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	<title>pygamedraw - A GSoC 2010 Project</title>
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	<description>Writing a New Draw Module for pygame and pgr</description>
	<lastBuildDate>Tue, 14 Sep 2010 16:15:34 +0000</lastBuildDate>
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		<title>pygamedraw - A GSoC 2010 Project</title>
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		<item>
		<title>It&#8217;s Over</title>
		<link>http://pygamedraw.wordpress.com/2010/09/14/its-over/</link>
		<comments>http://pygamedraw.wordpress.com/2010/09/14/its-over/#comments</comments>
		<pubDate>Tue, 14 Sep 2010 16:15:34 +0000</pubDate>
		<dc:creator>pygamedraw</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://pygamedraw.wordpress.com/?p=84</guid>
		<description><![CDATA[Yes, it&#8217;s over. Hopefully only GSOC, not the actual pygamedraw project. I know, it has been a while since the last blog post here, and also since the last commit on bitbucket, but there are things behind the monitor, and so my free-time became very limited at the beginning of September. However, I think I [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=pygamedraw.wordpress.com&amp;blog=13352165&amp;post=84&amp;subd=pygamedraw&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>Yes, it&#8217;s over. Hopefully only GSOC, not the actual pygamedraw project.<br />
I know, it has been a while since the last blog post here, and also since the last commit on bitbucket, but there are things behind the monitor, and so my free-time became <strong>very</strong> limited at the beginning of September.<br />
However, I think I created a stable code base that can now be used to implement more and more features easily. I mean, hey, its open source, why don&#8217;t you get a copy of the repo and add one feature by yourself? Push it back and I (/we) will add it if its not completely rubbish. Some more developers/contributors would help this project (and pygame2 in general) and could speed up the development a lot.</p>
<p>Ok, here a quick overview about my last changes at the end of the &#8220;official&#8221; part: I mostly fixed a lot of bugs and incomplete or not working code. Namely the ellipse drawing method, the line drawing method and line-ending attribute handling and some small bugs in examples, pens etc.<br />
Then I added another example to test and show the new features of the line drawing algorithm interactively and also started with some anti-aliasing test implementations.</p>
<p>Next steps would be:</p>
<ul>
<li>implement final antialiasing </li>
<li>test and complete ellipse drawing method for all kinds of parameter combinations/sub-methods</li>
<li>fix/implement issues at bitbucket/tickets</li>
<li>implement more complex stuff like curves(bezir, splines/b-splines/nurbs?)</li>
<li>port the code (or slow parts of it) to C</li>
<li><em>&#8230;(your idea here)</em></li>
</ul>
<p>Maybe <em>you</em> could do one of these points?</p>
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		<slash:comments>1</slash:comments>
	
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			<media:title type="html">pygamedraw</media:title>
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		<title>Attribute handling</title>
		<link>http://pygamedraw.wordpress.com/2010/06/27/attribute-handling/</link>
		<comments>http://pygamedraw.wordpress.com/2010/06/27/attribute-handling/#comments</comments>
		<pubDate>Sun, 27 Jun 2010 11:23:28 +0000</pubDate>
		<dc:creator>pygamedraw</dc:creator>
				<category><![CDATA[api design]]></category>

