Brian Fisher wrote:
On Tue, Mar 11, 2008 at 11:32 AM, Lenard Lindstrom <len-l@xxxxxxxxx> wrote:
[snip]
Whether they are libraries or object files amounts to the same thing, C++ compiled files exporting C++ classes that need to link to a C++ compiled extension module that must work with those classes. Everything must be compiled with the same tools. But see below.There is a source directory full of .cpp files that need compiling to libraries.That doesn't sound right at all. There is no such thing as an agg library. There's just source code and some example files that include a portion of the AGG source. I think the only reasonable way to integrate with pygame would be to have a C extension module that was statically linked to compiled C++ source files.
[snip]
If AGG exports a pure C api then that could simplify things. But including AGG in SVN would do so as well. If the AGG source files can be compiled and linked without setting a bunch of platform dependent flags (e.g. macros) then doing so with distutils is straight forward.The relevant pieces of AGG would become part of the Pygame source distribution and presumably included in SVN. There is also the task of working out the AGG build steps and adding them to setup.py.The first sentence here sounds exactly right for how I'd see it going down - basically pygame would absorb agg source, just like it did for SDL_gfx for transform and draw. The second sentence sounds like a minor thing - the only "AGG build steps" would be compiling the cpp files that expose extern C functions to pygame. I would expect that works fine, cause I would think GCC's C++ backend is link friendly with it's C backend, just like it is with Visual Studio.
-- Lenard Lindstrom <len-l@xxxxxxxxx>