Re: [pygame] pygame to android

2015-07-23 Thread Sam Bull
On Wed, 2015-07-22 at 22:57 +, Tom Rothamel wrote:
 That being said, all the Ren'Py packager does is to copy various files
 into zip or tar.bz2 files with appropriate permissions info, so if
 someone wants to make a standalone tool or distribution, they can.
 

What's the advantage of this over a generic tool that can create frozen
binaries, such as pyinstaller?


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Description: This is a digitally signed message part


Re: [pygame] pygame to android

2015-07-23 Thread tom arnall
got it. so pygame gives you test-harness tools?

On 7/22/15, Tom Rothamel t...@rothamel.us wrote:
 The theory is that pygame_sdl2 will be able to run the pygame test suite at
 some point.

 On Wed, Jul 22, 2015 at 9:30 PM tom arnall kloro2...@gmail.com wrote:

  And pygame_sdl2 is far from ready - there's no test suite, for
 example.

 what happened to write tests first! ?



 On 7/22/15, Tom Rothamel t...@rothamel.us wrote:
  On Wed, Jul 22, 2015 at 4:37 PM Luke Paireepinart 
 rabidpoob...@gmail.com
  wrote:
 
  Tom,
  Is sdl2 Pygame the way forward for Pygame?
 
 
  I think it is - but I'm biased about this. And pygame_sdl2 is far from
  ready - there's no test suite, for example. All I can say is that I
  need/plan to maintain pygame_sdl2 indefinitely to support Ren'Py. (Or
  at
  least until a better implementation of the Pygame API comes about.)
 
  I would be interested in assisting with a generic Pygame packager for
 cross
  platform applications. Where would we get started in doing that, to
  separate it from Ren'Py in a generic way?
 
 
  I'd suggest grabbing a copy of the Ren'Py SDK (from www.renpy.org),
  creating a new project, and building distributions of it, just to get a
  feel for what the tools can do in terms of installing text editors and
  packaging games for various platforms.
 
  My thinking is the right thing to would be to modify the Ren'Py
  launcher
 so
  that it can be rebranded and released as a pygame tool, as opposed to
  trying to make something standalone. This is for pragmatic reasons -
  maintaining a split version would be more ongoing work that coming up
 with
  a variant of the launcher that can launch and package arbitrary pygame
  apps.
 
  That being said, all the Ren'Py packager does is to copy various files
 into
  zip or tar.bz2 files with appropriate permissions info, so if someone
 wants
  to make a standalone tool or distribution, they can.
 
 
 


 --
 ..
 Faced with the possibility of its extinction, every species finds
 within itself powers unimaginable in the days of its complacency.




-- 
..
Faced with the possibility of its extinction, every species finds
within itself powers unimaginable in the days of its complacency.


RE: [pygame] pygame to android

2015-07-22 Thread Luke Paireepinart
Tom,
Is sdl2 Pygame the way forward for Pygame? I would be interested in assisting 
with a generic Pygame packager for cross platform applications. Where would we 
get started in doing that, to separate it from Ren'Py in a generic way?

-Original Message-
From: Tom Rothamel t...@rothamel.us
Sent: ‎7/‎22/‎2015 9:59 AM
To: pygame-users@seul.org pygame-users@seul.org
Subject: Re: [pygame] pygame to android

On Wed, Jul 22, 2015 at 4:11 AM tom arnall kloro2...@gmail.com wrote:

what is the relationship between RenPy and Pygame?




Ren'Py is a game engine that people use to make specific types of generally 
narrative-heavy games. Visual Novels, Life Simulations, and simple RPGs are all 
within what Ren'Py was intended to help make.



For ten years, Ren'Py was based on Pygame, to the point where the Pygame API is 
included in various places in the Ren'Py API. About a year ago, it became clear 
that SDL2 would be necessary for Ren'Py to keep supporting Android and add iOS 
support, so we wrote Pygame_sdl2, a reimplementation of the Pygame API over 
SDL2. (Pygame_sdl2 isn't complete, as it needs help from people who understand 
buffers and the pygame test suite.)


Ren'Py has a number of tools that are used to package games for mobile 
platforms - RAPT is used for Android, while Renios is used for iOS. These tools 
are generally written in a way that they can be used to package arbitrary games 
written using pygame_sdl2. 


Ren'Py itself also comes with a launcher that can one-click package a Ren'Py 
game for Windows, Mac OS X, and Linux - with a few more clicks, it also takes 
care of Android and iOS packaging. This isn't designed to work with arbitrary 
pygame code, but could plausibly be changed to do so.


Due to terrible social skills, I haven't really contributed much of this Ren'Py 
work back to pygame - and the one project I did contribute, pygs4a, turned out 
to be a technological dead end. I'm trying to change this, if people are 
interested.

Re: [pygame] pygame to android

2015-07-22 Thread tom arnall
Tom,

what is the relationship between RenPy and Pygame?

regards,

tom

..
Faced with the possibility of its extinction, every species finds
within itself powers unimaginable in the days of its complacency.

On 7/21/15, Tom Rothamel t...@rothamel.us wrote:
 Pygame_sdl2, as packaged with RAPT is probably the best solution -
 depending on if it supports the subset of pygame that you're using.

 I threw together a git repository that has a sample game that can be
 packaged. You can check it out at:

 https://github.com/renpytom/rapt-pygame-example

 The main.py in there shows how to handle the APP_WILLENTERBACKGROUND
 (sleep) and APP_DIDENTERFOREGROUND (resume) events, which most Android apps
 will want to handle.