		<guid isPermaLink="false">http://pygamedraw.wordpress.com/?p=79</guid>
		<description><![CDATA[One new aspect I&#8217;ve already mentioned in another post is that common drawing options like width, aa, rounded corners or color (for some pens) are stored as attributes of pen objects to keep parameter lists of shape methods short. But now, you need a few lines each time you want to draw a new shape [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=pygamedraw.wordpress.com&amp;blog=13352165&amp;post=79&amp;subd=pygamedraw&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>One new aspect I&#8217;ve already mentioned in another post is that common drawing options like width, aa, rounded corners or color (for some pens) are stored as attributes of pen objects to keep parameter lists of shape methods short. But now, you need a few lines each time you want to draw a new shape with other options:</p>
<pre class="brush: python;">
pen = SolidPen(color=pygame2.Color(20, 210, 50))
pen.width = 5
pen.rect(screen, any_rect)
pen.color = pygame2.Color(120, 250, 250)
pen.width = 3
pen.rect(screen, any_other_rect)
</pre>
<p>Ok, this can be really annoying. Therefore I added a way to use these options (which are still object attributes) also as keyword parameters:</p>
<pre class="brush: python;">
pen = SolidPen(color=pygame2.Color(20, 210, 50))
pen.width = 5
print pen.width # output: 5
pen.rect.screen, any_rect) # draws rect with width=5
pen.rect(screen, any_other_rect, width=3) # draws rect with width=3
print pen.width # output: 5
# set pen.width = 1 (the actual attribute) and then draw the rect
pen.rect(screen, a_third_rect, width=1, apply=True)
print pen.width # output: 1
</pre>
<p>Thus, you can use keyword parameters to change options, but you don&#8217;t have to.  To draw some shapes all in one color you set it once and then don&#8217;t need to repeat yourself over and over again.</p>
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		<slash:comments>1</slash:comments>
	
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			<media:title type="html">pygamedraw</media:title>
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		<item>
		<title>Yay, it works! Drawing broad lines the pygamedraw way</title>
		<link>http://pygamedraw.wordpress.com/2010/06/23/yay-it-works-drawing-broad-lines-the-pygamedraw-way/</link>
		<comments>http://pygamedraw.wordpress.com/2010/06/23/yay-it-works-drawing-broad-lines-the-pygamedraw-way/#comments</comments>
		<pubDate>Wed, 23 Jun 2010 20:20:37 +0000</pubDate>
		<dc:creator>pygamedraw</dc:creator>
				<category><![CDATA[api design]]></category>
		<category><![CDATA[current status]]></category>

