78 lines
2.0 KiB
Plaintext
78 lines
2.0 KiB
Plaintext
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TODO FOLDHAUS
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Hardening
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- memory visualization
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- separate rendering thread
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- cache led positions. Only update if they are moving
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- input context changes
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- - shift drag to 10x drag speed
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- select nodes -> delete nodes
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- remove node connections
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Name
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- Splash screen (like blender) (thisll be fun)
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- - Image importer (stb image? or find a png > bmp converter for the image you have)
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- - Display on startup
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/Debug
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x Make debug scope tracking thread safe - was throwing an error in stringsequal but that stopped.
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x Keep an eye out.
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Application
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- More efficient HSV <-> RGB
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- Save and load a session
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- - Serialize Nodes
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- Don't render if the window isn't visible
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Development
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- Fix your scope time tracker to account for threads.
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- Nest scope times so you can see totals/dig in
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- Log memory allocations
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Interface
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- fullscreen
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- In world interface elements
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- - Handles for Patterns
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- - UI Popups
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- - Value modifiers
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- Scroll view
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- Update the text system - use system fonts
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Switch To Nodes
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x basic node elements
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- - evaluation step (one node at a time)
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- - selector node (has a list of connections that it can switch between)
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- serialize
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- delete nodes
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Structure
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- motion
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Renderer
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- Mouse Picking - point at a led and see info about it
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- Camera: pan
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- Camera: zoom
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- Camera: leds always face camera
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Resource Management
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- TODO: Need to figure out which textures are currently in graphics memory and which need to be resubmitted
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- Icons
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Animation
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- timeline
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- create clips that play
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- clips can have parameters that drive them?
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- clips should have prerequesites
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- - channels active
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- - patterns active in the channel
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- - when a clip is playing, it should just take over the whole structure
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Command Line
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- select a channel/pattern
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Optimization
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- patterns are asking to be multithreaded
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- probably want to convert as much color functions to use u32 Packed Colors
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- - Probably want to think about this more. What about supporting different color depths
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- for different output devices?
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