Re: [pygame] Re: Movie module being merged
hi, I made the _movie test only run on linux so far, with the test/_movie_tags.py file. Just a note if you're testing on non-linux platforms and the tests don't appear to run anymore. cheers, On Mon, Aug 17, 2009 at 11:54 PM, Tyler Laingtrinio...@gmail.com wrote: strange, I put in if checks around those... I'll fix that tomorrow. Thanks for the report Lenard. -Tyler On Mon, Aug 17, 2009 at 12:57 PM, Lenard Lindstrom le...@telus.net wrote: Never mind. The stable ffmpeg libraries for Debian are too outdated anyway: gcc -pthread -fno-strict-aliasing -DNDEBUG -g -fwrapv -O2 -Wall -Wstrict-prototypes -fPIC -D_REENTRANT -I/usr/X11R6/include -I/usr/include/SDL -I/usr/include/ffmpeg -I/usr/include/ffmpeg -I/usr/include/SDL -I/usr/include/python2.5 -c src/_gmovie.c -o build/temp.linux-i686-2.5/src/_gmovie.o src/_gmovie.c: In function ‘video_image_display’: src/_gmovie.c:530: error: ‘AVStream’ has no member named ‘sample_aspect_ratio’ src/_gmovie.c: In function ‘initialize_codec’: src/_gmovie.c:1685: error: ‘AVCodecContext’ has no member named ‘error_recognition’ src/_gmovie.c: In function ‘decoder’: src/_gmovie.c:2213: error: ‘AVERROR_EOF’ undeclared (first use in this function) src/_gmovie.c: In function ‘video_render’: src/_gmovie.c:2440: error: ‘AVCodecContext’ has no member named ‘reordered_opaque’ error: command 'gcc' failed with exit status 1 Lenard Lenard Lindstrom wrote: Hi Tyler, Sorry for the bad news but _movie.so fails to build under Debian lenny:building 'pygame._movie' extension gcc -pthread -fno-strict-aliasing -DNDEBUG -g -fwrapv -O2 -Wall -Wstrict-prototypes -fPIC -D_REENTRANT -I/usr/X11R6/include -I/usr/include/SDL -I/usr/include/SDL -I/usr/include/python2.5 -c src/_gsound.c -o build/temp.linux-i686-2.5/src/_gsound.o In file included from src/_gsound.c:35: src/_gsound.h:36:34: error: libavformat/avformat.h: No such file or directory src/_gsound.c: In function ‘seekBuffer’: src/_gsound.c:403: error: ‘AV_NOPTS_VALUE’ undeclared (first use in this function) src/_gsound.c:403: error: (Each undeclared identifier is reported only once src/_gsound.c:403: error: for each function it appears in.) error: command 'gcc' failed with exit status 1 I am using the Debian ffmpeg dev packages in the build. Unfortunately the dev packages install all the ffmpeg library headers under lib/ffmpeg. There is no lib/libavformat and such. And there is no ffmpeg-config or avformat-config to discover were the headers are. I don't know how best to handle this. I suppose -I/usr/lib/ffmpeg -I/usr/lib/libavformat flags can be added to Setup. Whatever is done all absolute includes like: #include libavformat/avformat.h need to be replace with locale includes: #include avformat.h Lenard Tyler Laing wrote: What I forgot to say is, let me know, I will be beginning a merge at 2 pm. -Tyler On Sun, Aug 16, 2009 at 12:53 PM, Tyler Laing trinio...@gmail.com mailto:trinio...@gmail.com wrote: I will be beginning the process of merging the movie module branch into the main branch. As it stands, the ffmpeg movie backend compiles. The vlc backend isn't quite feature complete, and doesn't work with older vlc's unfortunately. I would say that the nmovie module is only at a alpha stage, and needs a lot more widespread testing. If you have any questions, send me an email :) -Tyler -- Visit my blog at http://oddco.ca/zeroth/zblog -- Visit my blog at http://oddco.ca/zeroth/zblog -- Visit my blog at http://oddco.ca/zeroth/zblog
[pygame] Problem with py2exe and font.pyd
Hi, I'm trying to use py2exe and get the following error when wxwcuting the exe file. C:\Users\john\workspace\FlickrBackupTool\src\FlickrTagTool\FlickrTagTool.exe\lib\GameGUI.py:40: RuntimeWarning: use font: MemoryLoadLibrary failed loading pygame\font.pyd (ImportError: MemoryLoadLibrary failed loading pygame\font.pyd) Traceback (most recent call last): File FlickrTagTool.py, line 758, in module File FlickrTagTool.py, line 754, in main File FlickrTagTool.py, line 737, in main_loop File FlickrTagTool.py, line 221, in __init__ File FlickrTagTool.py, line 327, in setup_gui File lib\GameGUI.pyo, line 40, in load_font File pygame\__init__.pyo, line 70, in __getattr__ NotImplementedError: font module not available (ImportError: MemoryLoadLibrary failed loading pygame\font.pyd) But when I looked in the location where other pygame/*.pyd files is located it's there. I'm using Windows7, Python 2.6 and Pygame 1.9.1 Please advice! Best Regards /John Eriksson
Re: [pygame] Re: Movie module being merged
On Tue, Aug 18, 2009 at 3:41 PM, Tyler Laingtrinio...@gmail.com wrote: Thanks Rene, Lenard. I've committed a fix for the compile issues you sent me lenard, it should work now, but let me know if it doesn't. Rene, is the movie test set to interactive? -Tyler Hi, I moved __movie_test.py into examples/ since it wasn't setup like a unittest, and caused run_test.py to fail. Restructuring it into a unittest with an interactive tag would probably be best. btw, will the movie module work with multiple movies?
