Re: [pygame] Pygame_SDL2 Nightly Builds

2016-01-27 Thread dvp1964
Wow, Tom rothmal.  Haven't seen that name sine LILUG years ago, Tim sailor too, 
but I think he isn't at bnl.gov any more.  I'm sure you do not remember me. Any 
way, hi.

Sent from my Galaxy Tab® A Original message From: Tom Rothamel 
<t...@rothamel.us> Date: 01/24/2016  4:09 PM  (GMT-05:00) To: 
pygame-users@seul.org Subject: Re: [pygame] Pygame_SDL2 Nightly Builds 
On Sun, Jan 24, 2016 at 3:35 PM Wout Goud <wbertr...@gmail.com> wrote:
Nice to see a proper release of Pygame_SDL2!

Thanks. Pygame handles multiple screens on another way than Pygame_SDL2... (at 
least ~5 months ago)

I'm not sure what you mean by this. Are you talking about the recent changes to 
list_modes? Or something else? Do you mean RAPT with "the Android version of 
Pygame_SDL2"?

If yes, is it still as slow as ~5 months ago on Android?
It really depends on what you're doing. Startup time should be significantly 
improved, but at the end of the day a mobile device can't push as many pixels 
as a desktop can - especially when using the software renderer, which is what 
pygame assumes.
 



Re: [pygame] Pygame_SDL2 Nightly Builds

2016-01-25 Thread Wout Goud
That Pygame handles multiple screens on another way than Pygame_SDL2 can be
seen on i.imgur.com/MaLrwBx.jpg. At the left side is is Pygame_SDL2 and at
the right side is Pygame. Everything in the blue box is on my laptop's
screen (left-under) and above it is my external screen and right-under is
something which isn't on a screen. Pygame_SDL2 returns the width and height
of the most above screen, but Pygame returns the total width and height of
both screens. I don't know if it's related to SDL(2).
Op 25 jan. 2016 07:19 schreef "DiliupG" :

> Great news. Waitingforthe Windows stable
>
> 
>  This
> email has been sent from a virus-free computer protected by Avast.
> www.avast.com
> 
> <#1367478485_DDB4FAA8-2DD7-40BB-A1B8-4E2AA1F9FDF2>
>
> On Mon, Jan 25, 2016 at 2:39 AM, Tom Rothamel  wrote:
>
>> On Sun, Jan 24, 2016 at 3:35 PM Wout Goud  wrote:
>>
>>> Nice to see a proper release of Pygame_SDL2!
>>>
>>>
>> Thanks.
>>
>>
>>> Pygame handles multiple screens on another way than Pygame_SDL2... (at
>>> least ~5 months ago)
>>>
>>>
>> I'm not sure what you mean by this. Are you talking about the recent
>> changes to list_modes? Or something else?
>>
>>
>>> Do you mean RAPT with "the Android version of Pygame_SDL2"?
>>> If yes, is it still as slow as ~5 months ago on Android?
>>>
>>
>> It really depends on what you're doing. Startup time should be
>> significantly improved, but at the end of the day a mobile device can't
>> push as many pixels as a desktop can - especially when using the software
>> renderer, which is what pygame assumes.
>>
>>
>>>
>
>
> --
> Diliup Gabadamudalige
>
> http://www.diliupg.com
> http://soft.diliupg.com/
>
>
> **
> This e-mail is confidential. It may also be legally privileged. If you are
> not the intended recipient or have received it in error, please delete it
> and all copies from your system and notify the sender immediately by return
> e-mail. Any unauthorized reading, reproducing, printing or further
> dissemination of this e-mail or its contents is strictly prohibited and may
> be unlawful. Internet communications cannot be guaranteed to be timely,
> secure, error or virus-free. The sender does not accept liability for any
> errors or omissions.
>
> **
>
>


Re: [pygame] Pygame_SDL2 Nightly Builds

2016-01-24 Thread DiliupG
Great news. Waitingforthe Windows stable

This
email has been sent from a virus-free computer protected by Avast.
www.avast.com

<#DDB4FAA8-2DD7-40BB-A1B8-4E2AA1F9FDF2>

On Mon, Jan 25, 2016 at 2:39 AM, Tom Rothamel  wrote:

> On Sun, Jan 24, 2016 at 3:35 PM Wout Goud  wrote:
>
>> Nice to see a proper release of Pygame_SDL2!
>>
>>
> Thanks.
>
>
>> Pygame handles multiple screens on another way than Pygame_SDL2... (at
>> least ~5 months ago)
>>
>>
> I'm not sure what you mean by this. Are you talking about the recent
> changes to list_modes? Or something else?
>
>
>> Do you mean RAPT with "the Android version of Pygame_SDL2"?
>> If yes, is it still as slow as ~5 months ago on Android?
>>
>
> It really depends on what you're doing. Startup time should be
> significantly improved, but at the end of the day a mobile device can't
> push as many pixels as a desktop can - especially when using the software
> renderer, which is what pygame assumes.
>
>
>>