 Hope this helps, and let me know if you're having trouble - this code works
 well with Ren'Py, but I don't think many people have tried it with more
 general Pygame code.


 On Tue, Jul 21, 2015 at 7:14 PM tom arnall kloro2...@gmail.com wrote:

 are there any people on this list who are big into porting pygame apps
 to android?





--


Re: [pygame] pygame to android

2015-07-22 Thread tom arnall
Tom,

thanks very much for the information. I'm sure i'll be back with more
questions about it soon ;o)

regards,

Tom

..
Faced with the possibility of its extinction, every species finds
within itself powers unimaginable in the days of its complacency.


On 7/22/15, Tom Rothamel t...@rothamel.us wrote:
 On Wed, Jul 22, 2015 at 4:11 AM tom arnall kloro2...@gmail.com wrote:

 what is the relationship between RenPy and Pygame?


 Ren'Py is a game engine that people use to make specific types of generally
 narrative-heavy games. Visual Novels, Life Simulations, and simple RPGs are
 all within what Ren'Py was intended to help make.

 For ten years, Ren'Py was based on Pygame, to the point where the Pygame
 API is included in various places in the Ren'Py API. About a year ago, it
 became clear that SDL2 would be necessary for Ren'Py to keep supporting
 Android and add iOS support, so we wrote Pygame_sdl2, a reimplementation of
 the Pygame API over SDL2. (Pygame_sdl2 isn't complete, as it needs help
 from people who understand buffers and the pygame test suite.)

 Ren'Py has a number of tools that are used to package games for mobile
 platforms - RAPT is used for Android, while Renios is used for iOS. These
 tools are generally written in a way that they can be used to package
 arbitrary games written using pygame_sdl2.

 Ren'Py itself also comes with a launcher that can one-click package a
 Ren'Py game for Windows, Mac OS X, and Linux - with a few more clicks, it
 also takes care of Android and iOS packaging. This isn't designed to work
 with arbitrary pygame code, but could plausibly be changed to do so.

 Due to terrible social skills, I haven't really contributed much of this
 Ren'Py work back to pygame - and the one project I did contribute, pygs4a,
 turned out to be a technological dead end. I'm trying to change this, if
 people are interested.



--


Re: [pygame] pygame to android

2015-07-22 Thread tom arnall
 And pygame_sdl2 is far from ready - there's no test suite, for example.

what happened to write tests first! ?



On 7/22/15, Tom Rothamel t...@rothamel.us wrote:
 On Wed, Jul 22, 2015 at 4:37 PM Luke Paireepinart rabidpoob...@gmail.com
 wrote:

 Tom,
 Is sdl2 Pygame the way forward for Pygame?


 I think it is - but I'm biased about this. And pygame_sdl2 is far from
 ready - there's no test suite, for example. All I can say is that I
 need/plan to maintain pygame_sdl2 indefinitely to support Ren'Py. (Or at
 least until a better implementation of the Pygame API comes about.)

 I would be interested in assisting with a generic Pygame packager for cross
 platform applications. Where would we get started in doing that, to
 separate it from Ren'Py in a generic way?


 I'd suggest grabbing a copy of the Ren'Py SDK (from www.renpy.org),
 creating a new project, and building distributions of it, just to get a
 feel for what the tools can do in terms of installing text editors and
 packaging games for various platforms.

 My thinking is the right thing to would be to modify the Ren'Py launcher so
 that it can be rebranded and released as a pygame tool, as opposed to
 trying to make something standalone. This is for pragmatic reasons -
 maintaining a split version would be more ongoing work that coming up with
 a variant of the launcher that can launch and package arbitrary pygame
 apps.

 That being said, all the Ren'Py packager does is to copy various files into
 zip or tar.bz2 files with appropriate permissions info, so if someone wants
 to make a standalone tool or distribution, they can.





-- 
..
Faced with the possibility of its extinction, every species finds
within itself powers unimaginable in the days of its complacency.


Re: [pygame] pygame to android

2015-07-22 Thread Tom Rothamel
The theory is that pygame_sdl2 will be able to run the pygame test suite at
some point.

On Wed, Jul 22, 2015 at 9:30 PM tom arnall kloro2...@gmail.com wrote:

  And pygame_sdl2 is far from ready - there's no test suite, for example.

 what happened to write tests first! ?



 On 7/22/15, Tom Rothamel t...@rothamel.us wrote:
  On Wed, Jul 22, 2015 at 4:37 PM Luke Paireepinart 
 rabidpoob...@gmail.com
  wrote:
 
  Tom,
  Is sdl2 Pygame the way forward for Pygame?
 
 
  I think it is - but I'm biased about this. And pygame_sdl2 is far from
  ready - there's no test suite, for example. All I can say is that I
  need/plan to maintain pygame_sdl2 indefinitely to support Ren'Py. (Or at
  least until a better implementation of the Pygame API comes about.)
 
  I would be interested in assisting with a generic Pygame packager for
 cross
  platform applications. Where would we get started in doing that, to
  separate it from Ren'Py in a generic way?
 
 
  I'd suggest grabbing a copy of the Ren'Py SDK (from www.renpy.org),
  creating a new project, and building distributions of it, just to get a
  feel for what the tools can do in terms of installing text editors and
  packaging games for various platforms.
 
  My thinking is the right thing to would be to modify the Ren'Py launcher
 so
  that it can be rebranded and released as a pygame tool, as opposed to
  trying to make something standalone. This is for pragmatic reasons -
  maintaining a split version would be more ongoing work that coming up
 with
  a variant of the launcher that can launch and package arbitrary pygame
  apps.
 
