rough list of todo for openra
removed (c)TOSHIBA from Openra.TechTree - beedee fails added first-pass c# support to corfu converted ijw internet's todo file into the form corfu likes palette usage analysis tool for openra, so we can find a good slot to hijack git-svn-id: svn://svn.ijw.co.nz/svn/OpenRa@1319 993157c7-ee19-0410-b2c4-bb4e9862e678
This commit is contained in:
@@ -8,6 +8,7 @@ using OpenRa.FileFormats;
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namespace OpenRa.Game
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{
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// todo: synthesize selection color, and generate duplicate palette block!
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public class HardwarePalette
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{
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const int maxEntries = 16; // dont need anything like this many,
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@@ -27,8 +28,7 @@ namespace OpenRa.Game
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AddPalette(pal);
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foreach (string remap in new string[] { "blue", "red", "orange", "teal", "salmon", "green", "gray" })
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AddPalette(new Palette(pal, new PaletteRemap(
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FileSystem.Open( remap + ".rem" ))));
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AddPalette(new Palette(pal, new PaletteRemap(FileSystem.Open(remap + ".rem"))));
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}
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void Resolve()
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@@ -15,8 +15,6 @@ namespace OpenRa.Game
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TechTree.TechTree techTree = new TechTree.TechTree();
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SpriteRenderer spriteRenderer;
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//Package package;
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Sprite blank;
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Dictionary<string, Sprite> sprites = new Dictionary<string,Sprite>();
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@@ -30,15 +28,15 @@ namespace OpenRa.Game
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techTree.Build("FACT", true);
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spriteRenderer = new SpriteRenderer(renderer, false);
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LoadSprites("../../../buildings.txt");
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LoadSprites("../../../units.txt");
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LoadSprites("buildings.txt");
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LoadSprites("units.txt");
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blank = SheetBuilder.Add(new Size(64, 48), 16);
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}
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void LoadSprites(string filename)
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{
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foreach (string line in File.ReadAllLines(filename))
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foreach (string line in Util.ReadAllLines(FileSystem.Open(filename)))
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{
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string key = line.Substring(0, line.IndexOf(','));
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sprites.Add(key, SpriteSheetBuilder.LoadSprite(key + "icon.shp"));
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@@ -4,6 +4,7 @@ using System.Text;
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using OpenRa.FileFormats;
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using System.Drawing;
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using BluntDirectX.Direct3D;
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using System.IO;
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namespace OpenRa.Game
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{
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@@ -40,6 +41,16 @@ namespace OpenRa.Game
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return (1 - t) * a + t * b;
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}
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public static string[] ReadAllLines(Stream s)
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{
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List<string> result = new List<string>();
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using (StreamReader reader = new StreamReader(s))
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while (!reader.EndOfStream)
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result.Add(reader.ReadLine());
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return result.ToArray();
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}
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public static T[] MakeArray<T>(int count, Converter<int, T> f)
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{
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T[] result = new T[count];
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@@ -2,34 +2,14 @@
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using System.Runtime.CompilerServices;
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using System.Runtime.InteropServices;
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// General Information about an assembly is controlled through the following
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// set of attributes. Change these attribute values to modify the information
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// associated with an assembly.
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[assembly: AssemblyTitle("OpenRa.TechTree")]
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[assembly: AssemblyDescription("")]
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[assembly: AssemblyConfiguration("")]
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[assembly: AssemblyCompany("TOSHIBA")]
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[assembly: AssemblyCompany("IJW Software")]
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[assembly: AssemblyProduct("OpenRa.TechTree")]
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[assembly: AssemblyCopyright("Copyright © TOSHIBA 2007")]
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[assembly: AssemblyCopyright("Copyright © IJW Software 2007")]
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[assembly: AssemblyTrademark("")]
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[assembly: AssemblyCulture("")]
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// Setting ComVisible to false makes the types in this assembly not visible
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// to COM components. If you need to access a type in this assembly from
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// COM, set the ComVisible attribute to true on that type.
