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Re: [Adonthell-devel] Regarding wxPython and different backends
From: |
cirrus |
Subject: |
Re: [Adonthell-devel] Regarding wxPython and different backends |
Date: |
Fri, 24 Jan 2003 19:49:56 +0000 |
That looks good to me (but then again, what do I know about programming
Adonthell! :P)
But it occured to me: This is all fine for gfx, but what about audio and
input? AFAIK SDL does all of them for us, but do clanlib / wxPython
handle those things too? If not what will you do about it?
Just curious really! :P
-James
Kai Sterker wrote:
>
> Feel free to use wxPython, of course. Back then I nearly chose wxWindows
> for dlgedit, but ended up using GTK in the end. (AFAIK, Linux version of
> wxWindows sits on top of GTK).
>
> What I really wanted to do is share some thoughts about the different
> backends. Basically, what we will have is something similar to the
> following:
>
> +------------+
> Engine | libgfx |
> / +------------+ \
> / | \
> Adaption +-----------+ +------------+ +------------+
> layer | sdl_gfx | | cl_gfx | | wxp_gfx |
> +--+ +--+ | +--+ +--+ | +------+ |
> | +--+ +--+ | +------+ | +--+ +--+
> Libraries | SDL | | Clanlib | | wxPython |
> +-----------+ +------------+ +------------+
>
> Basically, what you need is an adaption layer for each underlying
> library. That adaption layer is specific to each library on one side,
> but provides exactly the same interface to higher layers, like our gfx
> stuff. Basically, that means that all adaption libs export the same
> interface (which of course is completely independent from the underlying
> library.
>
> For example, the interface could sit in the common_gfx.h header file.
> Every part of libgfx would include common_gfx.h and would thus be
> independent from the actual graphic library you use. All you need to do
> is link against one of the available adaption libraries, i.e. libsdl_gfx
> or libcl_gfx.
>
> That seems to be the easiest way to me. That means you can't chose the
> backend at runtime, only at compile time, but that should be okay for
> our purpose.
>
> Of course, there might be completely different ways to accomplish this.
> The above is how I would go about it :). Feel free to improve stuff!
>
> Kai
>
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