  That being said, all the Ren'Py packager does is to copy various files
 into
  zip or tar.bz2 files with appropriate permissions info, so if someone
 wants
  to make a standalone tool or distribution, they can.
 
 
 


 --
 ..
 Faced with the possibility of its extinction, every species finds
 within itself powers unimaginable in the days of its complacency.



Re: [pygame] pygame to android

2015-07-22 Thread Tom Rothamel
On Wed, Jul 22, 2015 at 4:11 AM tom arnall kloro2...@gmail.com wrote:

 what is the relationship between RenPy and Pygame?


Ren'Py is a game engine that people use to make specific types of generally
narrative-heavy games. Visual Novels, Life Simulations, and simple RPGs are
all within what Ren'Py was intended to help make.

For ten years, Ren'Py was based on Pygame, to the point where the Pygame
API is included in various places in the Ren'Py API. About a year ago, it
became clear that SDL2 would be necessary for Ren'Py to keep supporting
Android and add iOS support, so we wrote Pygame_sdl2, a reimplementation of
the Pygame API over SDL2. (Pygame_sdl2 isn't complete, as it needs help
from people who understand buffers and the pygame test suite.)

Ren'Py has a number of tools that are used to package games for mobile
platforms - RAPT is used for Android, while Renios is used for iOS. These
tools are generally written in a way that they can be used to package
arbitrary games written using pygame_sdl2.

Ren'Py itself also comes with a launcher that can one-click package a
Ren'Py game for Windows, Mac OS X, and Linux - with a few more clicks, it
also takes care of Android and iOS packaging. This isn't designed to work
with arbitrary pygame code, but could plausibly be changed to do so.

Due to terrible social skills, I haven't really contributed much of this
Ren'Py work back to pygame - and the one project I did contribute, pygs4a,
turned out to be a technological dead end. I'm trying to change this, if
people are interested.


Re: [pygame] pygame to android

2015-07-21 Thread Tom Rothamel
Um... basically, the docs are out of date, and since pgs4a was a
technological dead-end from the start (it used a private fork of SDL1),
efforts to update its documentation are kind of wasted.

On Wed, Jul 22, 2015 at 12:00 AM tom arnall kloro2...@gmail.com wrote:

 Tom

 thanks very much!

 btw at:

 http://pygame.renpy.org/android-packaging.html

 there are instructions for putting a pygame application into an apk,
 but there is no mention of what must be done to the pygame application
 code to make it android-ready. For exampe, there is no mention of
 'import android'. why is this?

 regards,

 Tom Arnall

 ..
 Faced with the possibility of its extinction, every species finds
 within itself powers unimaginable in the days of its complacency.


 On 7/21/15, Tom Rothamel t...@rothamel.us wrote:
  Pygame_sdl2, as packaged with RAPT is probably the best solution -
  depending on if it supports the subset of pygame that you're using.
 
  I threw together a git repository that has a sample game that can be
  packaged. You can check it out at:
 
  https://github.com/renpytom/rapt-pygame-example
 
  The main.py in there shows how to handle the APP_WILLENTERBACKGROUND
  (sleep) and APP_DIDENTERFOREGROUND (resume) events, which most Android
 apps
  will want to handle.
 
  Hope this helps, and let me know if you're having trouble - this code
 works
  well with Ren'Py, but I don't think many people have tried it with more
  general Pygame code.
 
 
  On Tue, Jul 21, 2015 at 7:14 PM tom arnall kloro2...@gmail.com wrote:
 
  are there any people on this list who are big into porting pygame apps
  to android?
 
 
 


 --



Re: [pygame] pygame to android

2015-07-21 Thread Tom Rothamel
Pygame_sdl2, as packaged with RAPT is probably the best solution -
depending on if it supports the subset of pygame that you're using.

I threw together a git repository that has a sample game that can be
packaged. You can check it out at:

https://github.com/renpytom/rapt-pygame-example

The main.py in there shows how to handle the APP_WILLENTERBACKGROUND
(sleep) and APP_DIDENTERFOREGROUND (resume) events, which most Android apps
will want to handle.

Hope this helps, and let me know if you're having trouble - this code works
well with Ren'Py, but I don't think many people have tried it with more
general Pygame code.


 On Tue, Jul 21, 2015 at 7:14 PM tom arnall kloro2...@gmail.com wrote:

 are there any people on this list who are big into porting pygame apps
 to android?




Re: [pygame] pygame to android

2015-07-21 Thread tom arnall
Tom

thanks very much!

btw at:

http://pygame.renpy.org/android-packaging.html

there are instructions for putting a pygame application into an apk,
but there is no mention of what must be done to the pygame application
code to make it android-ready. For exampe, there is no mention of
'import android'. why is this?

regards,

Tom Arnall

..
Faced with the possibility of its extinction, every species finds
within itself powers unimaginable in the days of its complacency.


On 7/21/15, Tom Rothamel t...@rothamel.us wrote:
 Pygame_sdl2, as packaged with RAPT is probably the best solution -
 depending on if it supports the subset of pygame that you're using.

 I threw together a git repository that has a sample game that can be
 packaged. You can check it out at:

 https://github.com/renpytom/rapt-pygame-example

 The main.py in there shows how to handle the APP_WILLENTERBACKGROUND
 (sleep) and APP_DIDENTERFOREGROUND (resume) events, which most Android apps
 will want to handle.

 Hope this helps, and let me know if you're having trouble - this code works
 well with Ren'Py, but I don't think many people have tried it with more
 general Pygame code.


