Hi Robert, hi JP,

Well, I knew the fact that boost will not be included in OSG... I was just 
talking about "a" Path structure, not "the boost's path structure". :)

I know that's *really* not important comparing to other features that are 
currently in dev, but I'm just pointing out the fact that it could be useful to 
some people. Question is: are they many? :)

This Path class would:
- Have a "/" and "/=" operators that acts as the "/" in Unix paths (Ex: 
projectFullPath / dataPath / "Textures" / "Model1/Something.jpg").
- Handle canonical paths (Ex: transform "a/b/../c" to an unique "a/c").
- Have to_native_file() and to_native_dir() methods to convert the Path 
structure to a platform dependent string ("C:\Dir1\File1.jpg" under Windows, 
"/Dir1/File1.jpg under linux and so on...).
- Be much safer than using strings.
- Be used for some filesystem related functions (create all directories of a 
path, test file/dir existence, directory iterators...).
- And more (See references).

References:
Boost filesystem doc: 
http://www.boost.org/doc/libs/1_36_0/libs/filesystem/doc/index.htm
Boost filesystem path doc: 
http://www.boost.org/doc/libs/1_36_0/libs/filesystem/doc/reference.html#Class-template-basic_path

Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/


Le Mon, 01 Dec 2008 12:29:36 +0100, Robert Osfield <[EMAIL PROTECTED]> a écrit:

> Hi Sukender,
>
> On Mon, Dec 1, 2008 at 11:18 AM, Sukender <[EMAIL PROTECTED]> wrote:
>> Alright then. I guess adopting a kind of Path structure is not on the 
>> agenda, or is it? :)
>> Thank your for answering.
>
> Adding boost dependencies to the core, even an optional build one, is
> not something I'm going to accept for inclusion into the core OSG.
>
> Major external dependencies are only inclined into the OSG when they
> are encapsulated as a plugin or its own module.
>
> Robert.
> _______________________________________________
> osg-users mailing list
> osg-users@lists.openscenegraph.org
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