Hi Julian,
A great idea. If the new module implements all the functionality of the
current modules, then for backwards compatibility the draw module, or
something like it, can be implemented in Python on top the new module.
So the new module should have a different name. Though I ported the
gfxdraw module from pygame2 into pygame, I have shied away from doing
any enhancements since my only graphics course was taught by an
electrical engineer, with an emphasis on hardware and an embedded
graphics language for Fortran the engineer had written (this was some
time ago). So I'm glad to see someone else take on the job. Be aware
though, someone will request anti-aliased circles with line thickness
greater than one. Oh, and Cairo is considered too slow, so wrapping it
won't do.
Lenard
jug wrote:
Hello!
I'm going to write a new draw module for pygame and pygame2 as part of
GSoC this year. The aim is to have one draw module for pygame that
implements not only the very basic drawing of a few plain color shapes
but
also drawing of more advanced shapes and whith more advanced attributes
(ie. curves, rounded corners, aa, etc.) as well as alternative filling
methods
(ie. procedural or image based textures, filling from another
surface/image
(cloning), etc.). Unlike now the code will be object oriented thus you'll
need to create a (pen) object before using it to draw stuff. That is
to to keep
code clean and structured and avoid functions with (terribly) long
parameter
lists. However, I plan to add some shortcuts for basic functionality
(and maybe
compatibility).
I'm still thinking about concepts and have some more vague ideas in
mind so
if you have any ideas or suggestions please tell me :)
While development I'll blog about any progress at
Even though I've got svn access to the pygame repo (thank you, rene) I
also
have a (currently still empty) hg repo with wiki and issue tracker at
http://bitbucket.org/schlangen/pygamedraw
Regards,
Julian