 On Tue, Jul 21, 2015 at 7:14 PM tom arnall kloro2...@gmail.com wrote:

 are there any people on this list who are big into porting pygame apps
 to android?





--


Re: [pygame] pygame to android

2015-07-21 Thread Max Bedacht
Try kivy

On Tue, Jul 21, 2015 at 7:14 PM tom arnall kloro2...@gmail.com wrote:

 are there any people on this list who are big into porting pygame apps
 to android?



Re: [pygame] Pygame for Android question: videos possible?

2012-11-03 Thread René Dudfield
Ask on the forum for pygs4a... Or submit an issue there :)
On Oct 29, 2012 8:28 PM, Alec Bennett wrybr...@gmail.com wrote:

 I need to do an Android project that simply plays one of five videos, and
 I was considering using Pygame for it.

 I was wondering if this would be possible? Can I play fullscreen video
 using Pygame on Android?

 I'd be using the Google Nexus 7, if that's a factor.

 The video can be in whatever format is required.





Re: [pygame] Pygame for Android question: videos possible?

2012-11-01 Thread Alec Bennett
On Mon, Oct 29, 2012 at 3:29 PM, Noel Garwick noel.garw...@gmail.comwrote:

 As far as I know, video support is still missing for Pygame subset for
 Android.


Can anyone think of a way to work around this issue? Maybe a way to play
video as an external process?

Or would it be hard to add video support to the Pygame subset for Android?


Re: [pygame] Pygame for Android question: videos possible?

2012-11-01 Thread Noel Garwick
I think that devs are waiting for the next version of SDL before they
implement it.  You could always do it manually; blit a series of images to
a surface, while playing the soundtrack using pygame's mixer module.  I did
this (using ffmpeg to extract still frames / audio track, along with a
script to try and remove redundant frames to reduce file size) to get some
renpy games working on android and it worked pretty well.

On Thu, Nov 1, 2012 at 12:32 PM, Alec Bennett wrybr...@gmail.com wrote:

 On Mon, Oct 29, 2012 at 3:29 PM, Noel Garwick noel.garw...@gmail.comwrote:

 As far as I know, video support is still missing for Pygame subset for
 Android.


 Can anyone think of a way to work around this issue? Maybe a way to play
 video as an external process?

 Or would it be hard to add video support to the Pygame subset for Android?







Re: [pygame] Pygame for Android question: videos possible?

2012-10-29 Thread Noel Garwick
As far as I know, video support is still missing for Pygame subset for
Android.

On Mon, Oct 29, 2012 at 4:28 PM, Alec Bennett wrybr...@gmail.com wrote:

 I need to do an Android project that simply plays one of five videos, and
 I was considering using Pygame for it.

 I was wondering if this would be possible? Can I play fullscreen video
 using Pygame on Android?

 I'd be using the Google Nexus 7, if that's a factor.

 The video can be in whatever format is required.





Re: [pygame] pygame on android first impressions

2011-10-20 Thread James Paige
I have been playing with the pygame subset for android on a Motorola 
Xoom tablet. it is faster than most phones, but I did notice that the 
slowest stuff seemed to be graphics. Have you tested a pygame program 
with a very low screen resolution like 320x240? I would be curious how 
it runs on your phone.

I tried to do profiling on my Android device. The cProfile module didn't 
work, but the profile module did, unfortunately it is so much slower 
than the cProfile module, so it was difficult to test with on the 
Android device.

---
James Paige

On Thu, Oct 20, 2011 at 04:28:45PM -0200, Sean Wolfe wrote:
 I just set up pygame for android on my LG Optimus phone. The
 documentation is good! The process worked pretty much as advertised.
 
 Looks like my phone is not really strong enough to run the app well
 though. The simple 'flash green' application on the P4A website isn't
 too fast... there is a 0.5-1s latency with the flash feature. I'm
 thinking this is just inherent to running an interpreted language on a
 slow mobile phone processor. Does that sound right?
 
 So it looks like a cool tool, but I think the phone is just not a good
 graphical Python environment.
 
 Any thoughts?
 
 Thanks yall
 
 -- 
 A musician must make music, an artist must paint, a poet must write,
 if he is to be ultimately at peace with himself.
 - Abraham Maslow
 


Re: [pygame] pygame on android first impressions

2011-10-20 Thread Sean Wolfe
I'm working on a Phantasy Star - type game in pygame, and I think I'll
take a simple battle screen and try and port it to P4A. I'll set the
graphics up for the lower resoltion and give it a shot. It will be a
good learning project!

Give me a little bit to get it all done and I'll message the group
back with the results.


On Thu, Oct 20, 2011 at 5:08 PM, James Paige b...@hamsterrepublic.com wrote:
 I have been playing with the pygame subset for android on a Motorola
 Xoom tablet. it is faster than most phones, but I did notice that the
 slowest stuff seemed to be graphics. Have you tested a pygame program
 with a very low screen resolution like 320x240? I would be curious how
 it runs on your phone.

 I tried to do profiling on my Android device. The cProfile module didn't
 work, but the profile module did, unfortunately it is so much slower
 than the cProfile module, so it was difficult to test with on the
 Android device.

 ---
 James Paige

 On Thu, Oct 20, 2011 at 04:28:45PM -0200, Sean Wolfe wrote:
 I just set up pygame for android on my LG Optimus phone. The
 documentation is good! The process worked pretty much as advertised.

