[Freevo-devel] recordserver published xmlrpc methods

2004-09-02 Thread Florian Demmer
hi all...

i wanted something to schedule recordings remotely and comfortable, so
i wrote this: http://demmer.ipax.tk/epiatv/freevo.html

then i thought maybe python is slow and also packaging to something
that can be easily installed on a windows system creates a huge
download because of the required twisted. i figured: small, fast: c++

i found a neat xmlrpc library and the rest is just command line
parsing.. but then the hard part was getting the xml right for freevo.
the recordserver offers this method to add a recording:

def xmlrpc_scheduleRecording(self, prog=None):

which is perfectly fine for use with python/twisted, but with other
xmlrpc implementations it is not that easy to pass on a "prog" object
as argument... they mostly offer strings, integers, floats and
stuff...

i am sure i will find a way to get around this for now, but i would
like to suggest changing the argument types for xmlrpc methods to the
usual ones in future releases (also since prog acts just as a "struct"
of floats and strings here)...

regards,
Florian Demmer


---
This SF.Net email is sponsored by BEA Weblogic Workshop
FREE Java Enterprise J2EE developer tools!
Get your free copy of BEA WebLogic Workshop 8.1 today.
http://ads.osdn.com/?ad_id=5047&alloc_id=10808&op=click
___
Freevo-devel mailing list
[EMAIL PROTECTED]
https://lists.sourceforge.net/lists/listinfo/freevo-devel


Re: [Freevo-devel] Re: further removing pygame dependency

2004-09-02 Thread Rob Shortt
Dirk Meyer wrote:
No, I'm not sure were the keyboard stuff could go. We need pygame only
to get the keycode mappings. Not very good. Other backends like ivtv
or bmovl2 don't even have keyboard support. 
Right, some users won't be using the pygame display at all, and it 
doesn't make sense to require pygame just for keyboard support.


Right now, the keyboard ocde in rc.py is only a dummy and should be
moved to a different position. It should be the following code: when
you activate a display engine like pygame, it should be able to send
inputs like keys to the eventhandler. Other displays may do the same,
other don't do it (because they don't support keyboards). 
Yes.  And rc.py doesn't include much keyboard logic now either, mainly a 
Keyboard class that lets you attach a callback.


The big questions here: were to define the keymap? We could define the
keymap inside sdl.py, but if pydfb also supports keyboard input, you
need to define the map twice. But if we add pygame.locals to event
Also, pydfb follows the same interface as pygame but I have noticed that 
there are some differences and the key codes are one.


and/or main, we get into problems. I have no idea for a good solution
to solve this. Also it should be possible for the user in his
local_conf.py to redefine keyboard control. Maybe define a key code
table of our own?
I think that we'll have to define a key code table of our own, one that 
users can change in their local_conf.py.  If any given display backend 
also impliments keyboard input then maybe we could map them together, or 
perhaps the sdl (or other) backend will require an SDL_KEYMAP in the 
config (that a user could modify).


-Make a src/input/ directory and abstract the input sources there,
similar to how src/gui/displays abstracts the display.
-Make all input come from plugins: input_pygame, input_lirc,
input_evdev, input_mouse (lol), input_pydfb, input_kb (direct kb
interface without pygame perhaps).

Don't know, the keyboard control is bound to the display. You couldn't
I think that's really just an assumption.  It is definately bound to 
some displays and not to others.


use pygame keyboard + ivtv display or dfb keyboard + pygame.
Yes, those combinations will not work.  I haven't done much with the 
pydfb keyboard input yet but directfb will allow you to dissable its 
keyboard driver.  I will most likely (eventually) do that for myself and 
use a plugin to read remote controll input from the input event device.


-just move the pygame input into the sdl display module, if you're not
using pygame then input will come from a plugin (evdev, lirc, etc),
ie: still use other plugins for input.

Each display can provide an input.
...which may be completely different from one another.  So, we find 
away to have a common Freevo keymap and provide a callback mechanism for 
input from the display backend?

-Rob
---
This SF.Net email is sponsored by BEA Weblogic Workshop
FREE Java Enterprise J2EE developer tools!
Get your free copy of BEA WebLogic Workshop 8.1 today.
http://ads.osdn.com/?ad_id=5047&alloc_id=10808&op=click
___
Freevo-devel mailing list
[EMAIL PROTECTED]
https://lists.sourceforge.net/lists/listinfo/freevo-devel


[Freevo-devel] Re: cvs status update and design questions

2004-09-02 Thread Dirk Meyer
"Mick" wrote:
> Maybe if you called it a brainsotrmyou might get more info? ;-)
>
>> Now I have some design / skin questions: if you seek in mplayer or
>> press DISPLAY, what do you want to see? How should it look like? I
>> will code this, but I need cool ideas. Maybe someone can use Gimp to
>> create a fake screenshot how it should look like? Also when you press
>> ENTER on the TV guide, how should the channel list look like? Ideas
>> please.
>>
> What options can we have?  I really have no idea..  I like the look of
> Jasons canvas stuff..  But you are talking about overlay stuff right?
> Content of the video file and such?  IMHO i don't need anything more than:
> a) where I am in the video (length slider)
> b) maybe show current time?  This would helpme get to bed ontime..
> c) what i'm doing icon.. ie play pause etc.
> d) maybe the idelbar?

