Re: [pygame] Working with Surfaces

2009-05-19 Thread Lenard Lindstrom

Hi René, Tyler,

I suggest we clean out the defunct movieext from Pygame trunk.

Lenard


Tyler Laing wrote:
There we go, Branch is made, and it is updated with all the code I've 
done today

Thanks :)

-Tyler

On Mon, May 18, 2009 at 3:40 PM, René Dudfield ren...@gmail.com 
mailto:ren...@gmail.com wrote:


On Tue, May 19, 2009 at 8:40 AM, René Dudfield ren...@gmail.com
mailto:ren...@gmail.com wrote:
 hi,


 svn copy svn://seul.org/svn/pygame/trunk
http://seul.org/svn/pygame/trunk
 svn://seul.org/svn/pygame/branches/tylerthemovie
http://seul.org/svn/pygame/branches/tylerthemovie

^ this is supposed to be on one line




--
Visit my blog at http://oddco.ca/zeroth/zblog




Re: [pygame] Working with Surfaces

2009-05-19 Thread Tyler Laing
Lenard,

Sounds good to me.

If no one's using it, its not needed.

-Tyler

On Tue, May 19, 2009 at 7:34 AM, Lenard Lindstrom le...@telus.net wrote:

 Hi René, Tyler,

 I suggest we clean out the defunct movieext from Pygame trunk.

 Lenard


 Tyler Laing wrote:

 There we go, Branch is made, and it is updated with all the code I've done
 today
 Thanks :)

 -Tyler

 On Mon, May 18, 2009 at 3:40 PM, René Dudfield ren...@gmail.com mailto:
 ren...@gmail.com wrote:

On Tue, May 19, 2009 at 8:40 AM, René Dudfield ren...@gmail.com
mailto:ren...@gmail.com wrote:
 hi,


 svn copy svn://seul.org/svn/pygame/trunk
http://seul.org/svn/pygame/trunk
 svn://seul.org/svn/pygame/branches/tylerthemovie
http://seul.org/svn/pygame/branches/tylerthemovie

^ this is supposed to be on one line




 --
 Visit my blog at http://oddco.ca/zeroth/zblog





-- 
Visit my blog at http://oddco.ca/zeroth/zblog


Re: [pygame] Working with Surfaces

2009-05-19 Thread Lenard Lindstrom

It's not built by default. If someone wants it, it can be restored.

Lenard

Tyler Laing wrote:

Lenard,

Sounds good to me.

If no one's using it, its not needed.

-Tyler

On Tue, May 19, 2009 at 7:34 AM, Lenard Lindstrom le...@telus.net 
mailto:le...@telus.net wrote:


Hi René, Tyler,

I suggest we clean out the defunct movieext from Pygame trunk.

Lenard


Tyler Laing wrote:

There we go, Branch is made, and it is updated with all the
code I've done today
Thanks :)

-Tyler

On Mon, May 18, 2009 at 3:40 PM, René Dudfield
ren...@gmail.com mailto:ren...@gmail.com
mailto:ren...@gmail.com mailto:ren...@gmail.com wrote:

   On Tue, May 19, 2009 at 8:40 AM, René Dudfield
ren...@gmail.com mailto:ren...@gmail.com
   mailto:ren...@gmail.com mailto:ren...@gmail.com wrote:
hi,
   
   
svn copy svn://seul.org/svn/pygame/trunk
http://seul.org/svn/pygame/trunk
   http://seul.org/svn/pygame/trunk

svn://seul.org/svn/pygame/branches/tylerthemovie
http://seul.org/svn/pygame/branches/tylerthemovie
   http://seul.org/svn/pygame/branches/tylerthemovie


   ^ this is supposed to be on one line




-- 
Visit my blog at http://oddco.ca/zeroth/zblog






--
Visit my blog at http://oddco.ca/zeroth/zblog




[pygame] Working with Surfaces

2009-05-18 Thread Tyler Laing
Hello all,

I've got a bit of a brainteaser for you, maybe, and hopefully not.