Re: [pygame] Problem with py2exe and font.pyd
Hi, this post seems to have a solution to that problem: http://blog.thadeusb.com/tag/memoryloadlibrary/ What dlls do you have in that directory? Are SDL.dll and SDL_ttf.dll being copied? cheers, On Tue, Aug 18, 2009 at 3:25 PM, John Erikssonj...@arainyday.se wrote: Hi, I'm trying to use py2exe and get the following error when wxwcuting the exe file. C:\Users\john\workspace\FlickrBackupTool\src\FlickrTagTool\FlickrTagTool.exe\lib\GameGUI.py:40: RuntimeWarning: use font: MemoryLoadLibrary failed loading pygame\font.pyd (ImportError: MemoryLoadLibrary failed loading pygame\font.pyd) Traceback (most recent call last): File FlickrTagTool.py, line 758, in module File FlickrTagTool.py, line 754, in main File FlickrTagTool.py, line 737, in main_loop File FlickrTagTool.py, line 221, in __init__ File FlickrTagTool.py, line 327, in setup_gui File lib\GameGUI.pyo, line 40, in load_font File pygame\__init__.pyo, line 70, in __getattr__ NotImplementedError: font module not available (ImportError: MemoryLoadLibrary failed loading pygame\font.pyd) But when I looked in the location where other pygame/*.pyd files is located it's there. I'm using Windows7, Python 2.6 and Pygame 1.9.1 Please advice! Best Regards /John Eriksson
Re: [pygame] Re: Movie module being merged
Running at the same time? No. Unless there is a way to have multiple separate SDL screens. Even then, it will be an issue as there is a global struct used to record info in the sound module. Otherwise, everything else can be instantiated per movie. -Tyler On Tue, Aug 18, 2009 at 7:55 AM, René Dudfield ren...@gmail.com wrote: On Tue, Aug 18, 2009 at 3:41 PM, Tyler Laingtrinio...@gmail.com wrote: Thanks Rene, Lenard. I've committed a fix for the compile issues you sent me lenard, it should work now, but let me know if it doesn't. Rene, is the movie test set to interactive? -Tyler Hi, I moved __movie_test.py into examples/ since it wasn't setup like a unittest, and caused run_test.py to fail. Restructuring it into a unittest with an interactive tag would probably be best. btw, will the movie module work with multiple movies? -- Visit my blog at http://oddco.ca/zeroth/zblog
Re: [pygame] Re: Movie module being merged
Hi Tyler, The module now builds, but the _movie_test.py unit tests fail: ERROR: MovieTypeTest.test_height -- Traceback (most recent call last): File /home/lenard/.local/lib/python2.5/site-packages/pygame/tests/_movie_test.py, line 125, in test_height movie = gmovie.Movie(movie_file) AttributeError: 'NoneType' object has no attribute 'Movie' If movie_file is missing shouldn't gmovie.Movie raise an exception? Lenard Tyler Laing wrote: Thanks Rene, Lenard. I've committed a fix for the compile issues you sent me lenard, it should work now, but let me know if it doesn't. Rene, is the movie test set to interactive? -Tyler On Tue, Aug 18, 2009 at 3:59 AM, René Dudfield ren...@gmail.com mailto:ren...@gmail.com wrote: hi, I made the _movie test only run on linux so far, with the test/_movie_tags.py file. Just a note if you're testing on non-linux platforms and the tests don't appear to run anymore. cheers, On Mon, Aug 17, 2009 at 11:54 PM, Tyler Laingtrinio...@gmail.com mailto:trinio...@gmail.com wrote: strange, I put in if checks around those... I'll fix that tomorrow. Thanks for the report Lenard. -Tyler On Mon, Aug 17, 2009 at 12:57 PM, Lenard Lindstrom le...@telus.net mailto:le...