Difference between revisions of "Sword25/TODO"

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142 bytes added ,  19:20, 10 January 2011
Added another note about the menu text colour glitch.
(Added note about wrong colour on start menu button texts.)
(Added another note about the menu text colour glitch.)
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* Graphics:
* Graphics:
** Problems with start menu:
** Problems with start menu:
**# Button texts are the wrong colour. According to [http://www.mobygames.com/game/windows/broken-sword-25-the-return-of-the-templars/screenshots/gameShotId,330004/ this screenshot on MobyGames] the text should be yellow, not light blue. The text is set by CBitmapButton:OnCreate() in menu.lua, which calls Text::setColor() in gfx/text.cpp. This is then rendered by RenderedImage::blit() in gfx/image/renderedimage.cpp, where it uses the colour to tint the text data. I do get the correct colour (or close enough) if I swap cr and cb, and that might actually be the correct fix. But I don't know.
**# Button texts are the wrong colour. According to [http://www.mobygames.com/game/windows/broken-sword-25-the-return-of-the-templars/screenshots/gameShotId,330004/ this screenshot on MobyGames] the text should be yellow, not light blue. The text is set by CBitmapButton:OnCreate() in menu.lua, which calls Text::setColor() in gfx/text.cpp. This is then rendered by RenderedImage::blit() in gfx/image/renderedimage.cpp, where it uses the colour to tint the text data. I do get the correct colour (or close enough) if I swap cr and cb, and that might actually be the correct fix. But I don't know. Come to think of it, if it passes the colour as an array to setColor() and that function treats it like an integer, isn't that endian-unsafe?
** Problems with the exit menu:
** Problems with the exit menu:
**# Wrong shading of 'yes/no' glyphs
**# Wrong shading of 'yes/no' glyphs
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