		<guid isPermaLink="false">http://pygamedraw.wordpress.com/?p=62</guid>
		<description><![CDATA[The the basic shape algorithms are mostly implemented and I get more and more to the parts of implementing new features and improving stuff. Today I worked one the Pen.line() method or more specifically the drawing of broad poly-lines through more than two points. First, lets have a look how the current implementation does it: [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=pygamedraw.wordpress.com&amp;blog=13352165&amp;post=62&amp;subd=pygamedraw&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>The the basic shape algorithms are mostly implemented and I get more and more to the parts of implementing new features and improving stuff. Today I worked one the Pen.line() method or more specifically the drawing of broad poly-lines through more than two points.</p>
<p>First, lets have a look how the current implementation does it:</p>
<p style="text-align:left;"><a href="http://pygamedraw.files.wordpress.com/2010/06/line_width_comp.png"><img class="aligncenter size-full wp-image-64" title="pygame_broad_lines" src="http://pygamedraw.files.wordpress.com/2010/06/line_width_comp.png?w=489&#038;h=287" alt="drawing a long line with pygame.draw.lines and width = 20" width="489" height="287" /></a>Well, that&#8217;s just a multiple call of pygame.draw.line() which is also badly implemented as it simply adds half of the width on both sides to either the x or y values of the endpoints (and thus different angles result in different line widths). This is just ugly and nearly unusable.</p>
<p>So I had to fix that and do a bit more than calling Pen.line(surf, point1, point2). But what? There are <a title="wikipedia inspired Pen.line_style" href="http://upload.wikimedia.org/wikipedia/commons/7/72/Line_corners.svg">quite a few</a> ways how to draw the corners and so I added the next attribute to the Pen class, called <em>line_style</em>.</p>
<p>Currently there are 4 different line styles (and no more planned because I cannot think of any further (useful) style(s), but if you do, please tell me and I may think about it): DENTED_VERT, SHARP_VERT, FLAT_VERT and ROUND_VERT.</p>
<p>First of all, I did some studies and tests and thought about lines and how to draw and connect them to nice-looking polylines:</p>
<div id="attachment_65" class="wp-caption aligncenter" style="width: 460px"><a href="http://pygamedraw.files.wordpress.com/2010/06/line_width1.png"><img class="size-full wp-image-65 " title="row of line elements" src="http://pygamedraw.files.wordpress.com/2010/06/line_width1.png?w=450&#038;h=280" alt="" width="450" height="280" /></a><p class="wp-caption-text">I started with a simple row of single line elements.</p></div>
<div id="attachment_66" class="wp-caption aligncenter" style="width: 460px"><a href="http://pygamedraw.files.wordpress.com/2010/06/line_width2.png"><img class="size-full wp-image-66" title="polyline = data, data, data" src="http://pygamedraw.files.wordpress.com/2010/06/line_width2.png?w=450&#038;h=274" alt="" width="450" height="274" /></a><p class="wp-caption-text">Then reduced it to pure data.</p></div>
<p style="text-align:left;">Some more tests and a first, ugly hacked version ensued. Then I rewrote it and did a cleaner implementation using an own <em>Vert</em> class to hold the data and do some calculations.</p>
<p style="text-align:left;">At the end, it looks like this:</p>
<div id="attachment_67" class="wp-caption aligncenter" style="width: 460px"><a href="http://pygamedraw.files.wordpress.com/2010/06/dented_line.png"><img class="size-full wp-image-67" title="dented line" src="http://pygamedraw.files.wordpress.com/2010/06/dented_line.png?w=450&#038;h=279" alt="" width="450" height="279" /></a><p class="wp-caption-text">Pen.line_style = DENTED_VERT</p></div>
<div id="attachment_71" class="wp-caption aligncenter" style="width: 460px"><a href="http://pygamedraw.files.wordpress.com/2010/06/sharp_line.png"><img class="size-full wp-image-71" title="sharp_line" src="http://pygamedraw.files.wordpress.com/2010/06/sharp_line.png?w=450&#038;h=264" alt="" width="450" height="264" /></a><p class="wp-caption-text">Pen.line_style = SHARP_VERT (yes, I know there is still a small pixel bug)</p></div>
<p style="text-align:center;">
<div id="attachment_68" class="wp-caption aligncenter" style="width: 460px"><a href="http://pygamedraw.files.wordpress.com/2010/06/flat_line.png"><img class="size-full wp-image-68 " title="flat line" src="http://pygamedraw.files.wordpress.com/2010/06/flat_line.png?w=450&#038;h=261" alt="" width="450" height="261" /></a><p class="wp-caption-text">Pen.line_style = FLAT_VERT</p></div>
<div id="attachment_69" class="wp-caption aligncenter" style="width: 460px"><a href="http://pygamedraw.files.wordpress.com/2010/06/round_line.png"><img class="size-full wp-image-69" title="round line" src="http://pygamedraw.files.wordpress.com/2010/06/round_line.png?w=450&#038;h=267" alt="" width="450" height="267" /></a><p class="wp-caption-text">Pen.line_style = ROUND_VERT</p></div>
<p style="text-align:left;">I also added a first style for line endings (more styles will come later):</p>
<div id="attachment_70" class="wp-caption aligncenter" style="width: 460px"><a href="http://pygamedraw.files.wordpress.com/2010/06/round_line_ending.png"><img class="size-full wp-image-70" title="round line with line endings" src="http://pygamedraw.files.wordpress.com/2010/06/round_line_ending.png?w=450&#038;h=271" alt="" width="450" height="271" /></a><p class="wp-caption-text">Pen.line_style = ROUND_VERT  Pen.line_start = ROUND_ENDING  Pen.line_ending = ROUND_ENDING</p></div>
<p style="text-align:left;">Yay, that&#8217;s a lot better and more flexible than the current pygame/sdl implementation and thas is what this whole GSoC project is all about! <img src='http://s0.wp.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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		<slash:comments>4</slash:comments>
	
		<media:content url="http://1.gravatar.com/avatar/de68ff88db92e8db89e268e5719efcc0?s=96&#38;d=wavatar&#38;r=G" medium="image">
			<media:title type="html">pygamedraw</media:title>
		</media:content>

		<media:content url="http://pygamedraw.files.wordpress.com/2010/06/line_width_comp.png" medium="image">
			<media:title type="html">pygame_broad_lines</media:title>
		</media:content>

		<media:content url="http://pygamedraw.files.wordpress.com/2010/06/line_width1.png" medium="image">
			<media:title type="html">row of line elements</media:title>
		</media:content>