Right now, through judicious use of ffplay code, I've got a large portion of
the code written for a first draft version of the movie module. I changed
the code where appropriate for our needs. Of course, that doesn't mean its
been tested, or has even compiled yet. ;) However, I'm wondering which way I
should go: Whether I should write to a pygame surface(say one passed on
initialization), via the PySurface C methods, or to extract the rect and
surface from the PySurface struct, and write to those instead. Which way
would be safer/better/whatever?

-Tyler
Visit my blog at http://oddco.ca/zeroth/zblog


Re: [pygame] Working with Surfaces

2009-05-18 Thread René Dudfield
hello,

it's generally good to keep out python code from the main logic of your
functions, if you can.  Then try and keep the python wrapping function to
interacting with python.  That is keep the SDL parts and the python parts as
separate as possible.

The python wrapper part will use a call like so...
surf = PySurface_AsSurface(surfobj);

to get the SDL_Surface* surf surface, which you can then pass to your
function.


Since the life time of the surface is done with python, through reference
counting.  Each time you access the surface you should probably first
increment a reference count, and then modify it, then decrement the
reference count.  Otherwise you might want to store a reference at
initialisation time, then it should be fairly safe to access the surface.

However, the display surface can disappear, so perhaps passing in a surface
each time might be better.

I hope maybe that helps answer your question...


ps.  be good to start a branch in svn to dump your code as you go :)  Then
we can all look at your code specifically.




On Tue, May 19, 2009 at 8:02 AM, Tyler Laing trinio...@gmail.com wrote:

 Hello all,

 I've got a bit of a brainteaser for you, maybe, and hopefully not.

 Right now, through judicious use of ffplay code, I've got a large portion
 of the code written for a first draft version of the movie module. I changed
 the code where appropriate for our needs. Of course, that doesn't mean its
 been tested, or has even compiled yet. ;) However, I'm wondering which way I
 should go: Whether I should write to a pygame surface(say one passed on
 initialization), via the PySurface C methods, or to extract the rect and
 surface from the PySurface struct, and write to those instead. Which way
 would be safer/better/whatever?

 -Tyler
 Visit my blog at http://oddco.ca/zeroth/zblog



Re: [pygame] Working with Surfaces

2009-05-18 Thread Tyler Laing
Okay, so if I understand you correctly, you say I should extract the SDL
stuff from the object and use that instead of a Python object? I can do
that.

And... I do know how to use svn, but I've never made a branch in svn. How do
I do that?

-Tyler

On Mon, May 18, 2009 at 3:18 PM, René Dudfield ren...@gmail.com wrote:

 hello,

 it's generally good to keep out python code from the main logic of your
 functions, if you can.  Then try and keep the python wrapping function to
 interacting with python.  That is keep the SDL parts and the python parts as
 separate as possible.

 The python wrapper part will use a call like so...
 surf = PySurface_AsSurface(surfobj);

 to get the SDL_Surface* surf surface, which you can then pass to your
 function.


 Since the life time of the surface is done with python, through reference
 counting.  Each time you access the surface you should probably first
 increment a reference count, and then modify it, then decrement the
 reference count.  Otherwise you might want to store a reference at
 initialisation time, then it should be fairly safe to access the surface.

 However, the display surface can disappear, so perhaps passing in a surface
 each time might be better.

 I hope maybe that helps answer your question...


 ps.  be good to start a branch in svn to dump your code as you go :)  Then
 we can all look at your code specifically.





 On Tue, May 19, 2009 at 8:02 AM, Tyler Laing trinio...@gmail.com wrote:

 Hello all,

 I've got a bit of a brainteaser for you, maybe, and hopefully not.

 Right now, through judicious use of ffplay code, I've got a large portion
 of the code written for a first draft version of the movie module. I changed
 the code where appropriate for our needs. Of course, that doesn't mean its
 been tested, or has even compiled yet. ;) However, I'm wondering which way I
 should go: Whether I should write to a pygame surface(say one passed on
 initialization), via the PySurface C methods, or to extract the rect and
 surface from the PySurface struct, and write to those instead. Which way
 would be safer/better/whatever?

