On Mar 18, 4:36 am, dave <[EMAIL PROTECTED]> wrote: > Hi All. I've been formulating in my head a simple image editor. I > actually started prototyping is some time ago in Java, but am liking > Python more and more. My editor will be nowhere near the level of Gimp/ > Photoshop, but I do need fast pixel level control and display. For > instance, that means no automatic anti-aliasing and that I will be > implementing my own line drawing algorithms. > > I've got the high level architectual aspects of my program down, but > am stuck on what graphics API to use. I want a canvas area of > adjustable size which users can draw on with as little lag as > possible. The canvas area will be composed of layers (i.e. I require > an alpha channel) and I need to be able to zoom in and out of it (zoom > levels will be at fixed intervals, so this can be simulated if need > be.) > > I started looking at PyGame but realize that I need to integrate a GUI > into the whole thing (or integrate the image into the GUI rather) and > I didn't see a straightforward way to do that. Of course, I don't even > know if PyGame is the right API for the job anyways :P > > Any thoughts or ideas that could help me get started? Thanks!
Look at the PIL source code for reference and implement your own C extensions for drawing and image manipulation. Or write your app on top of PIL. Any GUI toolkit will work if you find the low-level access to their image memory buffers. PyGame is for multimedia applications, you probably need Tkinter, Qt, wx or GTK. And as long as you need such low-level things as custom drawing and anti-aliasing your API is plain old C malloc's, free's and raw memory addresses. -- Ivan -- http://mail.python.org/mailman/listinfo/python-list