@telus.net wrote: Never mind. The stable ffmpeg libraries for Debian are too outdated anyway: gcc -pthread -fno-strict-aliasing -DNDEBUG -g -fwrapv -O2 -Wall -Wstrict-prototypes -fPIC -D_REENTRANT -I/usr/X11R6/include -I/usr/include/SDL -I/usr/include/ffmpeg -I/usr/include/ffmpeg -I/usr/include/SDL -I/usr/include/python2.5 -c src/_gmovie.c -o build/temp.linux-i686-2.5/src/_gmovie.o src/_gmovie.c: In function ‘video_image_display’: src/_gmovie.c:530: error: ‘AVStream’ has no member named ‘sample_aspect_ratio’ src/_gmovie.c: In function ‘initialize_codec’: src/_gmovie.c:1685: error: ‘AVCodecContext’ has no member named ‘error_recognition’ src/_gmovie.c: In function ‘decoder’: src/_gmovie.c:2213: error: ‘AVERROR_EOF’ undeclared (first use in this function) src/_gmovie.c: In function ‘video_render’: src/_gmovie.c:2440: error: ‘AVCodecContext’ has no member named ‘reordered_opaque’ error: command 'gcc' failed with exit status 1 Lenard Lenard Lindstrom wrote: Hi Tyler, Sorry for the bad news but _movie.so fails to build under Debian lenny:building 'pygame._movie' extension gcc -pthread -fno-strict-aliasing -DNDEBUG -g -fwrapv -O2 -Wall -Wstrict-prototypes -fPIC -D_REENTRANT -I/usr/X11R6/include -I/usr/include/SDL -I/usr/include/SDL -I/usr/include/python2.5 -c src/_gsound.c -o build/temp.linux-i686-2.5/src/_gsound.o In file included from src/_gsound.c:35: src/_gsound.h:36:34: error: libavformat/avformat.h: No such file or directory src/_gsound.c: In function ‘seekBuffer’: src/_gsound.c:403: error: ‘AV_NOPTS_VALUE’ undeclared (first use in this function) src/_gsound.c:403: error: (Each undeclared identifier is reported only once src/_gsound.c:403: error: for each function it appears in.) error: command 'gcc' failed with exit status 1 I am using the Debian ffmpeg dev packages in the build. Unfortunately the dev packages install all the ffmpeg library headers under lib/ffmpeg. There is no lib/libavformat and such. And there is no ffmpeg-config or avformat-config to discover were the headers are. I don't know how best to handle this. I suppose -I/usr/lib/ffmpeg -I/usr/lib/libavformat flags can be added to Setup. Whatever is done all absolute includes like: #include libavformat/avformat.h need to be replace with locale includes: #include avformat.h Lenard Tyler Laing wrote: What I forgot to say is, let me know, I will be beginning a merge at 2 pm. -Tyler On Sun, Aug 16, 2009 at 12:53 PM, Tyler Laing trinio...@gmail.com mailto:trinio...@gmail.com mailto:trinio...@gmail.com mailto:trinio...@gmail.com wrote: I will be beginning the process of merging the movie module branch into the main branch. As it stands, the ffmpeg movie backend compiles. The vlc backend isn't quite feature complete, and doesn't work with older vlc's unfortunately. I would say that the nmovie module is only at a alpha stage, and needs a lot more widespread testing. If you have any questions, send me an email :) -Tyler -- Visit my blog at http://oddco.ca/zeroth/zblog -- Visit my blog at http://oddco.ca/zeroth/zblog --
Re: [pygame] Re: Movie module being merged
On Tue, Aug 18, 2009 at 4:47 PM, Lenard Lindstromle...@telus.net wrote: Hi Tyler, The module now builds, but the _movie_test.py unit tests fail: ERROR: MovieTypeTest.test_height -- Traceback (most recent call last): File /home/lenard/.local/lib/python2.5/site-packages/pygame/tests/_movie_test.py, line 125, in test_height movie = gmovie.Movie(movie_file) AttributeError: 'NoneType' object has no attribute 'Movie' If movie_file is missing shouldn't gmovie.Movie raise an exception? Lenard hi, check out the try/except at the top of that test... maybe it is raising an exception, and catching it. that try/except was added to try and get the build bot to build again. cheers,
Re: [pygame] Re: Movie module being merged
On Tue, Aug 18, 2009 at 4:22 PM, Tyler Laingtrinio...@gmail.com wrote: Running at the same time? No. Unless there is a way to have multiple separate SDL screens. Even then, it will be an issue as there is a global struct used to record info in the sound module. Otherwise, everything else can be instantiated per movie. -Tyler I guess that struct can be moved into a Movie instance? Then getting the movie to write onto a separate surface each, rather than using the Overlay calls directly might work.
