This might help you Edit: Ok, so pip won't work for installing pycairo. Found that out. And the other options haven't worked for me either. I am about to be away from my computer, but I'll give you some of the things I found.
#some code to give rsvg.render_cairo(ctx) ability
print"Warning, could not import 'rsvg'"
if os.name == 'nt':
print "Detected windows, creating rsvg."
#some workarounds for windows
from ctypes import *
_fields_ = [("width", c_int),
_fields_ = [("PyObject_HEAD", c_byte * object.__basicsize__),
def __init__(self, path):
self.path = path
error = ''
self.handle = l.rsvg_handle_new_from_file(self.path,error)
svgDim = self.RsvgDimensionData()
def render_cairo(self, ctx):
z = self.PycairoContext.from_address(id(ctx))
rC = rsvgClass()
h = rC.Handle("YOUR-FILE-HERE.svg")
s = cairo.ImageSurface(cairo.FORMAT_ARGB32, 100, 100)
ctx = cairo.Context(s)
Text along the curves absence after convertion from svg to png using python+cairo+rsvg
wish help you to fix your issue Indeed - the byte order for each channel is different from cairo to pygame. You can either juggle with the array before converting it to a string, to post the data in the correct order for pygame (you'd have to swap the green and blue data for each pixel) - or use an aditional dependency: Python's PIL, to properly handle the different data at native speeds. There is an snippet for that in pygame's site:
# We use PIL to do this
img = Image.frombuffer(
cairo_surface.get_data(), 'raw', 'BGRA', 0, 1)
return img.tostring('raw', 'RGBA', 0, 1)
# On little-endian machines (and perhaps big-endian, who knows?),
# Cairo's ARGB format becomes a BGRA format. PyGame does not accept
# BGRA, but it does accept RGBA, which is why we have to convert the
# surface data. You can check what endian-type you have by printing
# out sys.byteorder
data_string = bgra_surf_to_rgba_string(cairo_surface)
# Create PyGame surface
pygame_surface = pygame.image.frombuffer(
data_string, (width, height), 'RGBA')
"""draw .svg to pygame Surface"""
svg = rsvg.Handle(file= os.path.join('data', self.filename))
dim = svg.get_dimension_data()
self.width , self.height = dim, dim
data = array.array('c', chr(0) * self.width * self.height * 4 )
cairo_surf= cairo.ImageSurface.create_for_data( data,
cairo.FORMAT_ARGB32, self.width, self.height, self.width * 4 )
ctx = cairo.Context(cairo_surf)
blue = data[1::4]
green = data[3::4]
data[1::4] = green
data[3::4] = blue
self.image = pygame.image.frombuffer(data.tostring(), (self.width,self.height), "ARGB")
C++ Cairo + RSVG - Set SVG colour when drawing
By : Eliandro Lima
Date : March 29 2020, 07:55 AM
Hope that helps cairo_mask and cairo_mask_surface can use the alpha channel of another surface as the mask for a drawing operation. The following example uses this to "draw things" with a specific alpha level. I also added the necessary things to make this a self-contained example and got rid of the unnecessary cairo_image_surface_create_for_data.
will be helpful for those in need This is pretty low spread on the internet and I'm posting this to help anyone else with the same question. After tons of searching I found this: https://github.com/jmcb/python-rsvg-dependencies/tree/master/bin. Simply copy all the .dll files into the same folder as the script and it should work.
SVG interaction in python with cairo, opengl and rsvg
By : groxxda
Date : March 29 2020, 07:55 AM
this will help I don't know much about librsvg, but it does not appear to have been updated since 2005, and so I would be inclined to recommend using a different implementation. If you don't have dependencies on any Python libraries outside of the standard library, then you could use Jython together with Batik. This allows you to add event handlers, as well as change the DOM after rendering.