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[assembly: ComVisible(false)]
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// The following GUID is for the ID of the typelib if this project is exposed to COM
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[assembly: Guid("af5f7d2f-f905-4a72-9542-f86acbe508ec")]
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// Version information for an assembly consists of the following four values:
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//
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// Major Version
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// Minor Version
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// Build Number
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// Revision
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//
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// You can specify all the values or you can default the Revision and Build Numbers
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// by using the '*' as shown below:
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[assembly: AssemblyVersion("1.0.0.0")]
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[assembly: AssemblyFileVersion("1.0.0.0")]
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12
OpenRa.sln
12
OpenRa.sln
@@ -21,6 +21,8 @@ Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "OpenRa.BlockCacheVisualizer
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EndProject
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Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "OpenRa.DataStructures", "OpenRa.DataStructures\OpenRa.DataStructures.csproj", "{2F9E7A23-56C0-4286-9C8E-1060A9B2F073}"
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EndProject
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Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "PaletteUsage", "PaletteUsage\PaletteUsage.csproj", "{54577061-E2D2-4336-90A2-A9A7106A30CD}"
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EndProject
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Global
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GlobalSection(SolutionConfigurationPlatforms) = preSolution
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Debug|Any CPU = Debug|Any CPU
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@@ -101,6 +103,16 @@ Global
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{2F9E7A23-56C0-4286-9C8E-1060A9B2F073}.Release|Mixed Platforms.ActiveCfg = Release|Any CPU
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{2F9E7A23-56C0-4286-9C8E-1060A9B2F073}.Release|Mixed Platforms.Build.0 = Release|Any CPU
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{2F9E7A23-56C0-4286-9C8E-1060A9B2F073}.Release|Win32.ActiveCfg = Release|Any CPU
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{54577061-E2D2-4336-90A2-A9A7106A30CD}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
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{54577061-E2D2-4336-90A2-A9A7106A30CD}.Debug|Any CPU.Build.0 = Debug|Any CPU
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{54577061-E2D2-4336-90A2-A9A7106A30CD}.Debug|Mixed Platforms.ActiveCfg = Debug|Any CPU
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{54577061-E2D2-4336-90A2-A9A7106A30CD}.Debug|Mixed Platforms.Build.0 = Debug|Any CPU
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{54577061-E2D2-4336-90A2-A9A7106A30CD}.Debug|Win32.ActiveCfg = Debug|Any CPU
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{54577061-E2D2-4336-90A2-A9A7106A30CD}.Release|Any CPU.ActiveCfg = Release|Any CPU
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{54577061-E2D2-4336-90A2-A9A7106A30CD}.Release|Any CPU.Build.0 = Release|Any CPU
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{54577061-E2D2-4336-90A2-A9A7106A30CD}.Release|Mixed Platforms.ActiveCfg = Release|Any CPU
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{54577061-E2D2-4336-90A2-A9A7106A30CD}.Release|Mixed Platforms.Build.0 = Release|Any CPU
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{54577061-E2D2-4336-90A2-A9A7106A30CD}.Release|Win32.ActiveCfg = Release|Any CPU
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EndGlobalSection
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GlobalSection(SolutionProperties) = preSolution
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HideSolutionNode = FALSE
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49
PaletteUsage/PaletteUsage.csproj
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49
PaletteUsage/PaletteUsage.csproj
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@@ -0,0 +1,49 @@
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<Project DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
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<PropertyGroup>
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<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
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<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
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<ProductVersion>8.0.50727</ProductVersion>
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<SchemaVersion>2.0</SchemaVersion>
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<ProjectGuid>{54577061-E2D2-4336-90A2-A9A7106A30CD}</ProjectGuid>
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<OutputType>Exe</OutputType>
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<AppDesignerFolder>Properties</AppDesignerFolder>
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<RootNamespace>PaletteUsage</RootNamespace>
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<AssemblyName>PaletteUsage</AssemblyName>
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</PropertyGroup>
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<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
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<DebugSymbols>true</DebugSymbols>
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<DebugType>full</DebugType>
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<Optimize>false</Optimize>
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<OutputPath>bin\Debug\</OutputPath>
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<DefineConstants>DEBUG;TRACE</DefineConstants>
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<ErrorReport>prompt</ErrorReport>
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<WarningLevel>4</WarningLevel>
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</PropertyGroup>
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<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
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<DebugType>pdbonly</DebugType>
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<Optimize>true</Optimize>
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<OutputPath>bin\Release\</OutputPath>
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<DefineConstants>TRACE</DefineConstants>
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<ErrorReport>prompt</ErrorReport>
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<WarningLevel>4</WarningLevel>
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</PropertyGroup>
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<ItemGroup>
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<Reference Include="System" />
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<Reference Include="System.Data" />
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<Reference Include="System.Drawing" />
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<Reference Include="System.Windows.Forms" />
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<Reference Include="System.Xml" />
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</ItemGroup>
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<ItemGroup>
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<Compile Include="Program.cs" />
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<Compile Include="Properties\AssemblyInfo.cs" />
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</ItemGroup>
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<Import Project="$(MSBuildBinPath)\Microsoft.CSharp.targets" />
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<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
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Other similar extension points exist, see Microsoft.Common.targets.
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<Target Name="BeforeBuild">
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</Target>
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<Target Name="AfterBuild">
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</Target>
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-->
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</Project>
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51
PaletteUsage/Program.cs
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51
PaletteUsage/Program.cs
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@@ -0,0 +1,51 @@
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using System;
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using System.Collections.Generic;
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using System.Text;
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using System.Windows.Forms;
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using System.Drawing;
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namespace PaletteUsage
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{
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class Program
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{
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static void Main(string[] args)
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{
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OpenFileDialog ofd = new OpenFileDialog();
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ofd.RestoreDirectory = true;
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ofd.Filter = "PNG Image Cache (*.png)|*.png";
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if (DialogResult.OK != ofd.ShowDialog())
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return;
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Bitmap bitmap = new Bitmap(ofd.FileName);
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int[] f = new int[256];
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foreach (byte b in ImageBytes(bitmap))
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++f[b];
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for (int i = 0; i < 256; i++)
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{
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if (i % 8 == 0)
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Console.WriteLine();
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Console.Write("{0} -> {1}", i.ToString().PadLeft(3), f[i].ToString().PadRight(8));
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}
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}
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static IEnumerable<byte> ImageBytes(Bitmap bitmap)
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{
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int width = bitmap.Width;
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int height = bitmap.Height;
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for( int i = 0; i < width; i++ )
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for (int j = 0; j < height; j++)
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{
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Color c = bitmap.GetPixel(i, j);
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yield return (byte)c.R;
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yield return (byte)c.G;
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yield return (byte)c.B;
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yield return (byte)c.A;
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}
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}
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}
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}
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33
PaletteUsage/Properties/AssemblyInfo.cs
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33
PaletteUsage/Properties/AssemblyInfo.cs
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@@ -0,0 +1,33 @@
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using System.Reflection;
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using System.Runtime.CompilerServices;
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using System.Runtime.InteropServices;
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// General Information about an assembly is controlled through the following
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// set of attributes. Change these attribute values to modify the information
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// associated with an assembly.