-- 
Diliup Gabadamudalige

http://www.diliupg.com
http://soft.diliupg.com/

**
This e-mail is confidential. It may also be legally privileged. If you are
not the intended recipient or have received it in error, please delete it
and all copies from your system and notify the sender immediately by return
e-mail. Any unauthorized reading, reproducing, printing or further
dissemination of this e-mail or its contents is strictly prohibited and may
be unlawful. Internet communications cannot be guaranteed to be timely,
secure, error or virus-free. The sender does not accept liability for any
errors or omissions.
**


[pygame] Pygame_SDL2 Nightly Builds

2016-01-24 Thread Tom Rothamel
Hello again. I'm getting ready to make the first proper release of
Pygame_SDL2, a mostly compatible reimplementation of the Pygame API on top
of the SDL2 libraries.

As part of that, I've been fixing a number of outstanding of issues, and
I've set things up so that we're producing nightly builds of the source
tarball, and nightly wheels for 32- and 64-bit versions of Python 2.7 and
3.5 on Windows.

Pygame_SDL2 can be found on github:

https://github.com/renpy/pygame_sdl2

And the nightlies can be found at:

http://nightly.renpy.org/pygame_sdl2/

The eventual goal - in the next couple of weeks - is to get Pygame_SDL2 up
on pypi so that it can be installed via pip on Windows.

While I think Pygame_SDL2 is getting to be usable for other projects, more
work can be done. Testing is still ad-hoc and minimal, so any help getting
the pygame test suite working would be appreciated, as would any other
contributions people want to supply.

Ps. I was able to use the Android Runtime for Chrome to get the Android
version of Pygame_SDL2 working inside the Chrome web browser. While it
still needs some work in order to properly handle things like
multiple-button mice, this paves the way for Chrome OS joining iOS and
Android as a new platform the Pygame API runs on.


Re: [pygame] Pygame_SDL2 Nightly Builds

2016-01-24 Thread Tom Rothamel
On Sun, Jan 24, 2016 at 3:35 PM Wout Goud  wrote:

> Nice to see a proper release of Pygame_SDL2!
>
>
Thanks.


> Pygame handles multiple screens on another way than Pygame_SDL2... (at
> least ~5 months ago)
>
>
I'm not sure what you mean by this. Are you talking about the recent
changes to list_modes? Or something else?


> Do you mean RAPT with "the Android version of Pygame_SDL2"?
> If yes, is it still as slow as ~5 months ago on Android?
>

It really depends on what you're doing. Startup time should be
significantly improved, but at the end of the day a mobile device can't
push as many pixels as a desktop can - especially when using the software
renderer, which is what pygame assumes.


>


Re: [pygame] Pygame_SDL2 Nightly Builds

2016-01-24 Thread Wout Goud
Nice to see a proper release of Pygame_SDL2!

Pygame handles multiple screens on another way than Pygame_SDL2... (at
least ~5 months ago)

Do you mean RAPT with "the Android version of Pygame_SDL2"?
If yes, is it still as slow as ~5 months ago on Android?
Op 24 jan. 2016 21:00 schreef "Tom Rothamel" :

> Hello again. I'm getting ready to make the first proper release of
> Pygame_SDL2, a mostly compatible reimplementation of the Pygame API on top
> of the SDL2 libraries.
>
> As part of that, I've been fixing a number of outstanding of issues, and
> I've set things up so that we're producing nightly builds of the source
> tarball, and nightly wheels for 32- and 64-bit versions of Python 2.7 and
> 3.5 on Windows.
>
> Pygame_SDL2 can be found on github:
>
> https://github.com/renpy/pygame_sdl2
>
> And the nightlies can be found at:
>
> http://nightly.renpy.org/pygame_sdl2/
>
> The eventual goal - in the next couple of weeks - is to get Pygame_SDL2 up
> on pypi so that it can be installed via pip on Windows.
>
> While I think Pygame_SDL2 is getting to be usable for other projects, more
> work can be done. Testing is still ad-hoc and minimal, so any help getting
> the pygame test suite working would be appreciated, as would any other
> contributions people want to supply.
>
> Ps. I was able to use the Android Runtime for Chrome to get the Android
> version of Pygame_SDL2 working inside the Chrome web browser. While it
> still needs some work in order to properly handle things like
> multiple-button mice, this paves the way for Chrome OS joining iOS and
> Android as a new platform the Pygame API runs on.
>