changeset 6251 3e8c673cad58
parent 4811 d79939f20c45
child 6568 1a6b0ae81937
--- a/TODO	Sun Jan 22 17:21:00 2012 -0500
+++ b/TODO	Sun Jan 22 17:26:45 2012 -0500
@@ -1,35 +1,9 @@
-Eli Gottlieb's checklist for the GSOC shaped windows project.  Dated July 9, 2010.
-1. Enable proper linking of the X11 implementation and test it.
---> Find the place in the build system for platform-specific linking flags.  STATUS: DONE
---> Add a linker flag to bring in libXext.a. STATUS: DONE.
-2. Build the Win32 implementation of shaped-windows functionality.
---> Add driver functions to the SDL_ShapeDriver in the Win32 driver's SDL_DisplayDevice at the proper point in the code.  STATUS: CHECK.
---> Add a hook in the Windows resize-window code to call Win32_ResizeWindowShape().  STATUS: CHECK.
---> Get the Windows code to build and run properly.  STATUS: IN PROGRESS.
-3. Enable building the testeyes program.
---> Reprogram it to use the latest shaped-windows API.  STATUS: CHECK.
---> Get it, along with the rest of the test suite in my branch, building successfully.  STATUS: DONE.
---> Debug testeyes and the platform-specific shaped-window implementations in tandem.  STATUS: IN PROGRESS.
-4. Implement the SDL shaped-windows API for Mac OS X using Cocoa.  STATUS: IN PROGRESS
---> Locate (once more) the API documentation for shaped windows under Cocoa.  STATUS: NEARLY FINISHED.
---> Design and encode a version of SDL_ShapeData for Cocoa.  STATUS: IN PROGRESS.
---> Write Cocoa_CreateShaper().  STATUS: MOSTLY DONE, AFAIK.
---> Write Cocoa_ResizeWindowShape().  STATUS: DONE, AFAIK.
---> Write Cocoa_SetWindowShape().  STATUS: IN PROGRESS.
---> If necessary, implement functionality adjunct to SDL_CalculateShapeBitmap() for Cocoa usage.
-5. Use testeyes to debug all implementations. STATUS: SPRINT + 2.
---> Debug Cocoa implementation.
---> Debug Win32 implementation.
---> Debug X11 implementation (again).
-1.3 release checklist:
+2.0 release checklist:
  * See why windows are being rearranged.  Is the shield window not up?
  * Make sure you can create and show a fullscreen window in one step
- * Figure out how to handle OpenGL context lost on Mac OS X (does it happen?)
  * Write automated test case for multi-draw APIs
- * Make sure you can build SDL without the renderer to slim it down a bunch
  * Implement assertion code on iPhone
  * Add __WINDOWS__ in addition to __WIN32__