Re: [pygame] Re: Movie module being merged
Hi René, My mistake. I didn't pay attention to the error. _movie.so was not event built since the _movie entry is missing in Setup.in. I had to manually enter it to Setup the last time, and that was clobbered when I reran config.py. Lenard René Dudfield wrote: On Tue, Aug 18, 2009 at 4:47 PM, Lenard Lindstromle...@telus.net wrote: Hi Tyler, The module now builds, but the _movie_test.py unit tests fail: ERROR: MovieTypeTest.test_height -- Traceback (most recent call last): File /home/lenard/.local/lib/python2.5/site-packages/pygame/tests/_movie_test.py, line 125, in test_height movie = gmovie.Movie(movie_file) AttributeError: 'NoneType' object has no attribute 'Movie' If movie_file is missing shouldn't gmovie.Movie raise an exception? Lenard hi, check out the try/except at the top of that test... maybe it is raising an exception, and catching it. that try/except was added to try and get the build bot to build again. cheers,
Re: [pygame] Re: Movie module being merged
Ok, when I add _movie src/_gsound.c src/_gmovie.c src/_gcommand.c src/gmovie.c $(SDL) $(AVFORMAT) $(SWSCALE) $(MIXER) $(DEBUG) to Setup I get these build errors: building 'pygame._movie' extension gcc -pthread -fno-strict-aliasing -DNDEBUG -g -fwrapv -O2 -Wall -Wstrict-prototypes -fPIC -D_REENTRANT -I/usr/X11R6/include -I/usr/include/SDL -I/usr/include/SDL -I/usr/include/python2.5 -c src/_gsound.c -o build/temp.linux-i686-2.5/src/_gsound.o In file included from src/_gsound.c:35: src/_gsound.h:36:34: error: libavformat/avformat.h: No such file or directory src/_gsound.c: In function ‘seekBuffer’: src/_gsound.c:403: error: ‘AV_NOPTS_VALUE’ undeclared (first use in this function) src/_gsound.c:403: error: (Each undeclared identifier is reported only once src/_gsound.c:403: error: for each function it appears in.) error: command 'gcc' failed with exit status 1 The Debian dev package installs avformat.h in ffmpeg, not libavformat. Lenard Lenard Lindstrom wrote: Hi René, My mistake. I didn't pay attention to the error. _movie.so was not event built since the _movie entry is missing in Setup.in. I had to manually enter it to Setup the last time, and that was clobbered when I reran config.py. Lenard René Dudfield wrote: On Tue, Aug 18, 2009 at 4:47 PM, Lenard Lindstromle...@telus.net wrote: Hi Tyler, The module now builds, but the _movie_test.py unit tests fail: ERROR: MovieTypeTest.test_height -- Traceback (most recent call last): File /home/lenard/.local/lib/python2.5/site-packages/pygame/tests/_movie_test.py, line 125, in test_height movie = gmovie.Movie(movie_file) AttributeError: 'NoneType' object has no attribute 'Movie' If movie_file is missing shouldn't gmovie.Movie raise an exception? Lenard hi, check out the try/except at the top of that test... maybe it is raising an exception, and catching it. that try/except was added to try and get the build bot to build again. cheers,
Re: [pygame] Re: Movie module being merged
It could be. That, however, increases the coupling between the sound subsystem and the movie module. If you want me to, I will, but I would need to consider how best to make sure the sound subsystem can be replaced on demand. And then for separate movie screens, it would be entirely possible if you just give different surfaces to each movie object. You're correct there. I'm going to add a MovieInfo object, which will do all the same sort of setup stuff, but can give the user info about their movie file, for dynamic use. As well, there is an issue if you give a surface to the movie object that does not have the same aspect ratio as the video file. This is what was causing the weird image corruption issues before. I'm not sure how I can programmatically solve that, beyond maybe throwing an exception if the given surface does not have the same aspect ratio. -Tyler On Tue, Aug 18, 2009 at 8:49 AM, René Dudfield ren...@gmail.com wrote: On Tue, Aug 18, 2009 at 4:22 PM, Tyler Laingtrinio...@gmail.com wrote: Running at the same time? No. Unless there is a way to have multiple separate SDL screens. Even then, it will be an issue as there is a global struct used to record info in the sound module. Otherwise, everything else can be instantiated per movie. -Tyler I guess that struct can be moved into a Movie instance? Then getting the movie to write onto a separate surface each, rather than using the Overlay calls directly might work. -- Visit my blog at http://oddco.ca/zeroth/zblog
Re: [pygame] Re: Movie module being merged
You don't have -l/usr/include actually. What I will do is add to the directories searched, for the specific libraries to search in /usr/include/ffmpeg /usr/include/relevant library name for if people install from source. Does that sound like a good solution? -Tyler On Tue, Aug 18, 2009 at 9:03 AM, Lenard Lindstrom le...@telus.net wrote: Ok, when I add _movie src/_gsound.c src/_gmovie.c src/_gcommand.c src/gmovie.c $(SDL) $(AVFORMAT) $(SWSCALE) $(MIXER) $(DEBUG) to Setup I get these build errors: building 'pygame._movie' extension gcc -pthread -fno-strict-aliasing -DNDEBUG -g -fwrapv -O2 -Wall -Wstrict-prototypes -fPIC -D_REENTRANT -I/usr/X11R6/include -I/usr/include/SDL -I/usr/include/SDL -I/usr/include/python2.5 -c src/_gsound.c -o build/temp.linux-i686-2.5/src/_gsound.o In file included from src/_gsound.c:35: src/_gsound.h:36:34: error: libavformat/avformat.h: No such file or directory src/_gsound.c: In function ‘seekBuffer’: src/_gsound.c:403: error: ‘AV_NOPTS_VALUE’ undeclared (first use in this function) src/_gsound.c:403: error: (Each undeclared identifier is reported only once src/_gsound.c:403: error: for each function it appears in.) error: command 'gcc' failed with exit status 1 The Debian dev package installs avformat.h in ffmpeg, not libavformat. Lenard Lenard Lindstrom wrote: Hi René, My mistake. I didn't pay attention to the error. _movie.so was not event built since the _movie entry is missing in Setup.in. I had to manually enter it to Setup the last time, and that was clobbered when I reran config.py. Lenard René Dudfield wrote: On Tue, Aug 18, 2009 at 4:47 PM, Lenard Lindstromle...