Put in a couple of fixes that I realized hadn't gotten done when I wrote out the SCRUM stuff in TODO. Added SCRUM listings in TODO.
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Eli Gottlieb's checklist for the GSOC shaped windows project. Dated July 9, 2010.
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1. Enable proper linking of the X11 implementation and test it.
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--> Find the place in the build system for platform-specific linking flags. STATUS: BLOODY IMPOSSIBLE.
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--> Add a linker flag to bring in libXext.a. STATUS: WILL BE SIMPLE ONCE PREVIOUS STEP IS ACCOMPLISHED (kshemashiach yagia).
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2. Build the Win32 implementation of shaped-windows functionality.
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--> Add driver functions to the SDL_ShapeDriver in the Win32 driver's SDL_DisplayDevice at the proper point in the code. STATUS: CHECK.
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--> Add a hook in the Windows resize-window code to call Win32_ResizeWindowShape(). STATUS: CHECK.
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3. Enable building the testeyes program.
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--> Reprogram it to use the latest shaped-windows API. STATUS: CHECK.
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--> Get it, along with the rest of the test suite in my branch, building successfully. STATUS: REQUIRES X11 IMPLEMENTATION TO LINK PROPERLY AND/OR A BUILD-BUDDY BUILDING AND RUNNING THE TEST FOR ME.
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--> Debug testeyes and the platform-specific shaped-window implementations in tandem. STATUS: TO BEGIN, CURRENT SPRINT.
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4. Implement the SDL shaped-windows API for Mac OS X using Cocoa. STATUS: NEXT SPRINT.
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--> Locate (once more) the API documentation for shaped windows under Cocoa.
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--> Design and encode a version of SDL_ShapeData for Cocoa.
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--> Write Cocoa_CreateShaper().
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--> Write Cocoa_ResizeWindowShape().
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--> Write Cocoa_SetWindowShape().
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--> If necessary, implement functionality adjunct to SDL_CalculateShapeBitmap() for Cocoa usage.
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5. Use testeyes to debug all implementations. STATUS: SPRINT + 2.
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--> Debug Cocoa implementation.
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--> Debug Win32 implementation.
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--> Debug X11 implementation (again).
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1.3 release checklist:
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* http://wiki.libsdl.org/moin.cgi/Roadmap
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