Please visit http://svgpp.org/ for description, tutorial and reference.
SVG++ library can be thought of as a framework, containing parsers for various SVG syntaxes, adapters that simplify handling of parsed data and a lot of other utilities and helpers for the most common tasks. Take a look at Tutorial to get the idea about what it is.
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Is a header-only library
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Can be used with any XML parser
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Compile time configured - no virtual functions
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Minimal runtime overhead - you pay only for what you get
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Has wide range of possible uses:
- Fully functional, conforming SVG viewers
- Simple in-app SVG rasterizers
- Import modules of vector editing software
- Implementing path-only input of SVG format with minimal efforts in any graphics or math software
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Requires only Boost library itself (demo, tests and sample have their own requirements)
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Compatible with C++11, but requires conforming implementation, due to heavy usage of templates
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Supports any character type (
char
andwchar_t
). Other (Unicode from C++11) were not tested, but should be ok.
- Path data - parsing, simplification
- Transform list - parsing, simplification
- Color, including ICC color - parsing
- Lengths - highly configurable handling of SVG lengths, full support of all SVG length units
- Basic shapes - optional conversion to path
- Style attribute - parsing, taking in account differences in parsing presentation attributes and style properties
- Automatic marker positions calculation
- Viewport and viewbox handling
- An SVG viewer or library that produces raster image from SVG (though C++ demo app included, which renders SVG with AGG, GDI+ or Skia graphics library)
- Renders anything itself
- SVG++ update 1.2.1 fixes handling text content inside
<a>
element that is a child of<text>
element. - SVG++ update 1.2 focuses on reducing compiler memory usage by allowing separation of template heavy Boost.Spirit code to other compilation unit.
- CSS Processor. Processing CSS is outside of SVG++ scope, but it'll be nice to have some generic implementation of CSS selectors to use at preprocessing stage.
- SVG Filter Effects. Some filters are already implemented in demo application but the complete solution requires more efforts. Generic enough parts may fit in SVG++ source base. Usage of Boost.GIL may make the code more reusable.
- Animation. Implementation of animation in the demo application. Probably some utilities may get to SVG++.
- Try to reduce compiler memory usage by switching to some C++11 metaprogramming library (brigand?). Evaluate upgrade to Boost.Spirit 3.0.
- Extend demo with Cairo support?
- More wrappers for XML parsers?
- Evolve demo to fully functional SVG rendering component for one of the graphic engines. A major gap in demo's SVG implementation is text and font support. It'll be too complex to make it cross-engine, but for the single engine chosen and probably with third-party libraries like FreeType it's pretty feasible.