		<media:content url="http://pygamedraw.files.wordpress.com/2010/06/line_width2.png" medium="image">
			<media:title type="html">polyline = data, data, data</media:title>
		</media:content>

		<media:content url="http://pygamedraw.files.wordpress.com/2010/06/dented_line.png" medium="image">
			<media:title type="html">dented line</media:title>
		</media:content>

		<media:content url="http://pygamedraw.files.wordpress.com/2010/06/sharp_line.png" medium="image">
			<media:title type="html">sharp_line</media:title>
		</media:content>

		<media:content url="http://pygamedraw.files.wordpress.com/2010/06/flat_line.png" medium="image">
			<media:title type="html">flat line</media:title>
		</media:content>

		<media:content url="http://pygamedraw.files.wordpress.com/2010/06/round_line.png" medium="image">
			<media:title type="html">round line</media:title>
		</media:content>

		<media:content url="http://pygamedraw.files.wordpress.com/2010/06/round_line_ending.png" medium="image">
			<media:title type="html">round line with line endings</media:title>
		</media:content>
	</item>
		<item>
		<title>From Mask to Surface</title>
		<link>http://pygamedraw.wordpress.com/2010/06/02/from-mask-to-surface/</link>
		<comments>http://pygamedraw.wordpress.com/2010/06/02/from-mask-to-surface/#comments</comments>
		<pubDate>Wed, 02 Jun 2010 17:13:05 +0000</pubDate>
		<dc:creator>pygamedraw</dc:creator>
				<category><![CDATA[current status]]></category>

		<guid isPermaLink="false">http://pygamedraw.wordpress.com/?p=43</guid>
		<description><![CDATA[The first simple shape methods have been implemented as well as some easy Pens. So far, writing an own/new Pen class is as easy as planned. Here are some images of a circle rendered with different Pens (this is directly taken from the allinone example included with the source, so feel free to view it [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=pygamedraw.wordpress.com&amp;blog=13352165&amp;post=43&amp;subd=pygamedraw&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>The first simple shape methods have been implemented as well as some easy Pens. So far, writing an own/new Pen class is as easy as planned. Here are some images of a circle rendered with different Pens (this is directly taken from the <em>allinone</em> example included with the source, so feel free to view it &#8220;live&#8221;):</p>
<div id="attachment_45" class="wp-caption aligncenter" style="width: 176px"><a href="http://pygamedraw.files.wordpress.com/2010/06/tex1.png"><img class="size-full wp-image-45" title="solidpen" src="http://pygamedraw.files.wordpress.com/2010/06/tex1.png?w=166&#038;h=166" alt="" width="166" height="166" /></a><p class="wp-caption-text">SolidPen - one solid color for all pixels</p></div>
<div id="attachment_46" class="wp-caption aligncenter" style="width: 173px"><a href="http://pygamedraw.files.wordpress.com/2010/06/tex2.png"><img class="size-full wp-image-46" title="blendpen" src="http://pygamedraw.files.wordpress.com/2010/06/tex2.png?w=163&#038;h=160" alt="" width="163" height="160" /></a><p class="wp-caption-text">BlendPen - one rbga color blended in the background image</p></div>
<div id="attachment_47" class="wp-caption aligncenter" style="width: 181px"><a href="http://pygamedraw.files.wordpress.com/2010/06/tex3.png"><img class="size-full wp-image-47" title="mypen" src="http://pygamedraw.files.wordpress.com/2010/06/tex3.png?w=171&#038;h=171" alt="" width="171" height="171" /></a><p class="wp-caption-text">MyColorPen - an easy example for a custom Pen</p></div>
<div id="attachment_48" class="wp-caption aligncenter" style="width: 172px"><a href="http://pygamedraw.files.wordpress.com/2010/06/tex4.png"><img class="size-full wp-image-48" title="texpen1" src="http://pygamedraw.files.wordpress.com/2010/06/tex4.png?w=162&#038;h=168" alt="" width="162" height="168" /></a><p class="wp-caption-text">TexturePen - shape filled with an image based texture</p></div>
<div id="attachment_52" class="wp-caption aligncenter" style="width: 40px"><a href="http://pygamedraw.files.wordpress.com/2010/06/texture.png"><img class="size-full wp-image-52" title="texture1" src="http://pygamedraw.files.wordpress.com/2010/06/texture.png?w=30&#038;h=30" alt="" width="30" height="30" /></a><p class="wp-caption-text">texture image used for the first example</p></div>
<div class="wp-caption aligncenter" style="width: 180px"><a href="http://pygamedraw.files.wordpress.com/2010/06/tex5.png"><img class="size-full wp-image-49" title="texpen2" src="http://pygamedraw.files.wordpress.com/2010/06/tex5.png?w=170&#038;h=168" alt="" width="170" height="168" /></a><p class="wp-caption-text">TexturePen - just another texture (note: the texture can be exactly positioned with the texture offset)</p></div>
<div id="attachment_51" class="wp-caption aligncenter" style="width: 110px"><a href="http://pygamedraw.files.wordpress.com/2010/06/texture.jpg"><img class="size-full wp-image-51" title="texture2" src="http://pygamedraw.files.wordpress.com/2010/06/texture.jpg?w=100&#038;h=74" alt="" width="100" height="74" /></a><p class="wp-caption-text">texture image used for the second example</p></div>
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		<slash:comments>1</slash:comments>
	
