*** 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


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