Re: [pygame] GSoC 2010: A New Draw Module

2010-05-10 Thread Lenard Lindstrom

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

2010-05-03 Thread Devon Scott-Tunkin
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

2010-05-02 Thread Luke Paireepinart
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
>