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			<media:title type="html">pygamedraw</media:title>
		</media:content>

		<media:content url="http://pygamedraw.files.wordpress.com/2010/06/tex1.png" medium="image">
			<media:title type="html">solidpen</media:title>
		</media:content>

		<media:content url="http://pygamedraw.files.wordpress.com/2010/06/tex2.png" medium="image">
			<media:title type="html">blendpen</media:title>
		</media:content>

		<media:content url="http://pygamedraw.files.wordpress.com/2010/06/tex3.png" medium="image">
			<media:title type="html">mypen</media:title>
		</media:content>

		<media:content url="http://pygamedraw.files.wordpress.com/2010/06/tex4.png" medium="image">
			<media:title type="html">texpen1</media:title>
		</media:content>

		<media:content url="http://pygamedraw.files.wordpress.com/2010/06/texture.png" medium="image">
			<media:title type="html">texture1</media:title>
		</media:content>

		<media:content url="http://pygamedraw.files.wordpress.com/2010/06/tex5.png" medium="image">
			<media:title type="html">texpen2</media:title>
		</media:content>

		<media:content url="http://pygamedraw.files.wordpress.com/2010/06/texture.jpg" medium="image">
			<media:title type="html">texture2</media:title>
		</media:content>
	</item>
		<item>
		<title>Step 1: Get the basics working</title>
		<link>http://pygamedraw.wordpress.com/2010/05/31/step-1-get-the-basics-working/</link>
		<comments>http://pygamedraw.wordpress.com/2010/05/31/step-1-get-the-basics-working/#comments</comments>
		<pubDate>Mon, 31 May 2010 13:38:57 +0000</pubDate>
		<dc:creator>pygamedraw</dc:creator>
				<category><![CDATA[current status]]></category>
		<category><![CDATA[implementation details]]></category>

