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Re: [pygame] PyGame and SVG



That sounds great, lets hope some one else can have a
look at an OS X version too.

Bo)

Daniel Jo skrev:
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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