*** SDL don't provide slot capability and I have seen that slot are
used in wormux.
libsigc++ seems to be standard and stable but I don't know if this
librarie is a good choice for a game.
The real question is "Does we need slot capability ? Or would we
rewritten keyboard events using SDL philosophy?"
That is exactly why I was thinking about. If we need slots libsigc++
seems to be a good choice ( portable, stable, efficient) but for a game
I think we can do without it. And as wormux will rely on SDL I think
also that this is better to handle events (user input,repainting event,
...) in the SDL fashion even if it imply more modifications in the code.
*** For libraries
SDL_image can be used to load images (png...) it is stable efficient
and portable (can be considered as a part of SDL)
About the others libraries listed on the wiki : SDL_gfx, SDL_sge,
Kira, ParaGUI
The choice is very important, using such libraries can be usefull
but can lead to problems with
- portability
- API stability
- code homogeneity
And depending on too many libraries increase risk
So I think that it could be good to list the requirements for wormux
( animation, rotation, zoom ? I don't know them) then make a review
of the relevant libraries then choose one or none.
I totally agree with you. These libraries are also listed on
http://www.libsdl.org/libraries.php where you can watch on which
platforms the library runs.
Ok, I will write a comparative of theese libraries on the wiki tomorrow.
ParaGUI is for widget only: button, listbox, etc so it is not
comparable to SDL_gfx, SDL_sge and Kira.
Now let's see what are the requirements :
* For standard images :
- loading png
- transparency (and alpha)
- zoom
- rotation with around a point (inside or outof the picture itself)
* For sprites (animation) :
- set frame speed (same speed for all frames)
- play (loop)/pause/stop animation
- no need of zoom and rotation
In addition, it can be usefull to have collision detection on surfaces
and sprites.
Good,
Have you already written a RessourceManager and Ressource... classes ?
No but I can write a very simple version of ResourceManager quickly
(which just load a xml, make a map with <string xmlnodes, string
filename> and return resource pointer from a xmlnodes).
As you want, I can write one tomorrow if you want, let me know.
I'm not sure we need to write resources classes. I prefer to use SDL
struct directly. (No need to get a pointer to sound resource, just to
play (see jukebox.h))
I agree, I think that we don't need to encapsulate SDL struct as they
provide all we are needing and even if that is not a perfect way (in
design) for a C++ project.
I think all these reflexions should be written on the WIKI.
Ok I will do that
a+
Jean-Christophe
--
Jean-Christophe Duberga - http://jeanchristophe.duber.free.fr
webmaster du site MNEA - http://www.mnea.fr