 Looks like my phone is not really strong enough to run the app well
 though. The simple 'flash green' application on the P4A website isn't
 too fast... there is a 0.5-1s latency with the flash feature. I'm
 thinking this is just inherent to running an interpreted language on a
 slow mobile phone processor. Does that sound right?

 So it looks like a cool tool, but I think the phone is just not a good
 graphical Python environment.

 Any thoughts?

 Thanks yall

 --
 A musician must make music, an artist must paint, a poet must write,
 if he is to be ultimately at peace with himself.
 - Abraham Maslow





-- 
A musician must make music, an artist must paint, a poet must write,
if he is to be ultimately at peace with himself.
- Abraham Maslow


Re: [pygame] Pygame for Android

2010-12-21 Thread pie

So, How would I put up my free game on the market?


Re: [pygame] Pygame for Android

2010-12-20 Thread pie

Re: [pygame] Pygame for Android
I am porting over a game. Will I be able to put it on the Android 
market? Thanks for all that you have done. I will send you feedback 
soon!


Re: [pygame] Pygame for Android

2010-12-20 Thread Tom Rothamel
On Mon, Dec 20, 2010 at 4:12 PM, p...@eggplantanimation.com wrote:

 Re: [pygame] Pygame for Android
 I am porting over a game. Will I be able to put it on the Android market?
 Thanks for all that you have done. I will send you feedback soon!


Yes. Right now, I'm still trying to get the packaging story figured out. At
least right now, it's not ready for commercial games, but I think free ones
are close to ready to go, once I upload the pygame subset package to the
market. (I'm waiting for more testing feedback before uploading - it's a bit
of a chicken-egg scenario for now.)

Right now, the packaging test for Ren'Py is ongoing - you can see an example
of what we have here:

http://lemmasoft.renai.us/forums/viewtopic.php?f=32t=8673

Everything is pretty much parameterized so that tweaking a few strings is
enough to get it working for pygame as well.


Re: [pygame] Pygame for Android

2010-12-07 Thread René Dudfield
Hi,

on the upcomming android you can write apps with zero java :)  Of course
that is on 0.01% of peoples devices so far... but still nice for later.

If you're still looking at SDL-on-Android, you might want to check out
the Gingerbread SDK/NDK, which now provides a mechanism for native
apps that have access to libc, libm, libz, opengl|ES, opensl|ES,
input/events/sensors, app/activity lifecycle, resources, etc, without
the need to write any Java code.  JNI is available for access to
higher level Java APIs in the platform.

http://developer.android.com/sdk/android-2.3.html
http://developer.android.com/sdk/ndk/index.html
http://developer.android.com/reference/android/app/NativeActivity.html



On Mon, Dec 6, 2010 at 6:01 PM, Lenard Lindstrom le...@telus.net wrote:

 Hi Tom,

 On 06/12/10 09:35 AM, Tom Rothamel wrote:


 On Mon, Dec 6, 2010 at 11:16 AM, stas zytkiewicz 
 stas.zytkiew...@gmail.com mailto:stas.zytkiew...@gmail.com wrote:

Are you planning to eventually port the pygame.mixer ?


 I'm not sure what the strategy for this would be. At the very least, I'll
 document the sound playback code I have now - and perhaps I'll try to write
 a compatibility layer.


  pygame.mixer wraps SDL_Mixer, which in turn provides a high level
 interface to SDL's sound interface. I believe SDL_mixer can be built without
 other dependencies such as SMPEG and ogg/vorbis. So if SDL audio works on
 the Android then pygame.mixer should work without changes.

 Lenard Lindstrom



Re: [pygame] Pygame for Android

2010-12-07 Thread stas zytkiewicz
On Mon, Dec 6, 2010 at 5:39 AM, Tom Rothamel t...@rothamel.us wrote:


 Again, this hasn't been tested on may devices - so feedback is
 encouraged. I'll try to get the full source code up shortly.
I've tried it on the android emulator, 2.1-update1 API level 7
but it crashes hard:

