I have very little time this weekend, but wanted to give you quick feedback 
right away.

[moving of dirs and splitting graphic into sub directories]
great change. 

> So, I decided to do some overhaul:

Would have been better to do that in trunk, so that the data move is 
independent. Do you think that is feasible still or whould that be a ton of 
work?

Also, I am a bit confused about the direction you took with your overhaul. 
Could you give some comments on the design choices you made?

I think addressing files by their name relative to the data directory (which 
used to be the root directory of widelands, but now will be data) is fine. It 
is similar to how we include headers, always from the root. 

1. Introducing sub directories for sound and so on seems cleaner, but might 
limit us in the future. For example what about sound effects specific to one 
building - should that not live in the same directory where the building is 
defined? Think about the ability to define a new building in a scenario for 
example, there everything will be in the same directory for sure. I argue this 
should be the same for bundled data. 

2. We are still not free to rename stuff because of Lua/Scenarios. And the 
fiddling with the filenames example could have been avoided without the 
image_catalogue too - for example in the one fix you posted, you could have 
introduce a string get_fsel_pic_for(int player) which would have killed the 
repetition.

I see some disadvantages for the image_catalogue:
- It is similar to the image_cache and it becomes confusing when to use which.
- The code has now one more indirection whenever you need a picture and is 
harder to read ("pics/blub.png" is easier than kBlubImageFileName).
- The loading adds more dependence on the g_gr singleton whenever you want an 
image.
- Also, what about the enums? Are they send over the network or saved? If so, 
we must never change their ordering and cannot ever delete an entry. That is 
also not very flexible. 

On the other side I see no real advantage to it, since we still cannot move 
images around. How do you think this improved the code?

3. we'll figure it out :)

4. It was to be expected that the data move would be a huge change, so it is 
perfectly fine to get that right first and then do a separate change for the 
shaders. 
-- 
https://code.launchpad.net/~widelands-dev/widelands/bug-1397500/+merge/243860
Your team Widelands Developers is requested to review the proposed merge of 
lp:~widelands-dev/widelands/bug-1397500 into lp:widelands.

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