yquake2remaster/TODO
Yamagi Burmeister ca18af254e Remove Sys_AppActivate()
This code is unnecessary because SDL handles all activation events,
brings the Window into foreground, etc.
2012-06-05 10:11:29 +02:00

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Windows Port TODO
-----------------
- Check WITH_SYSTEMWIDE
- Add platform defines for Windows in common/ and game/
- Check if we really need all the stuff in winquake.h
- Due to a bug in MinGW the _controlfp() option defines _PC_24
and _MCW_PC are not available. While Quake II may work without
them, we should try to find a workaround. See:
http://mingw-users.1079350.n2.nabble.com/MinGW-missing-
controlfp-and-related-defines-Looks-like-not-td7278570.html
- Currently the Makefiles needs a special "mkdir.exe" which
supports the -p option. We need a better aproach so that
the Windows buildin "mkdir" can be used.
- The Makefile needs some love. '' cannot be used as quotation
marks under Windows and shouled be changed to "".
- Ensure that all new headers have header guards.
- Replace atoi(), atol() and atof() in Windows code.
- Replace rand() with randk() in Windows code.
- Implement Sys_AppActivate() as soon as cl_hwnd is
ported to Yamagi Quake II.
- Check of "rb" is the correct mode to open files in
filesystem.c
- Does the alt-tab handling on windows really work?
And do we need it?
- Is AppActivate() really necessary?
- Does anisotropic filtering work under Windows?
- Port RETEXTURING (especially jpeg) to Windows.
- Remove leftovers from the softrenderer.
The big plan:
1. Get the dedicated server builded (03/06/12)
2. Get the game builded (04/06/12)
3. Be able to connect to a windows dedicated server (04/06/12)
4. Get the client builded (04/06/12)
5. Get the refresher builded (04/06/12)
6. Be able to start the client and watch the demo loop (04/06/12)
7. Bugsfix until the game can be played through
8. Finish remaining TODOs
9. Release CFT
Thinks that would be nice to have (after the CFT):
- Remove IPX
- Add IPv6