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[assembly: AssemblyTitle("PaletteUsage")]
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[assembly: AssemblyDescription("")]
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[assembly: AssemblyConfiguration("")]
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[assembly: AssemblyCompany("")]
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[assembly: AssemblyProduct("PaletteUsage")]
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[assembly: AssemblyCopyright("Copyright © 2007")]
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[assembly: AssemblyTrademark("")]
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[assembly: AssemblyCulture("")]
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// Setting ComVisible to false makes the types in this assembly not visible
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// to COM components. If you need to access a type in this assembly from
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// COM, set the ComVisible attribute to true on that type.
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[assembly: ComVisible(false)]
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// The following GUID is for the ID of the typelib if this project is exposed to COM
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[assembly: Guid("93fb03d7-e484-45a8-bfe0-c0560814553a")]
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// Version information for an assembly consists of the following four values:
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//
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// Major Version
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// Minor Version
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// Build Number
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// Revision
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//
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[assembly: AssemblyVersion("1.0.0.0")]
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[assembly: AssemblyFileVersion("1.0.0.0")]
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64
todo.todo
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64
todo.todo
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@@ -0,0 +1,64 @@
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OpenRA
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------------------------------------------------------
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[ ] Automagically work out unit rendering offsets based on SHP size
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[ ] Ore
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[ ] Better harvester logic - seek out more ore when harvesting, until full
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[ ] Fix weird delegate names - Provider<T>, Comparison<T>, Converter<T>, Action<T>
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should be used where appropriate. `Func` says nothing, and is damned misleading
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when the delegate isnt referentially transparent... IE, not a `function`.
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Note that the lack of referential transparency for Provider<T> cannot be helped,
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it's in the nature of an object that converts () -> T.
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[ ] Palette hax for selection outlines. Basically, just hijack a palette entry that's not
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getting used, and draw the selection borders into the SHP images using that color.
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Then we double up the hardware palettes, and we can draw selection with no extra cost.
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(Except maybe losing any alpha=0 optimization the backend of the shader hardware does)
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[ ] Weapons
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[ ] Consume more caffeine!
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[ ] Multiplayer!
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[ ] Unit turn rate as specified in rules.ini
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[ ] Infantry squishing logic (tracked vehicles do this)
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[ ] Time-to-build overlay on sidebar
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[ ] Mod support
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[ ] Get rid of all the damned static classes! Makes it REALLY HARD to reuse code,
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dependencies aren't easily visible (or even substitutable, which matters more)
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[ ] Group pathfinding logic
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[ ] Special-case pathing for floating units, flying units...
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Does existing pathing work for boats? float=?? speeds should tell us everything required..
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[ ] Shroud rendering. This is going to be ugly, and it's going to hurt perf, unless we can optimize
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the hell out of the other rendering based on where shroud blocks happen to be..
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[ ] Optimize ground renderer, so we only submit visible chunks, not whole rows.
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For machines with severe vertex-rate issues, use 2x2 chunks or larger for some things.
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[ ] Configuration option for choosing which tuned solution to use:
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- Cope with lack of HW VP
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- Cope with lack of fast texture memory (although UMA makes this almost a non-issue)
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- Cope with REALLY WINFUL FAST HEAVENLY HARDWARE (The boss might want to play this :P )
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[ ] Console
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[ ] Ditch special unit classes, use templates extracted from rules.ini instead.
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Push the special-case logic into code that can be named.
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[ ] Remove all remaining `../../../` bullshit from the code. We should be able to set our datapaths
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externally, then `just go`. The FileSystem class is there to facilitate this.
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[ ] Read/write distinction on IFolder implementors. I think Package should be read-only,
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FS folders can be mounted read-only or read-write, (or even write-only, but that's odd...)
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Use FileSystem.Create() to automatically place output files on sensible mounts.
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[ ] Factor duplication out of Sheet, HardwarePalette. Both contain logic for converting bitmaps to
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hardware textures on demand.
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[ ] Refresh hardware image of a Sheet if its bitmap content changes. This will kill the prefetch
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bugs permanently!
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[ ] Solid buildings, units
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Reference in New Issue
Block a user