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Kiva is a 2D vector drawing interface providing functionality similar toQuartz,Cairo, theQt QPainter interface,the 2D drawing routines of OpenGL , the HTML5Canvas element and many other similar 2D vector drawing APIs. Rather thanre-implementing everything, Kiva is a Python interface layer that sits on topof many different back-ends which are in fact provided by some of theselibraries, depending on the platform, GUI toolkit, and capabilities of thesystem.
This approach permits code to be written to the Kiva API, but produce outputthat could be rendered to a GUI window, an image file, a PDF file, or a numberof other possible output formats without any (or at least minimal) changes tothe image generation code.
Kiva is the base layer of the Chaco plotting library, and is what isresponsible for actually drawing pixels on the screen. Developers interestedin writing code that renders new plots or other graphical features for Chacowill need to be at least passingly familiar with the Kiva drawing API.
The most important Kiva backend is the Agg or “Image” backend, which is aPython extension module which wraps the C++Anti-grain geometry drawing library into aPython extension and exposes the Kiva API. The Agg renders the vector drawingcommands into a raster image which can then be saved as a standard image format(such as PNG or JPEG) or copied into a GUI window. The Agg backend should beavailable on any platform, and should work even if there is no GUI or windowingsystem available.
Kiva Concepts¶
This section gives a whirlwind tour of the concepts involved with drawing withKiva.
The Graphics Context¶
The heart of the Kiva drawing API is the “graphics context”, frequentlyabbreviated as
gc
in code. The graphics context holds the current drawingstate (such as pen and fill colors, font state, and affine transformations tobe applied to points) and provides methods for changing the state andperforming drawing actions.In many common use-cases (such as writing renderers for Chaco), you will beprovided a graphics context by other code, but it is straight-forward to createyour own graphics context:
This is an graphics context for the Agg or “image” backend which has a size of400x400 pixels. If instead we wanted to draw into a Qt
QPainter
drawingcontext in a QWidget called my_qwidget we would use:Other Kiva backends have similar methods of creating a graphics context, andeach may take somewhat different arguments to the constructor, depending on therequirements of the backend.
Once you have a graphics context, you can use it to draw vector graphics.For example, the following code will draw a translucent gray line from(100, 100) to (100, 200):
For many of the backends, you can save the rendered image out as an image fileusing the
save()
method:Kiva is numpy-aware, and has a number of methods that allow you to pass numpyarrays of points to draw many things in one operation, with loops beingperformed in C where possible:
Coordinate Model¶
Kiva uses mathematical axes direction conventions as opposed to framebufferaxes conventions. In other words, the origin is always at the bottomleft of the screen, and the positive y axis goes up from bottom to top; asopposed to screen coordinates which typically have the origin at the top leftand the positive y axis goes down from top to bottom.
Additionally, for backends that produce raster images, the coordinatesrepresent the corner of pixels, rather than the center of pixels. This hasconsequences when rendering thin lines. Compare the two lines in this example,for instance:
Notice that the line on the bottom (the first of the two lines) is fuzzierbecause it is drawn along the boundary of the pixels, while the other lineis drawn through the center of the pixels:
The Coordinate Transform Matrix¶
The Kiva API allows arbitrary affine transforms to be applied to the graphicscontext during drawing. The API provides convenience methods for commontransformations, such as rotation and scaling:
If desired, the user can also supply their own transformations directly.
Paths¶
The basic drawing operations are performed by building a path out of primitiveoperations, and then performing stroking and/or filling operations with it.
The simplest path operations are
move_to()
and line_to()
whichrespectively move the current point in the path to the specified point, andadd a line to the path from the current point to the specified point.In addition to the straight line commands, there are 4 arc commands for addingcurves to a path:
curve_to()
which draws a cubic bezier curve,quad_curve_to()
which draws a quadratic bezier curve, arc()
whichdraws a circular arc based on a center and radius, and arc_to()
whichdraws a circular arc from one point to another.Finally, the
rect()
Fifa 18 origin key generator. method adds a rectangle to the path.In addition there are convenience methods
lines()
, rects()
andline_set()
which add multiple lines or rectangles to a path, reading fromappropriately shaped numpy arrays.None of these methods make any change to the visible image until the path iseither stroked with
stroke_path()
or filled with fill_path()
. The waythese actions are performed depends upon certain state of the graphics context.For stroking, the graphics context keeps track of the color to use with
set_stroke_color()
, the thickness of the line with set_line_width()
,the way that lines are joined with set_line_join()
andset_miter_limit()
, and the way that they are ended with set_line_cap()
.Lines can also be dashed using the set_line_dash()
method which takes apattern of numbers to use for lengths of on and off, and an optional phase
for where to start in the pattern.Thicknesses:
Joins:
Caps:
Dashes:
Before filling a path, the colour of the fill is via the
set_fill_color()
method, and gradient fills can be done via the set_linear_gradient()
andset_radial_gradient()
methods. Finally, there are two different fill modesavailable:even-odd fill andnon-zero winding fillWinding vs. Even-Odd Fill:
Text¶
Text can be rendered at a point by first setting the font to use, then settingthe text location using
set_text_position()
and then show_text()
torender the text:Text defaults to being rendered filled, but can be rendered with an outline.
