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Re: [pygame] Creating unique userevent ids?



Hello,

that looks nice.

I see it uses opencv.  Did you know there is a python module for
opencv made by the opencv authors?

Talk to you again when you get back from your trip :)

cheers,




On Fri, Mar 7, 2008 at 8:02 AM, Gary Bishop <gb@xxxxxxxxxx> wrote:
> Hi Rene,
>
>  You can find the rapidly changing current version of the code in CVS at
>  http://uncpythontools.cvs.sourceforge.net/uncpythontools/CV/ under
>  pygame_cam.py. You'll need CVtypes of course. It appears to work for me
>  on Ubuntu, Windows, and Mac OS X.
>
>  I've just hacked together an object for the pgu gui kit. If that
>  interests you I can create another project for it in CVS.
>
>  I'm working as hard as I can to get stuff ready for a trip to Asheville
>  week after next so I don't have much time to discuss it now but I'd be
>  very pleased to talk to anyone interested about how best to provide such
>  capabilities to the pygame community.
>
>  gb
>
>
>
>  René Dudfield wrote:
>  > hi,
>  >
>  > that's probably a good idea :)
>  >
>  > The upcomming SDL 1.3 has a new method for doing better user events...
>  > until then, it's probably good to do something like Ian suggests -
>  > except maybe start way higher.  Perhaps have some functions for
>  > getting events?  That way your code would be more abstracted for
>  > working with later changes.  eg.  FRAME_READY =
>  > webcam.get_event("FRAME_READY") etc.
>  >
>  >
>  > ps. do you have a url for your code repository?  I've also been
>  > thinking about starting a webcam module probably based of VidCapture,
>  > and opencv.  I think webcam support would be good for the next release
>  > of pygame, that is version 1.9.  Same with wiimote support.
>  >
>  > I think if we include new code with pygame that requires new events,
>  > we would increment USEREVENT, and hopefully that won't break much user
>  > code.
>  >
>  > That could be another approach that you take, increment USEREVENT
>  > yourself at init time, and require your init code before USEREVENT
>  > usage.
>  >
>  >
>  > On Tue, Feb 26, 2008 at 7:40 AM, Ian Mallett <geometrian@xxxxxxxxx> wrote:
>  >> I really have no idea what I'm talking about.  :)
>  >> If I have separate modules that must use the same set of integers to do
>  >> something, (like my solution for wxPython menu bindings), I go like this:
>  >> module number + number
>  >>           1            +    1       = 11
>  >>           2            +    52     = 252
>  >>           1            +    31     = 131
>  >> ...and so on.  This ensures that the bandwidth for each module remains
>  >> reserved.  All of the numbers beginning in 1 belong to module 1, like 11,
>  >> 110, and 1100, all the ones to 2 begin with 2, like 21, 210, and 2100.  You
>  >> could add this value to pygame.USEREVENT for each submodule.
>  >>
>  >> I've never used pygame.USEREVENT, so I have no idea what I'm talking about.
>  >> This might totally work, or be completely in the wrong direction.  I
>  >> apologise in the case of the latter. :)
>  >> HTH
>  >> Ian
>  >> --
>  >> There are 10 kinds of people;
>  >> those who understand binary and those who don't.
>  >> Without order nothing can exist - without chaos nothing can evolve.
>