Re: [pygame] Re: Movie module being merged

2009-08-18 Thread René Dudfield
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 The stable ffmpeg libraries for Debian are too outdated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

2009-08-18 Thread John Eriksson
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

2009-08-18 Thread René Dudfield
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

2009-08-18 Thread René Dudfield
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

2009-08-18 Thread Tyler Laing
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

2009-08-18 Thread Lenard Lindstrom

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

2009-08-18 Thread René Dudfield
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

2009-08-18 Thread René Dudfield
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

2009-08-18 Thread Lenard Lindstrom

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

2009-08-18 Thread Lenard Lindstrom

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

2009-08-18 Thread Tyler Laing
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

2009-08-18 Thread Tyler Laing
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

2009-08-18 Thread Vicent Marti
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

2009-08-18 Thread Brian Fisher
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

2009-08-18 Thread Lenard Lindstrom

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

2009-08-18 Thread Lenard Lindstrom

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

2009-08-18 Thread Tyler Laing
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()?

2009-08-18 Thread Yanom Mobis
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

2009-08-18 Thread Lenard Lindstrom

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

2009-08-18 Thread John Eriksson
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