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[Gzz-commits] gzz TODO


From: Asko Soukka
Subject: [Gzz-commits] gzz TODO
Date: Wed, 27 Nov 2002 04:51:41 -0500

CVSROOT:        /cvsroot/gzz
Module name:    gzz
Changes by:     Asko Soukka <address@hidden>    02/11/27 04:51:41

Modified files:
        .              : TODO 

Log message:
        humppake's TODO

CVSWeb URLs:
http://savannah.gnu.org/cgi-bin/viewcvs/gzz/gzz/TODO.diff?tr1=1.421&tr2=1.422&r1=text&r2=text

Patches:
Index: gzz/TODO
diff -u gzz/TODO:1.421 gzz/TODO:1.422
--- gzz/TODO:1.421      Wed Nov 27 03:29:34 2002
+++ gzz/TODO    Wed Nov 27 04:51:41 2002
@@ -71,11 +71,11 @@
     mudyc:
        -fix documentation script
     humppake:
-       - fix views (and other) to use TextVob correctly through HBox.place(),
-         maybe this should be documented somewhere
-       - make test for TextVob drawn through CellView
-       + fix using AbstractUpdateManager:
-          + animation is faster than defaultAnimationTime
+       - fix vobs' GL drawing to use the box CS right and 
+          remove then extra vs.unitSqCS() calls from code
+         - remember to make a test for this first :)
+       - TDecor drawing for GL?
+       + try to doc/fix SimpleCalculator in AbstractUpdateManager:
     tjl:        
        - return ANKOS to Agora
        - demo movie of irregu general stuff
@@ -201,11 +201,21 @@
         - rethink interfaces between PlainVanishing and VobScene
          eg. correct implementation of LollipopCellView needs
           to affect connections' coordsys (through box?)
-           - first have to understand current interfaces :)
-           - new PEG
-           - UMLs would be good
+           - first have to understand current interfaces -> UML
+           - new PEG, new UMLs would be good
+            - also stretching relates this
            - more about PEG1018 - generalizing VobVanishingClient
+       - If OvalBgVob is used as Bg vob it should not use colored
+          sectors:
+            - OvalBgVob to use colored stripes also with AWT
+            - SectorVob for LollipopCV, 360dgrs is a CircleVob :)
+            - SquareVob, square with colored sectors
+           - should these be named ColoredXXXVob?
+           - think about renderables for OpenGL sides, with them
+              dicing and using with distorted coords would be possible :)
        - BallCellView (text inside the ball)
+           - we don't want more complicated line breaker, uses cell's
+              content will be in square
        + fix the way nonlinearity of coordsys is handled.
          Needs a slightly better approach, with also 
          direction of nonlinearity taken into account.
@@ -213,15 +223,18 @@
          more, we probably should.
          Need to have alternative algorithms (fast/good) though, for 
          different cases.
-            - again... what the nonlinearity actually _do_ calculate?
        + port Mind* views from 0.6
-       + stretching cellviews; cellviews that won't cut too big content
-         (eg. with stencil), but will content's size and apadt itself,
-         ask tjl, how this could be allowed and how cellview asks its
-         content's size
-         + when using TextCellContentView,,only width adapts?
-         + when using LinebrokenCellContentView,only height adapts?
-         + how do we strech BallCellView?
+       + stretching vobs suitable for their contents' size
+         - the idea is to request (view requests) the size from 
+            the cell view, then place the box coordsys, then let
+            the cell view place itself into that box.
+          - The cell content view has a minWidth, minHeight,
+            maxWidth and maxHeight computed somehow.
+          - we return at least (minWidth, minHeight).
+          - If that doesn't suffice, we scale horizontally up to 
+            (maxWidth, minHeight). If that doesn't suffice either, 
+            we use maxWidth and scale vertically up to maxHeight.
+         + aspect ratio for squares? 
        + new PEG for bubbleview, with some sketches
          + 2D / 3D versions, "cell clusters",
            "surface tension", animation, calibration




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