I/ActivityManager(   54): Starting activity: Intent {
act=android.intent.action.MAIN cat=[android.intent.category.LAUNCHER]
flg=0x1020 cmp=org.renpy.pygame/.MainActivity }
I/ActivityManager(   54): Start proc org.renpy.pygame for activity
org.renpy.pygame/.MainActivity: pid=237 uid=10024 gids={1015}
I/ARMAssembler(   54): generated
scanline__0177:03515104_0001_ [ 73 ipp] (95 ins) at
[0x4aa138:0x4aa2b4] in 1616748 ns
D/dalvikvm(  237): Trying to load lib
/data/data/org.renpy.pygame/lib/libsdl.so 0x44dab0b8
D/dalvikvm(  237): Added shared lib
/data/data/org.renpy.pygame/lib/libsdl.so 0x44dab0b8
D/dalvikvm(  237): Trying to load lib
/data/data/org.renpy.pygame/lib/libsdl_image.so 0x44dab0b8
D/dalvikvm(  237): Added shared lib
/data/data/org.renpy.pygame/lib/libsdl_image.so 0x44dab0b8
D/dalvikvm(  237): No JNI_OnLoad found in
/data/data/org.renpy.pygame/lib/libsdl_image.so 0x44dab0b8
D/dalvikvm(  237): Trying to load lib
/data/data/org.renpy.pygame/lib/libsdl_ttf.so 0x44dab0b8
D/dalvikvm(  237): Added shared lib
/data/data/org.renpy.pygame/lib/libsdl_ttf.so 0x44dab0b8
D/dalvikvm(  237): No JNI_OnLoad found in
/data/data/org.renpy.pygame/lib/libsdl_ttf.so 0x44dab0b8
I/python  (  237): Trying to load libpython2.6.so
D/libEGL  (  237): egl.cfg not found, using default config
I/ActivityManager(   54): Displayed activity
org.renpy.pygame/.MainActivity: 3838 ms (total 3838 ms)
D/libEGL  (  237): loaded /system/lib/egl/libGLES_android.so
I/ARMAssembler(   54): generated
scanline__0077:03545404_0A04_ [ 29 ipp] (51 ins) at
[0x4acac8:0x4acb94] in 1504792 ns
E/gralloc (   54): [unregister] handle 0x4c0690 still locked (state=4001)
D/dalvikvm(  237): +++ not scanning '/system/lib/libwebcore.so' for
'nativeResize' (wrong CL)
D/dalvikvm(  237): +++ not scanning '/system/lib/libexif.so' for
'nativeResize' (wrong CL)
I/libSDL  (  237): Physical screen resolution is 480x800
D/dalvikvm(  237): GC freed 692 objects / 56008 bytes in 217ms
I/ARMAssembler(  237): generated
scanline__0077:03010103_0A04_ [ 22 ipp] (44 ins) at
[0x2d1e78:0x2d1f28] in 2659542 ns
I/ARMAssembler(  237): generated
scanline__0177:03010144_9503_ [ 62 ipp] (105 ins) at
[0x2d1f30:0x2d20d4] in 4309535 ns
D/dalvikvm(  237): Trying to load lib
/data/data/org.renpy.pygame/files/libpython2.6.so 0x44dab0b8
D/dalvikvm(  237): Added shared lib
/data/data/org.renpy.pygame/files/libpython2.6.so 0x44dab0b8
D/dalvikvm(  237): No JNI_OnLoad found in
/data/data/org.renpy.pygame/files/libpython2.6.so 0x44dab0b8
D/dalvikvm(  237): Trying to load lib
/data/data/org.renpy.pygame/lib/libapplication.so 0x44dab0b8
D/dalvikvm(  237): Added shared lib
/data/data/org.renpy.pygame/lib/libapplication.so 0x44dab0b8
D/dalvikvm(  237): No JNI_OnLoad found in
/data/data/org.renpy.pygame/lib/libapplication.so 0x44dab0b8
D/dalvikvm(  237): Trying to load lib
/data/data/org.renpy.pygame/lib/libsdl_main.so 0x44dab0b8
D/dalvikvm(  237): Added shared lib
/data/data/org.renpy.pygame/lib/libsdl_main.so 0x44dab0b8
D/dalvikvm(  237): No JNI_OnLoad found in
/data/data/org.renpy.pygame/lib/libsdl_main.so 0x44dab0b8
I/python  (  237): Using files directory: /data/data/org.renpy.pygame/files
V/RenPy   (  237): Extracting assets...
D/dalvikvm(  237): GC freed 289 objects / 80832 bytes in 232ms
I/dalvikvm-heap(  237): Grow heap (frag case) to 4.953MB for
1048592-byte allocation
D/dalvikvm(  237): GC freed 41 objects / 1592 bytes in 241ms
D/dalvikvm(   99): GC freed 573 objects / 31376 bytes in 6388ms
D/dalvikvm(  237): +++ not scanning '/system/lib/libwebcore.so' for
'nativeInitJavaCallbacks' (wrong CL)
D/dalvikvm(  237): +++ not scanning '/system/lib/libexif.so' for
'nativeInitJavaCallbacks' (wrong CL)
D/dalvikvm(  237): +++ not scanning '/system/lib/libwebcore.so' for
'nativeSetEnv' (wrong CL)
D/dalvikvm(  237): +++ not scanning '/system/lib/libexif.so' for
'nativeSetEnv' (wrong CL)
D/dalvikvm(  237): +++ not scanning '/system/lib/libwebcore.so' for
'nativeSetMouseUsed' (wrong CL)
D/dalvikvm(  237): +++ not scanning '/system/lib/libexif.so' for
'nativeSetMouseUsed' (wrong CL)
D/dalvikvm(  237): +++ not scanning '/system/lib/libwebcore.so' for
'nativeInit' (wrong CL)
D/dalvikvm(  237): +++ not scanning '/system/lib/libexif.so' for
'nativeInit' (wrong CL)
I/python  (  237): Private directory is /data/data/org.renpy.pygame/files
I/python  (  237): Public directory is /sdcard/pygame
I/python  (  237): Handing off to main.
I/python  (  237): /sdcard/pygame/main.py:1: RuntimeWarning: import
cdrom: No module named cdrom
I/python  (  237): (ImportError: No module named cdrom)
I/python  (  237):   import pygame
I/libSDL  (  237): SDL_SetVideoMode(): application 

Re: [pygame] Pygame for Android

2010-12-06 Thread Stuart Axon
On 6 December 2010 04:39, Tom Rothamel t...@rothamel.us wrote:
 Hi. I'm the creator of the Ren'Py visual novel engine
 (http://www.renpy.org), a tool for digital storytelling. Ren'Py has
 been using Pygame since at least 2004.

 For the past month or so, I've been porting Ren'Py to the Android
 platform. A few days ago, I had the first success. This required
 porting Python and Pygame to Android. (I used an existing port of SDL
 to Android.) As I don't believe I've seen a port of Pygame to Android,
 I thought it would be useful if I broke out the pygame support into its own
 distribution.

 The result is Pygame for Android, which can be downloaded from:

   http://www.renpy.org/android-test/pygame_for_android-1.0.zip

 Despite the number in the URL, this is far from a 1.0 release, having
 just begun testing. There is essentially nothing in the way of
 documentation or error handling - I'm releasing this publicly just to
 show that the project has begun.