How should it look like? That's the big question. Give me a cool
design and I code it. 

> really, for me, whne watching movies, I want to see the movie..

That's the main reason :-)

> Are these the ypes of ideas your after?

Yes, but only with a fake screenshot or so. 

> I don't know C, but the mga_vid would be cool for me.  I failed miserable
> when trying to get directfb running..

me too

Dischi

-- 
Microsoft is to operating systems & security 
   what McDonalds is to gourmet cooking


---
This SF.Net email is sponsored by BEA Weblogic Workshop
FREE Java Enterprise J2EE developer tools!
Get your free copy of BEA WebLogic Workshop 8.1 today.
http://ads.osdn.com/?ad_id=5047&alloc_id=10808&op=click
___
Freevo-devel mailing list
[EMAIL PROTECTED]
https://lists.sourceforge.net/lists/listinfo/freevo-devel


Re: [Freevo-devel] Re: [Freevo-cvslog] freevo/src/gui/displays ivtv_osd.py,1.1,1.2

2004-09-02 Thread Jason Tackaberry
On Thu, 2004-09-02 at 08:06 -0300, Rob Shortt wrote:
> instead if you think its confusing.  Jason, does ivtv_fb make sense? 

Either ivtv_osd or ivtv_fb makes sense within the context of ivtv.  I
guess ivtv_fb makes more sense within Freevo, since osd has other
connotations.

Cheers,
Jason.


signature.asc
Description: This is a digitally signed message part


[Freevo-devel] Re: further removing pygame dependency

2004-09-02 Thread Dirk Meyer
Rob Shortt wrote:
> In src/eveny.py we do "import pygame.locals as key" and setup
> DEFAULT_KEYMAP as a dictionary keyed by lots of key.* members.  Inside
> freevo_config.py we do KEYMAP = DEFAULT_KEYMAP and access this
> elsewhere as config.KEYMAP.
>
> I would like to remove the pygame reference from src/event.py and
> therefore rearrange where DEFAULT_KEYMAP and KEYMAP are defined.  In
> rc.py there is a class for attaching keyboard callbacks but I don't
> think that is a good spot for it either.  The only other pygame code
> is in src/gui/ but that is for display right?  Well, the keyboard
> callback for pygame is actually attached there.
>
> I don't really know what should be done here.  Dischi, perhaps you
> already have plans for this?

No, I'm not sure were the keyboard stuff could go. We need pygame only
to get the keycode mappings. Not very good. Other backends like ivtv
or bmovl2 don't even have keyboard support. 

Right now, the keyboard ocde in rc.py is only a dummy and should be
moved to a different position. It should be the following code: when
you activate a display engine like pygame, it should be able to send
inputs like keys to the eventhandler. Other displays may do the same,
other don't do it (because they don't support keyboards). 

The big questions here: were to define the keymap? We could define the
keymap inside sdl.py, but if pydfb also supports keyboard input, you
need to define the map twice. But if we add pygame.locals to event
and/or main, we get into problems. I have no idea for a good solution
to solve this. Also it should be possible for the user in his
local_conf.py to redefine keyboard control. Maybe define a key code
table of our own?

> -Make a src/input/ directory and abstract the input sources there,
> similar to how src/gui/displays abstracts the display.
>
> -Make all input come from plugins: input_pygame, input_lirc,
> input_evdev, input_mouse (lol), input_pydfb, input_kb (direct kb
> interface without pygame perhaps).
>

Don't know, the keyboard control is bound to the display. You couldn't
use pygame keyboard + ivtv display or dfb keyboard + pygame.

> -just move the pygame input into the sdl display module, if you're not
> using pygame then input will come from a plugin (evdev, lirc, etc),
> ie: still use other plugins for input.

Each display can provide an input.


Dischi

-- 
2 + 2 = 5  for sufficiently large values of 2.