@telus.net wrote: Hi Tyler, The module now builds, but the _movie_test.py unit tests fail: ERROR: MovieTypeTest.test_height -- Traceback (most recent call last): File /home/lenard/.local/lib/python2.5/site-packages/pygame/tests/_movie_test.py, line 125, in test_height movie = gmovie.Movie(movie_file) AttributeError: 'NoneType' object has no attribute 'Movie' If movie_file is missing shouldn't gmovie.Movie raise an exception? Lenard hi, check out the try/except at the top of that test... maybe it is raising an exception, and catching it. that try/except was added to try and get the build bot to build again. cheers, -- Visit my blog at http://oddco.ca/zeroth/zblog
Re: [pygame] freetype merge and the Spectacularly Adequate Automated Pygame Build Page Re: [pygame] Documentation changes in trunk
Hey René, I've just fixed the first issue (the config script was choking because I had split the source files in Setup.in amongst different lines). The FreeType module now won't compile if the required libraries cannot be found. Now, how would we go about installing FreeType on the buildbot? It's as easy as issuing 'apt-get install freetype2-dev', assuming it's running on Debian or Ubuntu, but I obviously don't have root access. Cheers, Vicent Martí http://www.bellverde.org On Tue, Aug 18, 2009 at 11:12 AM, René Dudfieldren...@gmail.com wrote: On Mon, Aug 17, 2009 at 9:41 AM, René Dudfieldren...@gmail.com wrote: nice one :) Have a look here: http://thorbrian.com/pygame/builds.php You'll notice that there's some errors building on windows, and osx. Hi, I think the freetype merge requires freetype to be installed. However it doesn't check to see if it's installed before trying to build it. This is what is causing the build bot to fail to build, because it only has the minimum dependencies required to build pygame. Currently freetype isn't a dependency - only SDL_ttf is. 1. pygame trunk needs to see if freetype-dev is installed before trying to build the freetype package. 2. build bots need to have the freetype packages installed. I just tried to disable the freetype module until those two things are sorted out. So the build bot can build again without errors. I just commented it out in Setup.in ... hopefully that will be enough to disable it. cheers,
Re: [pygame] freetype merge and the Spectacularly Adequate Automated Pygame Build Page Re: [pygame] Documentation changes in trunk
In terms of getting the build bots building, For windows, all dependencies the build bot uses need to be included in pygame's prebuilt dependencies package for both visual c runtimes, and when there is an updated prebuilt dependencies package, I'll copy it over so the windows buildbots will use it. For Mac OS X, dependencies need to be hand installed on the build bot, so I need to know what packages those are (if there are no packages, it's fine just to know what place the python build script will look for them) --- For some background and pygame Mac OS X and windows packages... good software deployment on OS X and windows is not like good software deployment on ubuntu or any other linux flavor. On windows there is no package management whatsover, and on Mac OS X there is no package management which is practical for anything but a minority of users. So when it comes to pygame's binary (i.e. not python) dependencies, those things need to be either statically linked (as portmidi, jpeglib and some others are on mac) or need to be bundled with the distribution package (as SDL is on both platforms and most other dll's are on windows) Also, it can be very difficult and error prone to try and find or build the windows dependencies with pygame, and traditionally getting together the prebuilts was a major obstacle for windows users to build pygame themselves (building the dependencies is way way more complicated than building pygame), which is why there has almost always been official packages of the prebuilt dependencies for windows. I personally consider having such a package put together for the new pygame version to be something that has to happen before a new version can be released. Finally, when it comes to developing the build scripts, pygame developers should take special care to make sure neither the os x nor the windows setup.py scripts ever put together an install package that requires any runtime dependencies that aren't a standard part of the OS distribution to be separately installed. On Tue, Aug 18, 2009 at 10:22 AM, Vicent Marti tan...@gmail.com wrote: Hey René, I've just fixed the first issue (the config script was choking because I had split the source files in Setup.in amongst different lines). The FreeType module now won't compile if the required libraries cannot be found. Now, how would we go about installing FreeType on the buildbot? It's as easy as issuing 'apt-get install freetype2-dev', assuming it's running on Debian or Ubuntu, but I obviously don't have root access. Cheers, Vicent Martí http://www.bellverde.org On Tue, Aug 18, 2009 at 11:12 AM, René Dudfieldren...@gmail.com wrote: On Mon, Aug 17, 2009 at 9:41 AM, René Dudfieldren...@gmail.com wrote: nice one :) Have a look here: http://thorbrian.com/pygame/builds.php You'll notice that there's some errors building on windows, and osx. Hi, I think the freetype merge requires freetype to be installed. However it doesn't check to see if it's installed before trying to build it. This is what is causing the build bot to fail to build, because it only has the minimum dependencies required to build pygame. Currently freetype isn't a dependency - only SDL_ttf is. 1. pygame trunk needs to see if freetype-dev is installed before trying to build the freetype package. 2. build bots need to have the freetype packages installed. I just tried to disable the freetype module until those two things are sorted out. So the build bot can build again without errors. I just commented it out in Setup.in ... hopefully that will be enough to disable it. cheers,
