Re: [pygame] GSoC 2010: A New Draw Module
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
Re: [pygame] GSoC 2010: A New Draw Module
Congratulations Julian, looking forward to it. Devon On Sun, May 2, 2010 at 6:00 PM, Luke Paireepinart wrote: > Yay. > Pygame has needed this for a LONG time. > Good luck! Keep us updated. > > On Sun, May 2, 2010 at 5:55 PM, 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 > > http://pygamedraw.wordpress.com/ > > > > 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 > > >
Re: [pygame] GSoC 2010: A New Draw Module
Yay. Pygame has needed this for a LONG time. Good luck! Keep us updated. On Sun, May 2, 2010 at 5:55 PM, 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 > http://pygamedraw.wordpress.com/ > > 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 >