 -Tyler
 Visit my blog at http://oddco.ca/zeroth/zblog





-- 
Visit my blog at http://oddco.ca/zeroth/zblog


Re: [pygame] Working with Surfaces

2009-05-18 Thread René Dudfield
hi,


svn copy svn://seul.org/svn/pygame/trunk
svn://seul.org/svn/pygame/branches/tylerthemovie


the svn book is pretty cool for obscure svn functions...  more details
on creating branches here:
http://svnbook.red-bean.com/en/1.1/ch04s02.html




On Tue, May 19, 2009 at 8:22 AM, Tyler Laing trinio...@gmail.com wrote:

 Okay, so if I understand you correctly, you say I should extract the SDL 
 stuff from the object and use that instead of a Python object? I can do that.

 And... I do know how to use svn, but I've never made a branch in svn. How do 
 I do that?

 -Tyler

 On Mon, May 18, 2009 at 3:18 PM, René Dudfield ren...@gmail.com wrote:

 hello,

 it's generally good to keep out python code from the main logic of your 
 functions, if you can.  Then try and keep the python wrapping function to 
 interacting with python.  That is keep the SDL parts and the python parts as 
 separate as possible.

 The python wrapper part will use a call like so...
     surf = PySurface_AsSurface(surfobj);

 to get the SDL_Surface* surf surface, which you can then pass to your 
 function.


 Since the life time of the surface is done with python, through reference 
 counting.  Each time you access the surface you should probably first 
 increment a reference count, and then modify it, then decrement the 
 reference count.  Otherwise you might want to store a reference at 
 initialisation time, then it should be fairly safe to access the surface.

 However, the display surface can disappear, so perhaps passing in a surface 
 each time might be better.

 I hope maybe that helps answer your question...


 ps.  be good to start a branch in svn to dump your code as you go :)  Then 
 we can all look at your code specifically.




 On Tue, May 19, 2009 at 8:02 AM, Tyler Laing trinio...@gmail.com wrote:

 Hello all,

 I've got a bit of a brainteaser for you, maybe, and hopefully not.

 Right now, through judicious use of ffplay code, I've got a large portion 
 of the code written for a first draft version of the movie module. I 
 changed the code where appropriate for our needs. Of course, that doesn't 
 mean its been tested, or has even compiled yet. ;) However, I'm wondering 
 which way I should go: Whether I should write to a pygame surface(say one 
 passed on initialization), via the PySurface C methods, or to extract the 
 rect and surface from the PySurface struct, and write to those instead. 
 Which way would be safer/better/whatever?

 -Tyler
 Visit my blog at http://oddco.ca/zeroth/zblog




 --
 Visit my blog at http://oddco.ca/zeroth/zblog


Re: [pygame] Working with Surfaces

2009-05-18 Thread René Dudfield
On Tue, May 19, 2009 at 8:40 AM, René Dudfield ren...@gmail.com wrote:
 hi,


 svn copy svn://seul.org/svn/pygame/trunk
 svn://seul.org/svn/pygame/branches/tylerthemovie

^ this is supposed to be on one line


Re: [pygame] Working with Surfaces

2009-05-18 Thread Tyler Laing
There we go, Branch is made, and it is updated with all the code I've done
today
Thanks :)

-Tyler

On Mon, May 18, 2009 at 3:40 PM, René Dudfield ren...@gmail.com wrote:

 On Tue, May 19, 2009 at 8:40 AM, René Dudfield ren...@gmail.com wrote:
  hi,
 
 
  svn copy svn://seul.org/svn/pygame/trunk
  svn://seul.org/svn/pygame/branches/tylerthemovie

 ^ this is supposed to be on one line




-- 
Visit my blog at http://oddco.ca/zeroth/zblog