		<guid isPermaLink="false">http://pygamedraw.wordpress.com/?p=32</guid>
		<description><![CDATA[Currently I&#8217;m working on the very basic features that are also supported by the original pygame.draw module. When looking over these old functions (and its results), I discover more and more blemishes. One example is pygame.draw.rect, the simplest drawing function of the whole module, you may say, but its a bit tricky, because you have [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=pygamedraw.wordpress.com&amp;blog=13352165&amp;post=32&amp;subd=pygamedraw&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>Currently I&#8217;m working on the very basic features that are also supported by the original pygame.draw module. When looking over these <em>old </em>functions (and its results), I discover more and more blemishes.</p>
<p>One example is <em>pygame.draw.rect</em>, the simplest drawing function of the whole module, you may say, but its a bit tricky, because you have to decide how a passed rect defines the pixels to draw. To be exact, I&#8217;m talking about drawing rects of a certain width. Draw <em>around</em> the actual rect or <em>inside</em> or <em>outside</em>? I wanted to see how the current draw module does it:</p>
<div class="wp-caption aligncenter" style="width: 460px"><a href="http://pygamedraw.files.wordpress.com/2010/05/rect_outline.png"><img class="size-full wp-image-34" title="rect_outline" src="http://pygamedraw.files.wordpress.com/2010/05/rect_outline.png?w=450&#038;h=117" alt="rect outline behavior" width="450" height="117" /></a><p class="wp-caption-text">how pygame.drw.rect draws  rects with certain widths</p></div>
<p>As you can see, it draws around the actual rect, ie. +width/2 and -width/2. So far, so good. But now have a look at the corner. A few pixels are missing there! It seems, it&#8217;s not a rect but just 4 lines between the vertices of the rect.</p>
<p>I&#8217;m going to implement this (position of the line, not the missing pixels) as default behavior, but may add alternatives like <em>completely inside</em> or <em>completely outside</em>:</p>
<div id="attachment_37" class="wp-caption aligncenter" style="width: 460px"><a href="http://pygamedraw.files.wordpress.com/2010/05/rect_outline_alternatives1.png"><img class="size-full wp-image-37" title="rect_outline_alternatives" src="http://pygamedraw.files.wordpress.com/2010/05/rect_outline_alternatives1.png?w=450&#038;h=125" alt="rect outline position" width="450" height="125" /></a><p class="wp-caption-text">Pen.edgestyle = EDGE_FULL_OUTER || EDGE_HALFWIDTH || EDGE_FULL_INNER</p></div>
<p>This would also apply to other shape outlines like ellipses but I&#8217;m not sure if this would be really useful, though.</p>
<p style="text-align:center;">
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			<media:title type="html">pygamedraw</media:title>
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		<media:content url="http://pygamedraw.files.wordpress.com/2010/05/rect_outline.png" medium="image">
			<media:title type="html">rect_outline</media:title>
		</media:content>

		<media:content url="http://pygamedraw.files.wordpress.com/2010/05/rect_outline_alternatives1.png" medium="image">
			<media:title type="html">rect_outline_alternatives</media:title>
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	</item>
		<item>
		<title>Masks as intermediate</title>
		<link>http://pygamedraw.wordpress.com/2010/05/08/masks-as-intermediate/</link>
		<comments>http://pygamedraw.wordpress.com/2010/05/08/masks-as-intermediate/#comments</comments>
		<pubDate>Sat, 08 May 2010 12:59:09 +0000</pubDate>
		<dc:creator>pygamedraw</dc:creator>
				<category><![CDATA[api design]]></category>

		<guid isPermaLink="false">http://pygamedraw.wordpress.com/?p=19</guid>
		<description><![CDATA[One of the first things I knew about the structure of the new draw module was that I wanted to separate the definition of shapes and the actual drawing because shapes won&#8217;t change but the drawing methods and algorithms should be changeable. To easily implement this and also get a comfortable api that makes it [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=pygamedraw.wordpress.com&amp;blog=13352165&amp;post=19&amp;subd=pygamedraw&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>One of the first things I knew about the structure of the new draw module was that I wanted to separate the definition of shapes and the actual drawing because shapes won&#8217;t change but the drawing methods and algorithms should be changeable. To easily implement this and also get a comfortable <abbr title="Application Programming Interface">api</abbr> that makes it easier to deal with (lots of?) optional parameters I decided to use an object-oriented approach and write a base class that defines the shapes and child classes that implement different algorithms by overwriting a certain method of the base class.</p>
<p>Now I needed some interface, a way to pass shapes to the draw method without drawing it.</p>
<p>First I thought I could call the draw method per pixel and directly set pixels on the destination surface like just passing the position of a pixel (that should be set) to the draw method, that then would calculate the color and set the pixel on the surface.</p>
<p>Then I started thinking about algorithms to define shapes and it became clear that it is a lot easier to operate on a &#8220;neutral&#8221; place where you just have two options per pixel:  to set or not to set, to draw or not to draw, to be or not to be. And this is exactly what masks are made for!</p>
<p>On a regular surface with any initial image data you don&#8217;t know if you have set a certain pixel or not because you don&#8217;t know the color it had before you started drawing. Of course it may be possible somehow and you could use a list of affected pixels and their initial color and then &#8230; but its easier and cleaner to use masks that are optimized and thus fast enough.</p>
<p>So the basic <abbr title="Application Programming Interface">api</abbr> layout will look something like this:</p>
<pre class="brush: python;">
class Pen(object):
    &quot;&quot;&quot;
    base class that defines all shape methods
    - do not use directly! -
    &quot;&quot;&quot;
    def line(self, surf, ...):
        # ...

