First of all, great work!

I've noticed (and personally felt) a recurring demand that seems to be
more (higher) resolution modes for Enigma; so I started wondering if
there was a possibility of using SVG format (vector) images (which might
also provide smoother graphics) instead of always providing larger
pictures. This might not actually mean using an altogether different
graphics appproach, but maybe just loading from SVG files on startup and
rendering them to SDL surfaces according to the current resolution (this
still wouldn't allow for smooth zooming during the game, but zooming's
probably not that interesting for enigma anyway).
Quick research yielded SDL_svg
http://www.linuxmotors.com/SDL_svg/index.html , but I can't seem to get
it to work with the image loading routines as in d_models.cc (segfaults)
-- I probably just lack experience with enigma's (and SDL_svg's) code
base. If anybody wants to give it a try, I've found that I need the
attached patches in order to get the software to work (with C++ code).

Bernhard Reiter
--- configure.in	2005-08-24 18:35:15.000000000 +0200
+++ configure.in.new	2007-05-23 22:36:21.000000000 +0200
@@ -93,8 +93,11 @@
 (http://xmlsoft.org/)
 ]))
 
-CFLAGS="$CFLAGS $SDL_CFLAGS"
-LIBS="$LIBS $SDL_LIBS"
+XML2_CFLAGS=`xml2-config --cflags`
+XML2_LIBS=`xml2-config --libs`
+
+CFLAGS="$CFLAGS $SDL_CFLAGS $XML2_CFLAGS"
+LIBS="$LIBS $SDL_LIBS $XML2_LIBS"
 
 # Finally create all the generated files
 AC_OUTPUT([
--- SDL_svg.h	2007-05-27 18:37:21.000000000 +0200
+++ SDL_svg.h.new	2007-05-27 18:37:03.000000000 +0200
@@ -3,6 +3,10 @@
 
 #include "SDL.h"
 
+#ifdef __cplusplus
+extern "C" {
+#endif
+
 typedef struct SDL_svg_context SDL_svg_context;
 
 #define SDL_SVG_FLAG_DIRECT         0
@@ -25,4 +29,8 @@
 void SVG_SetClipping(SDL_svg_context *c, int minx, int miny,
 	int maxx, int maxy);
 
+#ifdef __cplusplus
+}
+#endif
+
 #endif
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