to use the empty string as the domain name.
* Config Dialog code: Resolve the FIXME in engines/dialogs.cpp which pertains to having to use the empty string as the domain name. This is a bigger task, but will enable many other changes (thus as finally changing ConfigManager to use ConfigFile). Essentially, the current game config dialog tries to abuse the system by editing the *active* settings via the config manager, in order to fully reduce the options dialog code from the launcher. But there is a big difference between editing the config settings of a specific target, and the active settings. So, one probably needs to rewrite the code for the config dialog shown from the GMM


=== Error handling ===


Sometimes, bugs are reported that are not easily reproducible, e.g. [https://sourceforge.net/p/scummvm/bugs/6751/ Bug #6751]. In such cases, it would be useful to have the error handler in ScummVM generate (and, optionally, automatically send) minidumps that can be used by us to successfully examine crashed ScummVM processes. Integration of something like [https://chromium.googlesource.com/breakpad/breakpad/ Google Breakpad] is one reasonable option. While it is not likely to be able to get such crash handling into all ports, just supporting the most popular platforms would be enough to make this feature very useful.


== Engines / frontends ==
== Engines / frontends ==
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=== [[Cine]] ===
=== [[Cine]] ===
* see [[Cine/TODO|Cine TODO]] list
* see [[Cine/TODO|Cine TODO]] list
=== [[CruisE]] ===
* see [[Cruise/TODO|CruisE TODO]] list


=== [[Drascula]] ===
=== [[Drascula]] ===
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=== [[Gob]] ===
=== [[Gob]] ===
* see [[Gob/TODO|Gob TODO]] list
* see [[Gob/TODO|Gob TODO]] list
=== [[Groovie]] ===
* see [[Groovie/TODO|Groovie TODO]] list
=== [[Hopkins]] ===
* see [[Hopkins/TODO|Hopkins TODO]] list
=== [[Hugo]] ===
* see [[Hugo/TODO|Hugo TODO]] list


=== [[Kyra]] ===
=== [[Kyra]] ===
* see [[Kyra/TODO|Kyra TODO]] list
* see [[Kyra/TODO|Kyra TODO]] list
=== [[Lastexpress]] ===
* see [[Lastexpress/TODO|Lastexpress TODO]] list


=== [[MADE]] ===
=== [[MADE]] ===
* see [[MADE/TODO|MADE TODO]] list
* see [[MADE/TODO|MADE TODO]] list
=== [[Mohawk]] ===
* see [[Mohawk/TODO|Mohawk TODO]] list


=== [[Parallaction]] ===
=== [[Parallaction]] ===
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=== [[SAGA]] ===
=== [[SAGA]] ===
* see [[SAGA/TODO|SAGA TODO]] list
* see [[SAGA/TODO|SAGA TODO]] list
=== [[SCI]] ===
* see [[SCI/TODO|SCI TODO]] list


=== [[Sword1|Broken Sword 1]] ===
=== [[Sword1|Broken Sword 1]] ===
* Modify MoviePlayer class to use ManagedArray for _movieTexts.
* Modify MoviePlayer class to use ManagedArray for _movieTexts.
* Add support for Bink RDFT compressed audio in the Smacker videos (used in some later releases).


=== [[Sword2|Broken Sword 2]] ===
=== [[Sword2|Broken Sword 2]] ===
* Fix the credits so they look more like the original. (Did we ever get the source code for that?)
* Fix the credits so they look more like the original. (Did we ever get the source code for that?)
* Maybe work around script bug which causes the mop to disappear briefly when trying to pick it up from the top of the boat at the London docks. (The event to hide the mop is sent too early.) See bug [https://sourceforge.net/support/tracker.php?aid=1214168 #1214168].
* Maybe work around script bug which causes the mop to disappear briefly when trying to pick it up from the top of the boat at the London docks. (The event to hide the mop is sent too early.) {{Tracker|id=2058}}.
* Maybe (but probably not) work around a graphics glitch where George can be drawn partially in front of a metal beam he's walking behind. (He's obscured properly by the beam sprite, but part of the beam is only background.) {{Tracker|id=4483}}.
* Unify some of the code with Broken Sword 1 (e.g. in router.cpp).
* Unify some of the code with Broken Sword 1 (e.g. in router.cpp).
*Lower the music volume when a character is speaking, like the original did.
=== [[Sword25]] ===
* see [[Sword25/TODO|Sword25 TODO]] list
=== [[Tinsel]] ===
* see [[Tinsel/TODO|Tinsel TODO]] list
=== [[Tony]] ===
* see [[Tony/TODO|Tony TODO]] list
=== [[Toon]] ===
* see [[Toon/TODO|Tooon TODO]] list


