Re: [pygame] pygame source compiling

2007-07-11 Thread Peter Shinners
DR0ID wrote: Because I have tried to compile every dependency from scratch and got not that far. I think it would be much easier if all dependencies would be in the svn repository, because an serious software development has to do it that way. When I used to build the windows stuff, I kept a

Re: [pygame] pygame source compiling

2007-07-11 Thread Ulf Ekström
If you see something I am not understanding, or something I don't know about the linux way to do things that makes checked in dependencies a problem, please correct me. I think the whole idea is ugly to linux users, because we don't have this problem with the dep's. For _unstable_ libraries it m

Re: [pygame] pygame source compiling

2007-07-11 Thread Richard Goedeken
An ambitious Windows dev could set up a SVN server to store the binary dependencies and grab the source from the seul.org server. All you have to do is set the svn:externals property on a folder of your project, to link in as a subdirectory any path from any other server. I can give someone the e

Re: [pygame] pygame source compiling

2007-07-11 Thread Michael George
I think subversion has a mechanism for referencing the contents of another subversion repository, which might make this type of solution easier. I agree though, that I don't want multiple versions of everything being installed by pygame - that's what my package manager is for, and subverting i

Re: [pygame] pygame source compiling

2007-07-11 Thread James Paige
On Wed, Jul 11, 2007 at 03:45:23PM -0700, Brian Fisher wrote: > --- > If you see something I am not understanding, or something I don't know > about the linux way to do things that makes checked in dependencies a > problem, please correct me. > The whole idea of including dependencies is a *terri

Re: [pygame] pygame source compiling

2007-07-11 Thread Brian Fisher
Marcus, Who is talking about precompiled dependencies? I'm talking about depenendency sources. I agree that there would be issues with precomplied dependencies (although I would still argue checking those in would be btter than nothing) but I think checking in dependency sources solves those issu

Re: [pygame] pygame source compiling

2007-07-11 Thread mva
Brian Fisher <[EMAIL PROTECTED]>: On 7/11/07, DR0ID <[EMAIL PROTECTED]> wrote: Because I have tried to compile every dependency from scratch and got not that far. I think it would be much easier if all dependencies would be in the svn repository, because an serious software development has to d

Re: [pygame] pygame source compiling

2007-07-11 Thread Brian Fisher
On 7/11/07, DR0ID <[EMAIL PROTECTED]> wrote: Because I have tried to compile every dependency from scratch and got not that far. I think it would be much easier if all dependencies would be in the svn repository, because an serious software development has to do it that way. Either it is to have

[pygame] pygame source compiling

2007-07-11 Thread DR0ID
Hi today I tried to compile svn pygame with mingw for the windows platform. I can not say that I was successful, but at the end I have a working version of pygame 1.8 (thanks to the prebuilt files from: http://johnnypops.demon.co.uk/pygame/index.html ). Because I have tried to compile every

Re: [pygame] Rendering Text By Line

2007-07-11 Thread Marius Gedminas
On Tue, Jul 10, 2007 at 10:34:45PM -, [EMAIL PROTECTED] wrote: > > It's pretty simple to split your string on carriage returns (and/or line > > feeds), create surfaces for each line of text, and blit those surfaces to > > the destination surface. > > I'm doing something like that. I haven't ye

Re: [pygame] Rendering Text By Line

2007-07-11 Thread space coyote
Or you can do word wrapping according to a specified maximum pixel width. I made a few functions for this in a project. Here's the code, its pretty self-explanatory. def truncline(text, font, maxwidth): """Truncates a single line of text to given pixel size.""" real=len(text)