I don't have very much time during the week, but I'll try to get it
working in Windows (XP) this weekend. As for OS X, I don't own a
system running OS X, so unfortunately there's little that I can do
there. . .
-Daniel
On Tue, May 5, 2009 at 8:48 AM, Bo Jangeborg <bo@xxxxxxxxxxx
<mailto:bo@xxxxxxxxxxx>> wrote:
Do you know if this will be made available for Windows and OS X too ?
Bo)
Daniel Jo skrev:
I was thinking about UIs today and recalled a post by Brad
Wardel about the UI in Galactic Civilizations. He mentioned
how it would look pretty much the same regardless of the
resolution one runs the game at, due to the use of SVG.
Presumably, the UI is designed as vector drawings and at
runtime rendered to a texture whose size depends upon the
current screen resolution.
I thought that this would be a great idea for PyGame, but then
I found that the only implementation of SVG that exists for
PyGame actually uses Cairo. Personally, I think that using
Cairo within PyGame is, at best, suboptimum. What you end up
with is a whole lot of redundant library that is doing exactly
nothing. It would be much better to have a implementation with
relatively atomic dependencies.
Fortunately, after a bit of googling I discovered SDL_svg. It
appears to require only libxml-2.0 and libSDL. Perfect. It
also has a very small API. Perfect. After a bit more research
I managed to create my own Python bindings using Pyrex. Take a
look:
http://code.google.com/p/pygame-svg/
-Daniel
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