Kiva is a 2D vector drawing interface providing functionality similar toQuartz,Cairo, theQt QPainter interface,the 2D drawing routines of OpenGL , the HTML5Canvas element and many other similar 2D vector drawing APIs. Rather thanre-implementing everything, Kiva is a Python interface layer that sits on topof many different back-ends which are in fact provided by some of theselibraries, depending on the platform, GUI toolkit, and capabilities of thesystem.
This approach permits code to be written to the Kiva API, but produce outputthat could be rendered to a GUI window, an image file, a PDF file, or a numberof other possible output formats without any (or at least minimal) changes tothe image generation code.
Kiva is the base layer of the Chaco plotting library, and is what isresponsible for actually drawing pixels on the screen. Developers interestedin writing code that renders new plots or other graphical features for Chacowill need to be at least passingly familiar with the Kiva drawing API.
The most important Kiva backend is the Agg or “Image” backend, which is aPython extension module which wraps the C++Anti-grain geometry drawing library into aPython extension and exposes the Kiva API. The Agg renders the vector drawingcommands into a raster image which can then be saved as a standard image format(such as PNG or JPEG) or copied into a GUI window. The Agg backend should beavailable on any platform, and should work even if there is no GUI or windowingsystem available.
Kiva Concepts¶
This section gives a whirlwind tour of the concepts involved with drawing withKiva.
The Graphics Context¶
The heart of the Kiva drawing API is the “graphics context”, frequentlyabbreviated as
gc
in code. The graphics context holds the current drawingstate (such as pen and fill colors, font state, and affine transformations tobe applied to points) and provides methods for changing the state andperforming drawing actions.In many common use-cases (such as writing renderers for Chaco), you will beprovided a graphics context by other code, but it is straight-forward to createyour own graphics context:
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This is an graphics context for the Agg or “image” backend which has a size of400x400 pixels. If instead we wanted to draw into a Qt
QPainter
drawingcontext in a QWidget called my_qwidget we would use:Other Kiva backends have similar methods of creating a graphics context, andeach may take somewhat different arguments to the constructor, depending on therequirements of the backend.
Once you have a graphics context, you can use it to draw vector graphics.For example, the following code will draw a translucent gray line from(100, 100) to (100, 200):
For many of the backends, you can save the rendered image out as an image fileusing the
save()
method:Kiva is numpy-aware, and has a number of methods that allow you to pass numpyarrays of points to draw many things in one operation, with loops beingperformed in C where possible:
Coordinate Model¶
Kiva uses mathematical axes direction conventions as opposed to framebufferaxes conventions. In other words, the origin is always at the bottomleft of the screen, and the positive y axis goes up from bottom to top; asopposed to screen coordinates which typically have the origin at the top leftand the positive y axis goes down from top to bottom.
Additionally, for backends that produce raster images, the coordinatesrepresent the corner of pixels, rather than the center of pixels. This hasconsequences when rendering thin lines. Compare the two lines in this example,for instance:
Notice that the line on the bottom (the first of the two lines) is fuzzierbecause it is drawn along the boundary of the pixels, while the other lineis drawn through the center of the pixels:
The Coordinate Transform Matrix¶
The Kiva API allows arbitrary affine transforms to be applied to the graphicscontext during drawing. The API provides convenience methods for commontransformations, such as rotation and scaling:
If desired, the user can also supply their own transformations directly.
Paths¶
The basic drawing operations are performed by building a path out of primitiveoperations, and then performing stroking and/or filling operations with it.
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The simplest path operations are
move_to()
and line_to()
whichrespectively move the current point in the path to the specified point, andadd a line to the path from the current point to the specified point.In addition to the straight line commands, there are 4 arc commands for addingcurves to a path:
curve_to()
which draws a cubic bezier curve,quad_curve_to()
which draws a quadratic bezier curve, arc()
whichdraws a circular arc based on a center and radius, and arc_to()
whichdraws a circular arc from one point to another.Finally, the
rect()
method adds a rectangle to the path.In addition there are convenience methods
lines()
, rects()
andline_set()
which add multiple lines or rectangles to a path, reading fromappropriately shaped numpy arrays.None of these methods make any change to the visible image until the path iseither stroked with
stroke_path()
or filled with fill_path()
. The waythese actions are performed depends upon certain state of the graphics context.For stroking, the graphics context keeps track of the color to use with
set_stroke_color()
, the thickness of the line with set_line_width()
,the way that lines are joined with set_line_join()
andset_miter_limit()
, and the way that they are ended with set_line_cap()
.Lines can also be dashed using the set_line_dash()
method which takes apattern of numbers to use for lengths of on and off, and an optional phase
for where to start in the pattern.![Free Free](https://static.vecteezy.com/system/resources/previews/000/358/598/original/romantic-floral-background-vector.jpg)
Thicknesses:
Joins:
Caps:
Dashes:
Before filling a path, the colour of the fill is via the
set_fill_color()
method, and gradient fills can be done via the set_linear_gradient()
andset_radial_gradient()
methods. Finally, there are two different fill modesavailable:even-odd fill andnon-zero winding fillWinding vs. Even-Odd Fill:
Text¶
Text can be rendered at a point by first setting the font to use, then settingthe text location using
set_text_position()
and then show_text()
torender the text:Text defaults to being rendered filled, but can be rendered with an outline.