Hi! Thanks for your comments. Wormux doesn't use the sigc++ yet, it's just a dependency of paragui... For the ressource manager it shouldn't be written right now, because it may be already included in a graphical library... Anyway, it's a good idea to write a comparison of those library! From my experience sdl_gfx is quite reliable, i don't know sdl_sge, kira seems to be dead (or maybe too mature, so it doesn't need bug reports or any input from users :), and i have had a hard time with paragui... (see current svn :/)
bye lodesi Le mercredi 07 septembre 2005 à 23:11 +0200, Jean-Christophe Duberga a écrit : > >> > >> *** 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 > ___________________________________________________________________________ Appel audio GRATUIT partout dans le monde avec le nouveau Yahoo! Messenger Téléchargez cette version sur http://fr.messenger.yahoo.com
