hi,
svn copy svn://seul.org/svn/pygame/trunk svn://seul.org/svn/pygame/branches/tylerthemovie the svn book is pretty cool for obscure svn functions... more details on creating branches here: http://svnbook.red-bean.com/en/1.1/ch04s02.html On Tue, May 19, 2009 at 8:22 AM, Tyler Laing <trinio...@gmail.com> wrote: > > Okay, so if I understand you correctly, you say I should extract the SDL > stuff from the object and use that instead of a Python object? I can do that. > > And... I do know how to use svn, but I've never made a branch in svn. How do > I do that? > > -Tyler > > On Mon, May 18, 2009 at 3:18 PM, René Dudfield <ren...@gmail.com> wrote: >> >> hello, >> >> it's generally good to keep out python code from the main logic of your >> functions, if you can. Then try and keep the python wrapping function to >> interacting with python. That is keep the SDL parts and the python parts as >> separate as possible. >> >> The python wrapper part will use a call like so... >> surf = PySurface_AsSurface(surfobj); >> >> to get the "SDL_Surface* surf" surface, which you can then pass to your >> function. >> >> >> Since the life time of the surface is done with python, through reference >> counting. Each time you access the surface you should probably first >> increment a reference count, and then modify it, then decrement the >> reference count. Otherwise you might want to store a reference at >> initialisation time, then it should be fairly safe to access the surface. >> >> However, the display surface can disappear, so perhaps passing in a surface >> each time might be better. >> >> I hope maybe that helps answer your question... >> >> >> ps. be good to start a branch in svn to dump your code as you go :) Then >> we can all look at your code specifically. >> >> >> >> >> On Tue, May 19, 2009 at 8:02 AM, Tyler Laing <trinio...@gmail.com> wrote: >>> >>> Hello all, >>> >>> I've got a bit of a brainteaser for you, maybe, and hopefully not. >>> >>> Right now, through judicious use of ffplay code, I've got a large portion >>> of the code written for a first draft version of the movie module. I >>> changed the code where appropriate for our needs. Of course, that doesn't >>> mean its been tested, or has even compiled yet. ;) However, I'm wondering >>> which way I should go: Whether I should write to a pygame surface(say one >>> passed on initialization), via the PySurface C methods, or to extract the >>> rect and surface from the PySurface struct, and write to those instead. >>> Which way would be safer/better/whatever? >>> >>> -Tyler >>> Visit my blog at http://oddco.ca/zeroth/zblog >> > > > > -- > Visit my blog at http://oddco.ca/zeroth/zblog