Re: [pygame] Re: Movie module being merged
Hi Tyler, /usr/include is included in the default header search paths. What is installed is /usr/include/ffmpeg/avformat.h, not /usr/include/ffmpeg/libavformat/avformat.h. This may be a quirk of the Debian dev package and not the general case. Lenard Tyler Laing wrote: You don't have -l/usr/include actually. What I will do is add to the directories searched, for the specific libraries to search in /usr/include/ffmpeg /usr/include/relevant library name for if people install from source. Does that sound like a good solution? -Tyler On Tue, Aug 18, 2009 at 9:03 AM, Lenard Lindstrom le...@telus.net mailto:le...@telus.net wrote: Ok, when I add _movie src/_gsound.c src/_gmovie.c src/_gcommand.c src/gmovie.c $(SDL) $(AVFORMAT) $(SWSCALE) $(MIXER) $(DEBUG) to Setup I get these build errors: building 'pygame._movie' extension gcc -pthread -fno-strict-aliasing -DNDEBUG -g -fwrapv -O2 -Wall -Wstrict-prototypes -fPIC -D_REENTRANT -I/usr/X11R6/include -I/usr/include/SDL -I/usr/include/SDL -I/usr/include/python2.5 -c src/_gsound.c -o build/temp.linux-i686-2.5/src/_gsound.o In file included from src/_gsound.c:35: src/_gsound.h:36:34: error: libavformat/avformat.h: No such file or directory src/_gsound.c: In function ‘seekBuffer’: src/_gsound.c:403: error: ‘AV_NOPTS_VALUE’ undeclared (first use in this function) src/_gsound.c:403: error: (Each undeclared identifier is reported only once src/_gsound.c:403: error: for each function it appears in.) error: command 'gcc' failed with exit status 1 The Debian dev package installs avformat.h in ffmpeg, not libavformat. Lenard Lenard Lindstrom wrote: Hi René, My mistake. I didn't pay attention to the error. _movie.so was not event built since the _movie entry is missing in Setup.in. I had to manually enter it to Setup the last time, and that was clobbered when I reran config.py. Lenard René Dudfield wrote: On Tue, Aug 18, 2009 at 4:47 PM, Lenard Lindstromle...@telus.net mailto:le...@telus.net wrote: Hi Tyler, The module now builds, but the _movie_test.py unit tests fail: ERROR: MovieTypeTest.test_height -- Traceback (most recent call last): File /home/lenard/.local/lib/python2.5/site-packages/pygame/tests/_movie_test.py, line 125, in test_height movie = gmovie.Movie(movie_file) AttributeError: 'NoneType' object has no attribute 'Movie' If movie_file is missing shouldn't gmovie.Movie raise an exception? Lenard hi, check out the try/except at the top of that test... maybe it is raising an exception, and catching it. that try/except was added to try and get the build bot to build again. cheers, -- Visit my blog at http://oddco.ca/zeroth/zblog
Re: [pygame] freetype merge and the Spectacularly Adequate Automated Pygame Build Page Re: [pygame] Documentation changes in trunk
Hi Brian, Vicent, The freetype2 library is already a part of the prebuilts as a separate dll for use by SDL_tff. What is missing from the prebuilts are the headers. When I add those the module compiles and passes its unit tests for Python 2.5. I will put together a zip file for Python 2.5 to include freetype2 and ffmpeg in the prebuilts. Lenard Brian Fisher wrote: In terms of getting the build bots building, For windows, all dependencies the build bot uses need to be included in pygame's prebuilt dependencies package for both visual c runtimes, and when there is an updated prebuilt dependencies package, I'll copy it over so the windows buildbots will use it. For Mac OS X, dependencies need to be hand installed on the build bot, so I need to know what packages those are (if there are no packages, it's fine just to know what place the python build script will look for them) --- For some background and pygame Mac OS X and windows packages... good software deployment on OS X and windows is not like good software deployment on ubuntu or any other linux flavor. On windows there is no package management whatsover, and on Mac OS X there is no package management which is practical for anything but a minority of users. So when it comes to pygame's binary (i.e. not python) dependencies, those things need to be either statically linked (as portmidi, jpeglib and some others are on mac) or need to be bundled with the distribution package (as SDL is on both platforms and most other dll's are on windows) Also, it can be very difficult and error prone to try and find or build the windows dependencies with pygame, and traditionally getting together the prebuilts was a major obstacle for windows users to build pygame themselves (building the dependencies is way way more complicated than building pygame), which is why there has almost always been official packages of the prebuilt dependencies for windows. I personally consider having such a package put together for the new pygame version to be something that has to happen before a new version can be released. Finally, when it comes to developing the build scripts, pygame developers should take special care to make sure neither the os x nor the windows setup.py scripts ever put together an install package that requires any runtime dependencies that aren't a standard part of the OS distribution to be separately installed.