---
This SF.Net email is sponsored by BEA Weblogic Workshop
FREE Java Enterprise J2EE developer tools!
Get your free copy of BEA WebLogic Workshop 8.1 today.
http://ads.osdn.com/?ad_id=5047&alloc_id=10808&op=click
___
Freevo-devel mailing list
[EMAIL PROTECTED]
https://lists.sourceforge.net/lists/listinfo/freevo-devel


Re: [Freevo-devel] Re: [Freevo-cvslog] freevo/src/gui/displays ivtv_osd.py,1.1,1.2

2004-09-02 Thread Rob Shortt
Dirk Meyer wrote:
Why do you call it ivtv_osd? It's in the dirsplay directory, so it is
a display. And osd  when I read of an osd, I'm thinking of
something drawing small messages on the screen. That's why osd.py is
gone now and tiny_osd.py will be renamed to osd.py some day. 
That's what they call the ivtv fb.  Ivtv can display through the 
mpeg/yuv decoder and through its osd, the mplayer outputs are even 
called ivtv and ivtvosd.  Maybe it would be apt to call this ivtv_fb 
instead if you think its confusing.  Jason, does ivtv_fb make sense?  I 
didn't want to just call it ivtv.py because maybe we'll also have an 
output for the decoder.


 IvtvCanvas.__init__(self, size)
 self.running = True
+ # TODO: someone please see if we can do animations here.
 self.animation_possible = False

Just start Freevo and see if the fade animation is fast enough. Or
better: use the image viewer and go to the next image. You can tell
based on the effect if animation is possible or not. 
I don't have a pvr-350 myself but coding blindly and getting a friend to 
test.  I'll get him to try this.

-Rob
---
This SF.Net email is sponsored by BEA Weblogic Workshop
FREE Java Enterprise J2EE developer tools!
Get your free copy of BEA WebLogic Workshop 8.1 today.
http://ads.osdn.com/?ad_id=5047&alloc_id=10808&op=click
___
Freevo-devel mailing list
[EMAIL PROTECTED]
https://lists.sourceforge.net/lists/listinfo/freevo-devel


[Freevo-devel] Re: [Freevo-cvslog] freevo/src main.py,1.142,1.143

2004-09-02 Thread Dirk Meyer
Rob Shortt wrote:
> Update of /cvsroot/freevo/freevo/src
> In directory sc8-pr-cvs1.sourceforge.net:/tmp/cvs-serv7964/src
>
> Modified Files:
>   main.py 
> Log Message:
> Only import pygame is config.OSD_DISPLAY is 'SDL'.
[...]
>   
> + if config.OSD_DISPLAY == 'SDL':
> + import pygame
> + 

That doesn't work. It may sound stupid, but we need pygame.locals for
the key bindings. Without it, some additional key settings will crash
Freevo. We need to do more thinking how to do that. It's a basic need
to map keycodes to real characters.


Dischi

-- 
If you explain so clearly that nobody can misunderstand, somebody will.


---
This SF.Net email is sponsored by BEA Weblogic Workshop
FREE Java Enterprise J2EE developer tools!
Get your free copy of BEA WebLogic Workshop 8.1 today.
http://ads.osdn.com/?ad_id=5047&alloc_id=10808&op=click
___
Freevo-devel mailing list
[EMAIL PROTECTED]
https://lists.sourceforge.net/lists/listinfo/freevo-devel


[Freevo-devel] Re: [Freevo-cvslog] freevo/src/gui/displays ivtv_osd.py,1.1,1.2

2004-09-02 Thread Dirk Meyer
Rob Shortt wrote:
> Update of /cvsroot/freevo/freevo/src/gui/displays
> In directory sc8-pr-cvs1.sourceforge.net:/tmp/cvs-serv6823/gui/displays
>
> Modified Files:
>   ivtv_osd.py 
> Log Message:

Why do you call it ivtv_osd? It's in the dirsplay directory, so it is
a display. And osd  when I read of an osd, I'm thinking of
something drawing small messages on the screen. That's why osd.py is
gone now and tiny_osd.py will be renamed to osd.py some day. 

>   IvtvCanvas.__init__(self, size)
>   self.running = True
> + # TODO: someone please see if we can do animations here.
>   self.animation_possible = False

Just start Freevo and see if the fade animation is fast enough. Or
better: use the image viewer and go to the next image. You can tell
based on the effect if animation is possible or not. 


Dischi

-- 
perl -le '$_=(split("\"",`$^Xdoc -q japh`))[1].".";y/pj/PJ/;print'


---
This SF.Net email is sponsored by BEA Weblogic Workshop
FREE Java Enterprise J2EE developer tools!
Get your free copy of BEA WebLogic Workshop 8.1 today.
http://ads.osdn.com/?ad_id=5047&alloc_id=10808&op=click
___
Freevo-devel mailing list
[EMAIL PROTECTED]
https://lists.sourceforge.net/lists/listinfo/freevo-devel