Clarified the status of the GUI scaling a bit. I'm not aware of any

remaining dialog that is completely unscaled, but some of them are a bit
hackish and there are issues with the small version of the GUI.

svn-id: r18275
This commit is contained in:
Torbjörn Andersson 2005-05-27 13:33:14 +00:00
parent d51198e2b4
commit 4ee90d93cc

30
TODO
View file

@ -195,22 +195,21 @@ Files
GUI GUI
=== ===
* Remove hard coded 320x200 assumptions, use game screen size. In particular, * Remove hard coded 320x200 assumptions, use game screen size. In particular,
all the dialogs should be rewritten to allow for that. This includes: all the dialogs should be rewritten to allow for that. At this point, most
- EditGameDialog (all?) dialogs are able to scale themselves, but the way they do so is
- OptionsDialog sometimes a bit hackish, the layout could be improved, and there are glitches
- GlobalOptionsDialog with the small version of the GUI.
- ...
* EditableWidget: Make it possible to specify a min/max length for the text * EditableWidget: Make it possible to specify a min/max length for the text
* 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; * EditableWidget: Right now, custom filtering requires the user to subclass;
it would be nice if there was simply a "validator hook" or so. it would be nice if there was simply a "validator hook" or so.
Maybe take some inspiration from Java's Swing in this matter. Maybe take some inspiration from Java's Swing in this matter.
* Improve EditTextWidget::drawCaret and ListWidget::drawCaret support for alternate * Improve EditTextWidget::drawCaret and ListWidget::drawCaret support for
fonts (the current code overdraws chars partly, and relies on the fact that alternate fonts (the current code overdraws chars partly, and relies on the
our default built-in font has a separation pixel column on the *left* side; fact that our default built-in font has a separation pixel column on the
most other bitmap fonts have it on the right, though). To this end, we maybe *left* side; most other bitmap fonts have it on the right, though). To this
should backup the background before drawing the caret, and restore it when end, we maybe should backup the background before drawing the caret, and
erasing the caret. restore it when erasing the caret.
* PopUpDialog: Must be able to handle longer lists (by adding scrolling?). The * PopUpDialog: Must be able to handle longer lists (by adding scrolling?). The
language popup currently doesn't fit in the small version of the GUI. language popup currently doesn't fit in the small version of the GUI.
* Add a new "options" dialog which is used by all frontends: for this, we'd * Add a new "options" dialog which is used by all frontends: for this, we'd
@ -223,10 +222,11 @@ GUI
Problem: It's not fully clear to me how to "best" deal with global vs. local Problem: It's not fully clear to me how to "best" deal with global vs. local
settings here... settings here...
* Maybe add the ScummVM logo (+typeface?) to the about dialog * Maybe add the ScummVM logo (+typeface?) to the about dialog
* There is currently no way to unset the SoundFont from the GUI, if any was set. * There is currently no way to unset the SoundFont from the GUI, if any was
Maybe add a 'clear' button for it? The same holds for other path settings. set. Maybe add a 'clear' button for it? The same holds for other path
* ScrollBarWidget: Add auto-repeat: if user clicks & holds on one of the arrows, settings.
then after a brief delay, it should start to contiously scroll. * ScrollBarWidget: Add auto-repeat: if user clicks & holds on one of the
arrows, then after a brief delay, it should start to contiously scroll.
* AboutDialog: Add a "fade" effect for the top/bottom text lines * AboutDialog: Add a "fade" effect for the top/bottom text lines
* AboutDialog: Maybe prerender all of the text into another surface, and then * AboutDialog: Maybe prerender all of the text into another surface, and then
simply compose that over the screen surface in the right way. simply compose that over the screen surface in the right way.