 It requires an Android 2.0 or higher device, with working OpenGL
 support. To use it, unzip the zip file, install
 PygameLauncher-debug.apk on your device, and copy the pygame/ directory
 to the root of the device's sd card. Then run the launcher icon. After
 showing the Pygame logo for a few seconds, a small test program is
 loaded and run.

 The test program can be changed by editing /pygame/main.py on the
 sdcard. main.py is imported as a module, and then has its main
 function called - so code should live in the main function. The
 main.py file has a few comments in it.

 The functionality included is largely selected by what I use in
 Ren'Py. Most notably, the mixer module is not included - the
 android_sound module uses the Android media player code, which
 potentially might use hardware acceleration.

 My eventual plan for this, apart from bug-fixes and documentation, is
 to put together a launcher, that allows users to select from projects
 that live on the SD card.

 Again, this hasn't been tested on may devices - so feedback is
 encouraged. I'll try to get the full source code up shortly.


 The following modules are available in this release, although many of
 them have not been tested thoroughly.

 android
 android_sound

 pygame.base
 pygame.bufferproxy
 pygame.colordict
 pygame.color
 pygame.compat
 pygame.constants
 pygame.cursors
 pygame.display
 pygame.draw
 pygame.event
 pygame.fastevent
 pygame.font
 pygame.gfxdraw
 pygame.imageext
 pygame.image
 pygame.__init__
 pygame.joystick
 pygame.key
 pygame.locals
 pygame.mask
 pygame.mouse
 pygame.overlay
 pygame.rect
 pygame.rwobject
 pygame.sprite
 pygame.surface
 pygame.surflock
 pygame.sysfont
 pygame.time
 pygame.transform
 pygame.version

 _abcoll
 abc
 aliases
 array
 ast
 atexit
 base64
 bisect
 binascii
 calendar
 cmath
 codecs
 collections
 compileall
 contextlib
 copy
 copy_reg
 cStringIO
 cPickle
 datetime
 difflib
 dis
 dummy_threading
 dummy_thread
 encodings.__init__
 encodings.raw_unicode_escape
 encodings.utf_8
 encodings.zlib_codec
 errno
 fcntl
 fnmatch
 functools
 __future__
 genericpath
 getopt
 glob
 gzip
 hashlib
 heapq
 inspect
 itertools
 keyword
 linecache
 math
 md5
 opcode
 optparse
 os
 operator
 parser
 pickle
 platform
 posix
 posixpath
 pprint
 py_compile
 pwd
 Queue
 random
 repr
 re
 select
 sets
 shlex
 shutil
 site
 socket
 sre_compile
 sre_constants
 sre_parse
 ssl
 stat
 StringIO
 string
 struct
 subprocess
 symbol
 symtable
 strop
 tarfile
 tempfile
 textwrap
 _threading_local
 threading
 time
 tokenize
 token
 traceback
 types
 UserDict
 warnings
 weakref
 webbrowser
 zipfile
 zipimport
 zlib


Wow, super cool  -  I guess it has python inside it?

Is it now possible to make android apps with python like this ?


Re: [pygame] Pygame for Android

2010-12-06 Thread stas zytkiewicz
On Mon, Dec 6, 2010 at 4:49 PM, Stuart Axon stu.axon+pyg...@gmail.com wrote:
 On 6 December 2010 04:39, Tom Rothamel t...@rothamel.us wrote:

 For the past month or so, I've been porting Ren'Py to the Android
 platform. A few days ago, I had the first success. This required
 porting Python and Pygame to Android. (I used an existing port of SDL
 to Android.) As I don't believe I've seen a port of Pygame to Android,
 I thought it would be useful if I broke out the pygame support into its own
 distribution.
[..]
 Wow, super cool  -  I guess it has python inside it?
Agreed, great news :-)
I was just looking for ways to get my pygame-based projects to run on android.

Are you planning to eventually port the pygame.mixer ?

Anyway, good work.
I will try to get my hands on some android apps to test it.

Greetings,
Stas

-- 
Free-source educational programs for schools
http://www.schoolsplay.org  and http://wiki.laptop.org/go/Schoolsplay
http://gvr.sf.net and http://wiki.laptop.org/go/Guido_van_Robot


Re: [pygame] Pygame for Android

2010-12-06 Thread René Dudfield
Amazing!  This is really cool.

It would be good to merge your changes in to pygame subversion.  Do you
already have subversion access?

cheers,


On Mon, Dec 6, 2010 at 4:39 AM, Tom Rothamel t...@rothamel.us wrote:

 Hi. I'm the creator of the Ren'Py visual novel engine
 (http://www.renpy.org), a tool for digital storytelling. Ren'Py has
 been using Pygame since at least 2004.

 For the past month or so, I've been porting Ren'Py to the Android
 platform. A few days ago, I had the first success. This required
 porting Python and Pygame to Android. (I used an existing port of SDL
 to Android.) As I don't believe I've seen a port of Pygame to Android,
 I thought it would be useful if I broke out the pygame support into its own
 distribution.

 The result is Pygame for Android, which can be downloaded from:

   http://www.renpy.org/android-test/pygame_for_android-1.0.zip

 Despite the number in the URL, this is far from a 1.0 release, having
 just begun testing. There is essentially nothing in the way of
 documentation or error handling - I'm releasing this publicly just to
 show that the project has begun.

