Mac Ryan wrote:
I suppose there are various ways of using pygame, but I would still hold that having the scaling function should be "one way only".
As far as drawing is concerned, I tend to agree. The only difficulty is that some drawing operations in pygame are defined to return a rect indicating the affected area. I've never used that feature myself, so I don't have any use cases to go on, but if a surface with a scaled coordinate system was being used, I find it hard to imagine that the calling code would have any use for post-scaling coordinates, because it's doing all its calculations pre-scaling.
3. Scaling mess: a concrete example... In the application I am developing now, I scale the modelled space to match screen resolution, but since the objects moving in the space might have sub-pixel dimensions if scaled to the same resolution, I am often obliged to scale the sprites representing them to a different resolution
Yes, sometimes you don't want to just scale everything uniformly, but do something more complicated. However, I don't see how the rect returned by the drawing operation is of much help in this example. You're deciding beforehand how big you want the sprite to be in pixels, not asking pygame to tell you after the fact. -- Greg
