hi,
yeah, it looks like it is sharing fonts. It returns some fonts in the X11
dirs, and some from the /Fonts/ dirs.
I could try and create something like: XP_default_font_files, but remove the
X11 files from that list... if fc-list isn't there? Then use a method
similar to the one you used for
Thanks for the binary installer, Marcus. It worked!
The documentation is not quite ready for prime time, though:
1) I couldn't find a list of sdlconst.WHATEVER entries, for example, so I
can't look up the constants for various things. I know from playing with
sample code that sdlconst.K_ESC
So for OS X and X11, is sysfont.py picking up the right fonts? Or does
X11 on OS X share the Aqua fonts.
Lenard
René Dudfield wrote:
hi,
looks like the fix you committed is passing tests now :)
http://thorbrian.com/pygame/builds.php
Now to figure out a way to get it to pass on OSX 10.4 and
hi,
looks like the fix you committed is passing tests now :)
http://thorbrian.com/pygame/builds.php
Now to figure out a way to get it to pass on OSX 10.4 and below. The tests
pass on 10.5 and 10.4 with the optional X11 installed.
cu,
On Fri, May 22, 2009 at 3:21 AM, Lenard Lindstrom wrote
Of course, but I'll need the code to do so ;-)
>
>
> On Fri, May 22, 2009 at 9:21 AM, Tyler Laing wrote:
>
>>
>> Is there any way to force the gmovie.so to link to a specific library
>> file?
>>
>> -Tyler
>>
>>
You can manually put it on the command line with other .o files. However
that's probably not what you want to do, but rather find the
hi,
have a look to see if it's in any other file. I should have said grep is
just a quick way to guess... but it may not define the symbol, just because
it greps to be in there.
Use the command nm to list symbols. So with that you should be able to find
which one defines it.
eg.
nm bla.so
Thanks Rene,
Now I have this issue:
ty...@surak:~/pygame_movie$ python -c "import pygame.gmovie"
Traceback (most recent call last):
File "", line 1, in
ImportError: /usr/lib/libavcodec.so.51: undefined symbol: av_random_init
ty...@surak:~/pygame_movie$ grep "av_random_init" /usr/lib/libavcodec
hello,
you can grep the shared modules to find where that function is...
It apppears to be in libavcodec.so
You can see what your gmovie.so has linked to it on linux with:
$ ldd gmovie.so
Or on OSX with:
$ otool -L gmovie.so
cheers,
On Fri, May 22, 2009 at 8:00 AM, Tyler Laing wrote:
>
Sorry to bother you all again,
Now when I type import pygame.gmovie, it gives this error:
ImportError: /usr/lib/python2.5/site-packages/pygame/gmovie.so: undefined
symbol: av_audio_convert_free
So I included both the audioconvert.h and audioconvert.c files into the
pygame source directory. But I
it's not a jerky framrate, all the other game objects move at the speed they
should. Also i don't get any errors, just the
init...
init complete
that my code should display. Can you try running it on your computer to see if
you get the same problem.
--- On Wed, 5/20/09, Ian Mallett wrote:
F
Lenard,
Thank you very much! That worked.
-Tyler
On Thu, May 21, 2009 at 1:26 PM, Lenard Lindstrom wrote:
> When building ffmpeg you have to pass --enable-shared to ./configure. Do a
> ./configure --help to see all the options.
>
> Lenard
>
>
> Tyler Laing wrote:
>
>> Hello all,
>>
>> Making f
When building ffmpeg you have to pass --enable-shared to ./configure. Do
a ./configure --help to see all the options.
Lenard
Tyler Laing wrote:
Hello all,
Making fast progress here. I've got a question for later, but the more
relevant one right now is this:
The extension compiles, and it f
Hello all,
Making fast progress here. I've got a question for later, but the more
relevant one right now is this:
The extension compiles, and it fails when linking with libavformat.
The error message is this:
gcc -pthread -shared -Wl,-O1,-Bsymbolic-functions
build/temp.linux-x86_64-2.5/src/ff_mov
EnumFontFamilies does not map font characteristic to an actual TrueType
file, so is of no use here.
Lenard
Lenard Lindstrom wrote:
Of course ctypes is used by pygame -m pygame.tests on Windows. So
requiring it for sysfont as well is reasonable.
Lenard
Lenard Lindstrom wrote:
Hi René,
w
Of course ctypes is used by pygame -m pygame.tests on Windows. So
requiring it for sysfont as well is reasonable.
Lenard
Lenard Lindstrom wrote:
Hi René,
win32gui creates a win32api dependency. This could be done with
ctypes, but now Python 2.4 support will be compromised. Personally, I
do
Hi René,
win32gui creates a win32api dependency. This could be done with ctypes,
but now Python 2.4 support will be compromised. Personally, I don't care
if general Python 2.4 support is dropped.
Lenard
René Dudfield wrote:
Hi,
two things I found out...
maybe this key works?
"HKEY_LOCAL_M
Hi,
two things I found out...
maybe this key works?
"HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows[NT]\CurrentVersion\Fonts"
Also there is an function called EnumFontFamilies, that is there from win95
to get font information.
Here's some code I found using the win32gui module...
import win32
thx, it's work!
> It's not including the bufferproxy module. Try adding "import
> pygame.bufferproxy" after "import pygame". Hopefully this is fixed in
> Pygame 1.9.
>
> Lenard
>
> meticulos.slac...@gmail.com wrote:
>> I compiled this code use pygame2exe script, and output *.exe file
>> crashed at
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