Re: [pygame] Re: Movie module being merged
Does debian have a unique compile time flag I can use? -Tyler On Tue, Aug 18, 2009 at 12:09 PM, Lenard Lindstrom le...@telus.net wrote: Hi Tyler, /usr/include is included in the default header search paths. What is installed is /usr/include/ffmpeg/avformat.h, not /usr/include/ffmpeg/libavformat/avformat.h. This may be a quirk of the Debian dev package and not the general case. Lenard Tyler Laing wrote: You don't have -l/usr/include actually. What I will do is add to the directories searched, for the specific libraries to search in /usr/include/ffmpeg /usr/include/relevant library name for if people install from source. Does that sound like a good solution? -Tyler On Tue, Aug 18, 2009 at 9:03 AM, Lenard Lindstrom le...@telus.netmailto: le...@telus.net wrote: Ok, when I add _movie src/_gsound.c src/_gmovie.c src/_gcommand.c src/gmovie.c $(SDL) $(AVFORMAT) $(SWSCALE) $(MIXER) $(DEBUG) to Setup I get these build errors: building 'pygame._movie' extension gcc -pthread -fno-strict-aliasing -DNDEBUG -g -fwrapv -O2 -Wall -Wstrict-prototypes -fPIC -D_REENTRANT -I/usr/X11R6/include -I/usr/include/SDL -I/usr/include/SDL -I/usr/include/python2.5 -c src/_gsound.c -o build/temp.linux-i686-2.5/src/_gsound.o In file included from src/_gsound.c:35: src/_gsound.h:36:34: error: libavformat/avformat.h: No such file or directory src/_gsound.c: In function ‘seekBuffer’: src/_gsound.c:403: error: ‘AV_NOPTS_VALUE’ undeclared (first use in this function) src/_gsound.c:403: error: (Each undeclared identifier is reported only once src/_gsound.c:403: error: for each function it appears in.) error: command 'gcc' failed with exit status 1 The Debian dev package installs avformat.h in ffmpeg, not libavformat. Lenard Lenard Lindstrom wrote: Hi René, My mistake. I didn't pay attention to the error. _movie.so was not event built since the _movie entry is missing in Setup.in. I had to manually enter it to Setup the last time, and that was clobbered when I reran config.py. Lenard René Dudfield wrote: On Tue, Aug 18, 2009 at 4:47 PM, Lenard Lindstromle...@telus.net mailto:le...@telus.net wrote: Hi Tyler, The module now builds, but the _movie_test.py unit tests fail: ERROR: MovieTypeTest.test_height -- Traceback (most recent call last): File /home/lenard/.local/lib/python2.5/site-packages/pygame/tests/_movie_test.py, line 125, in test_height movie = gmovie.Movie(movie_file) AttributeError: 'NoneType' object has no attribute 'Movie' If movie_file is missing shouldn't gmovie.Movie raise an exception? Lenard hi, check out the try/except at the top of that test... maybe it is raising an exception, and catching it. that try/except was added to try and get the build bot to build again. cheers, -- Visit my blog at http://oddco.ca/zeroth/zblog -- Visit my blog at http://oddco.ca/zeroth/zblog
Re: [pygame] mouse.get_pos()?
hehe... oops. Thanks! From: RB[0] roeb...@gmail.com To: pygame-users@seul.org Sent: Monday, August 17, 2009 9:37:47 PM Subject: Re: [pygame] mouse.get_pos()? Make sure you are pumping the event queue, either with pygame.event.get or pygame.event.pump On Mon, Aug 17, 2009 at 9:36 PM, Yanom Mobis ya...@rocketmail.com wrote: I made a simple script to print the output of pygame.mouse.get_pos() every frame, but it keeps printing the same tuple, no matter where i move the mouse.