 It requires an Android 2.0 or higher device, with working OpenGL
 support. To use it, unzip the zip file, install
 PygameLauncher-debug.apk on your device, and copy the pygame/ directory
 to the root of the device's sd card. Then run the launcher icon. After
 showing the Pygame logo for a few seconds, a small test program is
 loaded and run.

 The test program can be changed by editing /pygame/main.py on the
 sdcard. main.py is imported as a module, and then has its main
 function called - so code should live in the main function. The
 main.py file has a few comments in it.

 The functionality included is largely selected by what I use in
 Ren'Py. Most notably, the mixer module is not included - the
 android_sound module uses the Android media player code, which
 potentially might use hardware acceleration.

 My eventual plan for this, apart from bug-fixes and documentation, is
 to put together a launcher, that allows users to select from projects
 that live on the SD card.

 Again, this hasn't been tested on may devices - so feedback is
 encouraged. I'll try to get the full source code up shortly.


 The following modules are available in this release, although many of
 them have not been tested thoroughly.

 android
 android_sound

 pygame.base
 pygame.bufferproxy
 pygame.colordict
 pygame.color
 pygame.compat
 pygame.constants
 pygame.cursors
 pygame.display
 pygame.draw
 pygame.event
 pygame.fastevent
 pygame.font
 pygame.gfxdraw
 pygame.imageext
 pygame.image
 pygame.__init__
 pygame.joystick
 pygame.key
 pygame.locals
 pygame.mask
 pygame.mouse
 pygame.overlay
 pygame.rect
 pygame.rwobject
 pygame.sprite
 pygame.surface
 pygame.surflock
 pygame.sysfont
 pygame.time
 pygame.transform
 pygame.version

 _abcoll
 abc
 aliases
 array
 ast
 atexit
 base64
 bisect
 binascii
 calendar
 cmath
 codecs
 collections
 compileall
 contextlib
 copy
 copy_reg
 cStringIO
 cPickle
 datetime
 difflib
 dis
 dummy_threading
 dummy_thread
 encodings.__init__
 encodings.raw_unicode_escape
 encodings.utf_8
 encodings.zlib_codec
 errno
 fcntl
 fnmatch
 functools
 __future__
 genericpath
 getopt
 glob
 gzip
 hashlib
 heapq
 inspect
 itertools
 keyword
 linecache
 math
 md5
 opcode
 optparse
 os
 operator
 parser
 pickle
 platform
 posix
 posixpath
 pprint
 py_compile
 pwd
 Queue
 random
 repr
 re
 select
 sets
 shlex
 shutil
 site
 socket
 sre_compile
 sre_constants
 sre_parse
 ssl
 stat
 StringIO
 string
 struct
 subprocess
 symbol
 symtable
 strop
 tarfile
 tempfile
 textwrap
 _threading_local
 threading
 time
 tokenize
 token
 traceback
 types
 UserDict
 warnings
 weakref
 webbrowser
 zipfile
 zipimport
 zlib



Re: [pygame] Pygame for Android

2010-12-06 Thread Tom Rothamel
On Mon, Dec 6, 2010 at 10:49 AM, Stuart Axon
stu.axon+pyg...@gmail.comstu.axon%2bpyg...@gmail.com
wrote:

 Wow, super cool  -  I guess it has python inside it?
 Is it now possible to make android apps with python like this ?


Yes. The basic strategy is to use JNI to communicate between Python and
Dalvik. libpython2.6 is distributed as part of the package, along with
pygame.

For now, the launcher is an app that runs code it finds on the sdcard. At
some point, I'll try to add the ability to bundle the launcher and a project
together as a single app. (This is made a little difficult by android
changing the names of certain classes it generates based on the name of the
application.)


On Mon, Dec 6, 2010 at 11:16 AM, stas zytkiewicz stas.zytkiew...@gmail.com
 wrote:

 Are you planning to eventually port the pygame.mixer ?


I'm not sure what the strategy for this would be. At the very least, I'll
document the sound playback code I have now - and perhaps I'll try to write
a compatibility layer.

René Dudfield wrote:

 It would be good to merge your changes in to pygame subversion.  Do you
 already have subversion access?


I don't, but I don't think it's necessary - there weren't any changes to
pygame required. Once SDL and Python work on a platform, pygame works as
well.


I've released a version 0.2 to:

 http://www.renpy.org/android-test/pygame_for_android-0.2.zip

(Let's retroactively call the first version version 0.1.) This fixes a local
reference leak in the sound code which would cause a crash after 255 sounds
were played. I've also put the source code up at:

https://code.launchpad.net/~renpytom/renpy/pygame-for-android

Well, this is less source code, and more a collection of build scripts and
various other project files that are required to convince everything to
cross-compile and play well together.


Re: [pygame] Pygame for Android

2010-12-06 Thread Lenard Lindstrom

Hi Tom,

On 06/12/10 09:35 AM, Tom Rothamel wrote:


On Mon, Dec 6, 2010 at 11:16 AM, stas zytkiewicz 
stas.zytkiew...@gmail.com mailto:stas.zytkiew...@gmail.com wrote:


Are you planning to eventually port the pygame.mixer ?


I'm not sure what the strategy for this would be. At the very least, 
I'll document the sound playback code I have now - and perhaps I'll 
try to write a compatibility layer.



pygame.mixer wraps SDL_Mixer, which in turn provides a high level 
interface to SDL's sound interface. I believe SDL_mixer can be built 
without other dependencies such as SMPEG and ogg/vorbis. So if SDL audio 
works on the Android then pygame.mixer should work without changes.


Lenard Lindstrom