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 <b...@softwave.se> 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 >> >> ------------------------------------------------------------------------ >> >> >> No virus found in this incoming message. >> Checked by AVG - www.avg.com Version: 8.5.325 / Virus Database: >> 270.12.15/2093 - Release Date: 05/02/09 14:23:00 >> >> >> > >