=== [[Touche]] ===
=== [[Touche]] ===
* see [[Touche/TODO|Touche TODO]] list
* see [[Touche/TODO|Touche TODO]] list


== Backends ==
=== [[TsAGE]] ===
* see [[TsAGE/TODO|TsAGE TODO]] list
 
=== [[Tucker]] ===
* see [[Tucker/TODO|Tucker TODO]] list
 
=== [[Wintermute]] ===
* see [[Wintermute/TODO|Wintermute TODO]] list
 
== Backends and ports ==


=== General ===
=== General ===
* Add API to query backend for a list of available music engines. Useful for Options dialog. See [[Music drivers redesign]].
* Add API to query backend for a list of available music engines. Useful for Options dialog. See [[Music drivers redesign]].
* Right now gBitFormat is part of common/scaler.cpp; we might want to move it to common/system.cpp, or replace it with something better. No hasty changes here, please, make sure you understand how it is used right now before messing with it ;-)
* Right now gBitFormat is part of common/scaler.cpp; we might want to move it to common/system.cpp, or replace it with something better. No hasty changes here, please, make sure you understand how it is used right now before messing with it ;-)
=== SDL backend ===
* Right now, the WinCE and the Symbian backend subclasses the regular SDL backend. They both overload a lot of methods (mostly the graphics stuff). Since graphics.cpp uses the scalers (e.g. hq3x), these derived backends carry that baggage around, too, even though they don't need that code. Idea: split the SDL backend into two classes, one base class which only has the code which is used by all subclasses; and a "desktop" subclass, which implements the rest. Then WinCE/Symbian would only subclass the "base" SDL class.
* We implemented GFX transactions & commits some time ago -- but they are only half the story. We are still missing a rollback system -- that is, check whether the requested video mode works, if it doesn't, revert to the current settings -- at least "if it makes sense". That is, if the transaction only modified the scaler or aspect ratio, we can safely revert. Of course if the screen size changed (e.g. from 320x200 -> 640x480) we can't just revert to the old screen size -- unless we augment the API accordingly, and update all engines to deal with this possibility.
* The <tt>kFeatureAutoComputeDirtyRects</tt> feature is not entirely reliable, and perhaps it cannot ever be. It is currently known to cause glitches in [[AGOS/TODO|The Feeble Files]].
=== WinCE backend ===
* Improve the code in <code>backends/platform/wince/CEScaler.cpp</code>, it could be a lot faster with some simple changes.


== Tools ==
== Tools ==
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=== General ===
=== General ===
* Use doxygen (or something else) to turn the short descs from the README into short man pages AND a single text file (replacing README) and a HTML file...
* Use doxygen (or something else) to turn the short descs from the README into short man pages AND a single text file (replacing README) and a HTML file...
=== GUI ===
* One of the GUI assistants pages shows the following text to the user: "Note: Some tools display file picker here, this should perhaps be changed to always be directory output, since often don't want to name the output file." Clearly this should *not* be shown to the user, but rather is something we devs need to address.
* The last page of the assistant is weird. E.g. after successful run, it shows a "Finish" button in the lower right, and two checkboxes: "Open output folder" and "Process another file". This seems unintuitive and artificial to me. An IMHO better alternative would be to remove the "Finish" button, and instead show some big buttons with captions like "Process another file" (which does just that), "Open output folder", and "Quit". One can probably still do better, somebody should think about this.


=== Compression tools ===
=== Compression tools ===
* Try to unify the usage of the compression tools, where possible / necessary:
* (Semi-)automatically provide showhelp function
** unified command line parsing
** (Semi-)automatically provide showhelp function
* Modify encodeAudio to accept "input streams", so that we can avoid creating temporary WAVE files
* Modify encodeAudio to accept "input streams", so that we can avoid creating temporary WAVE files
* Easier usage: Most users will just want to specify the format, and maybe a "quality" setting. Allow power users to specify more advanced stuff, but  only show those advance things when "--help" is requested, not in the basic "showUsage" function
* Improved error checking !!! esp. for FT we got several reports about problems caused by the compression tool being called from the wrong directory. This should be avoidable by implementing suitable checks.
* Improved error checking !!! esp. for FT we got several reports about problems caused by the compression tool being called from the wrong directory. This should be avoidable by implementing suitable checks.
* Improve and polish the GUI code we got from GSoC 2007 code
* Funky long-term idea:
** turn the tools into libraries (or "one" library)
** current compression tools then just become thin wrappers around these
** makes it much easier to write 3rd party (GUI?) compression tools
** or even an official cross platform GUI (wxWindow? Java? ... )


=== Descumm ===
=== Descumm ===
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