[Kde-games-devel] Tileset format for KMahjongg
Mauricio Piacentini
mauricio at tabuleiro.com
Fri Nov 17 19:03:08 CET 2006
Henrique Pinto wrote:
> Have you thought of using .desktop files instead of XML? KDE has
already a
> large infrastructure for i18n of .desktop files.
Hi, Henrique! Not really, I thought that .desktop files were for icons
and menus only. How could we adapt or use them (or the same
infrastructure) for game levels and artwork? Maybe this is a nice
solution indeed, I am just ignorant on how they work exactly... Is there
some description somewhere of the infrastructure in place for handling them?
I think this abstraction of level/artwork data is a real need now, since
we are going to offer themability with SVG skins. It should be possible
to localize the theme somehow, and the only way I can see it working
nicely is with an intermediary description, some sort of XML or similar
file that is read by the game, and includes localized information. This
approach is also better imo compared with direct loading all information
from the SVG or level file, as parsing multiple SVGs is going to be much
slower and use much more memory (think of perhaps trying to extract
information about 10 tilesets to assemble a dialog box.)
This issue is already present in KDE3, including old bug reports like
http://bugs.kde.org/show_bug.cgi?id=129469
Do you think using .desktop files could address this? I am thinking on
having a standard way to handle localization of level and artwork data,
and we can maybe include functions in libkdegame to centralize this
handling, so all kdegames could benefit from it.
Regards,
Mauricio Piacentini
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