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

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