Re: [pygame] Re: Movie module being merged
Hi, No, I don't see any Debian specific predefined compiler macros. ffmpeg library information is available through pkg-config. Lenard Tyler Laing wrote: Does debian have a unique compile time flag I can use? -Tyler On Tue, Aug 18, 2009 at 12:09 PM, Lenard Lindstrom le...@telus.net mailto:le...@telus.net wrote: Hi Tyler, /usr/include is included in the default header search paths. What is installed is /usr/include/ffmpeg/avformat.h, not /usr/include/ffmpeg/libavformat/avformat.h. This may be a quirk of the Debian dev package and not the general case. Lenard Tyler Laing wrote: You don't have -l/usr/include actually. What I will do is add to the directories searched, for the specific libraries to search in /usr/include/ffmpeg /usr/include/relevant library name for if people install from source. Does that sound like a good solution? -Tyler On Tue, Aug 18, 2009 at 9:03 AM, Lenard Lindstrom le...@telus.net mailto:le...@telus.net mailto:le...@telus.net mailto:le...@telus.net wrote: Ok, when I add _movie src/_gsound.c src/_gmovie.c src/_gcommand.c src/gmovie.c $(SDL) $(AVFORMAT) $(SWSCALE) $(MIXER) $(DEBUG) to Setup I get these build errors: building 'pygame._movie' extension gcc -pthread -fno-strict-aliasing -DNDEBUG -g -fwrapv -O2 -Wall -Wstrict-prototypes -fPIC -D_REENTRANT -I/usr/X11R6/include -I/usr/include/SDL -I/usr/include/SDL -I/usr/include/python2.5 -c src/_gsound.c -o build/temp.linux-i686-2.5/src/_gsound.o In file included from src/_gsound.c:35: src/_gsound.h:36:34: error: libavformat/avformat.h: No such file or directory src/_gsound.c: In function ‘seekBuffer’: src/_gsound.c:403: error: ‘AV_NOPTS_VALUE’ undeclared (first use in this function) src/_gsound.c:403: error: (Each undeclared identifier is reported only once src/_gsound.c:403: error: for each function it appears in.) error: command 'gcc' failed with exit status 1 The Debian dev package installs avformat.h in ffmpeg, not libavformat. Lenard Lenard Lindstrom wrote: Hi René, My mistake. I didn't pay attention to the error. _movie.so was not event built since the _movie entry is missing in Setup.in. I had to manually enter it to Setup the last time, and that was clobbered when I reran config.py. Lenard René Dudfield wrote: On Tue, Aug 18, 2009 at 4:47 PM, Lenard Lindstromle...@telus.net mailto:le...@telus.net mailto:le...@telus.net mailto:le...@telus.net wrote: Hi Tyler, The module now builds, but the _movie_test.py unit tests fail: ERROR: MovieTypeTest.test_height -- Traceback (most recent call last): File /home/lenard/.local/lib/python2.5/site-packages/pygame/tests/_movie_test.py, line 125, in test_height movie = gmovie.Movie(movie_file) AttributeError: 'NoneType' object has no attribute 'Movie' If movie_file is missing shouldn't gmovie.Movie raise an exception? Lenard hi, check out the try/except at the top of that test... maybe it is raising an exception, and catching it. that try/except was added to try and get the build bot to build again. cheers, -- Visit my blog at http://oddco.ca/zeroth/zblog -- Visit my blog at http://oddco.ca/zeroth/zblog
Re: [pygame] Problem with py2exe and font.pyd
Hi, I found a solution. I had to copy the following DLL's manualy: SDL_ttf.dll libfreetype-6.dll Why arn't those included automaticly? Is there a way of telling py2exe to include those? Best Regards /John Eriksson 2009/8/18 René Dudfield ren...@gmail.com: Hi, this post seems to have a solution to that problem: http://blog.thadeusb.com/tag/memoryloadlibrary/ What dlls do you have in that directory? Are SDL.dll and SDL_ttf.dll being copied? cheers, On Tue, Aug 18, 2009 at 3:25 PM, John Erikssonj...@arainyday.se wrote: Hi, I'm trying to use py2exe and get the following error when wxwcuting the exe file. C:\Users\john\workspace\FlickrBackupTool\src\FlickrTagTool\FlickrTagTool.exe\lib\GameGUI.py:40: RuntimeWarning: use font: MemoryLoadLibrary failed loading pygame\font.pyd (ImportError: MemoryLoadLibrary failed loading pygame\font.pyd) Traceback (most recent call last): File FlickrTagTool.py, line 758, in module File FlickrTagTool.py, line 754, in main File FlickrTagTool.py, line 737, in main_loop File FlickrTagTool.py, line 221, in __init__ File FlickrTagTool.py, line 327, in setup_gui File lib\GameGUI.pyo, line 40, in load_font File pygame\__init__.pyo, line 70, in __getattr__ NotImplementedError: font module not available (ImportError: MemoryLoadLibrary failed loading pygame\font.pyd) But when I looked in the location where other pygame/*.pyd files is located it's there. I'm using Windows7, Python 2.6 and Pygame 1.9.1 Please advice! Best Regards /John Eriksson