    # ... (more methods to draw all kinds of shapes)

    def draw_mask(self, surf, mask, offset):
        &quot;&quot;&quot;
        draw ``mask`` onto ``surf`` with the given ``offset``
        - to be overwritten by child classes -
	&quot;&quot;&quot;
        raise NotImplementedError

class PlainColorPen(object):
    &quot;&quot;&quot;
    fill shapes with a plain color
    &quot;&quot;&quot;
    def __init__(self, color):
        self.color = color

    def draw_mask(self, surf, mask, offset):
        # ...

class TexturedPen(object):
    &quot;&quot;&quot;
    create textured shapes
    &quot;&quot;&quot;
    def __init__(self, texture):
        # ...

    def draw_mask(self, surf, mask, offset):
        # ...

# ... (more XXXPen classes)
</pre>
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			<media:title type="html">pygamedraw</media:title>
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		<title>Getting Started</title>
		<link>http://pygamedraw.wordpress.com/2010/04/28/getting-started/</link>
		<comments>http://pygamedraw.wordpress.com/2010/04/28/getting-started/#comments</comments>
		<pubDate>Wed, 28 Apr 2010 17:51:56 +0000</pubDate>
		<dc:creator>pygamedraw</dc:creator>
				<category><![CDATA[current status]]></category>

		<guid isPermaLink="false">http://pygamedraw.wordpress.com/?p=12</guid>
		<description><![CDATA[I&#8217;ve got a project blog and a project at bitbucket.org with mercurial repository, issue tracker and wiki. I also got svn access to the pygame repository, but I&#8217;d like to have an own, separate repo as well to play around without being able to break something but my own code. Nonetheless I&#8217;ll commit to the [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=pygamedraw.wordpress.com&amp;blog=13352165&amp;post=12&amp;subd=pygamedraw&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>I&#8217;ve got a <a title="this site" href="http://pygamedraw.wordpress.com">project blog</a> and a <a href="http://bitbucket.org/schlangen/pygamedraw">project at bitbucket.org</a> with mercurial repository, issue tracker and wiki.</p>
<p>I also got svn access to the pygame repository, but I&#8217;d like to have an own, separate repo as well to play around without being able to break something but my own code. Nonetheless I&#8217;ll commit to the pygame repo from time to time if it&#8217;s worthwhile. Another nice side-effect of the project at bitbucket is to have an issue tracker and a wiki this way.</p>
<p>Then, I tried to install pygame reloaded and after installing some dependencies and getting a few &#8220;gcc failed with exit code 1&#8243; I disabled SDL_MIXER and SDL_IMAGE and it worked.</p>
<p>Going to read docs, play with pygame2 and think about concepts now&#8230;</p>
<p>&#8230; and to <span style="text-decoration:underline;">learn</span> for last written exam next week.</p>
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		<title>Hello world!</title>
		<link>http://pygamedraw.wordpress.com/2010/04/27/hello-world/</link>
		<comments>http://pygamedraw.wordpress.com/2010/04/27/hello-world/#comments</comments>
		<pubDate>Tue, 27 Apr 2010 13:18:09 +0000</pubDate>
		<dc:creator>pygamedraw</dc:creator>
				<category><![CDATA[current status]]></category>

		<guid isPermaLink="false">http://pygamedraw.wordpress.com/?p=1</guid>
		<description><![CDATA[Welcome to GSoC! I&#8217;m the happy one who got the only pygame project this year and this is my project blog.<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=pygamedraw.wordpress.com&amp;blog=13352165&amp;post=1&amp;subd=pygamedraw&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>Welcome to GSoC!</p>
<p>I&#8217;m the happy one who got the only pygame project this year and this is my project blog.</p>
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