Difference between revisions of "TODO"

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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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=== 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 ===
* 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...
** ...


== Web sites ==
== Web sites ==
=== Primary website ===
* Add big (green?) shiny buttons in the middle of the page for (1) Donations and (2) Downloads ?
* Show "Release Date" on download page
* Use Javascript to improve the downloads page, by only showing the most important ports/downloads by default, and then uncovering the rest upon a click by the user (with gracious fallback if Javascript is disabled). A first draft of something like this can be seen on http://fredrik_w.users.sourceforge.net/downloads/
* Change all screenshot filenames to match our rules as described [[Screenshots|here]]. E.g. rename <code>data/screenshots/agos/simon/scummvm_2_4_0.jpg</code> to <code>data/screenshots/agos/simon/simon-0.jpg</code> etc.; also some stuff should maybe be moved to other directories.


=== [[Buildbot]] ===
=== [[Buildbot]] ===
* Create a visual theme which matches that of our forum and website
* Run unit tests (i.e. add a build which, if the native build succeeded, runs "make test")
* Update to latest Buildbot version
* Add support for building the ScummVM tools via buildbot
* Fix handling of the configure phase, see {{BugTrack|num= 2989300}}.
* Switch it to do verbose builds (seeing which exact command was used to invoke the compiler when debugging errors is quite helpful)


=== [[Doxygen]] ===
=== [[Doxygen]] ===
* <s>Create a visual theme which matches that of our forum and website</s>
* Make it run again, upgrade
 
=== [[Planet]] ===
* Improve the visual theme to better match that of the forum and website
 
=== [[Wiki]] ===
* Create a visual theme which matches that of our forum and website
* Add content to [[Special:Wantedpages|Wanted Pages]]
* Add some content to [[Help:Editing]], which is shown when editing a page


== 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.
* Get rid of any global variable with a non-trivial constructor (see also the [[Portability Guide]]. The GCC option -Wglobal-constructors is highly useful for that (and should eventually be added to our default list of warnings, once we resolved all of these).
==== 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)
* 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
* 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.
* 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).
* 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).
* document the semantics of sound handles and sound ids
* Are there backends which could benefit from a 'custom' mixer? If so, what would be required to implement such a thing? Needs talking to porters


==== CD ====
==== CD ====
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** ... 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)
** ... 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)
** ... 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)
** ... 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)
=== Files ===
* 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.
* Try to replace all usages of paths by FilesystemNode.


=== 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
* 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?
* separate launcher code even more from rest of ScummVM, to make custom launchers easier?
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** Add/unify "confirm exit" dialog, globally (see [https://sourceforge.net/tracker/index.php?func=detail&aid=1731025&group_id=37116&atid=418823 FR #1731025])
** 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
* Allow engines to extend the GMM more freely. E.g. for the SCUMM engine, we would want to add a "Help" button. Alternatively, just always have a help button and only show/hide resp. en-/disable it as needed.
* Improve the look of the GMM: This could include displaying the engine name and the game name on the top of the GMM.
* Improve the look of the GMM: This could include displaying the engine name and the ScummVM logo somewhere on 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. 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
* 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
* Make it possible to reach the  "key remapper" and "virtual keyboard" from the GMM, if available?
 
* Sugar on the cake: In addition to the ScummVM logo and version, how about showing the engine name and game title at the top of 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]] ===
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=== [[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.) {{BugTrack|num=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.) {{BugTrack|num=2828179}}.
* 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
=== [[TsAGE]] ===
* see [[TsAGE/TODO|TsAGE TODO]] list
=== [[Tucker]] ===
* see [[Tucker/TODO|Tucker TODO]] list
=== [[Wintermute]] ===
* see [[Wintermute/TODO|Wintermute TODO]] list


== Backends and ports ==
== Backends and ports ==
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* 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.
* 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.
=== Windows ===
* Add scripting code for creating a Windows installer to our code repository, so that a full Windows release can be built easily and directly. Could be based on [http://nsis.sourceforge.net NSIS] or [http://wix.sourceforge.net WiX].


== 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...
* Provide a configure script, which searches for the location of libraries etc. (possibly using pkg-config, if available).
 
* Assign a version to the tools and the tools GUI, and also an "update-version.pl" script to update it
=== GUI ===
** Ensure Info.plist contains proper version and copyright
* 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.
** Put version into README
* 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.
** Maybe add a NEWS file?
** Update version in gui/main.cpp


=== 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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