Have you tried your entire app under RAPT/pygame_sdl2?

The general idea is that pygame_sdl2 should run all pygame games unchanged
except for the import code. Insofar as it doesn't, that's something we
should investigate and try fix.

(The one exception is the dropping of support for non-32 bit surfaces,
which have probably been obsolete for a while now, and complicate
everything by requiring 4 code paths.)


On Fri, Jul 24, 2015 at 8:46 PM tom arnall <kloro2...@gmail.com> wrote:

> Tom,
>
> Thanks again for the help you have been giving me. And thanks of
> course for your work on pygame_sdl2.
>
> Is it possible to take just the font rendering capability from
> pygame_sdl2 and use it without changing the rest of my application? I
> would like to avoid rewriting the application in order to deal with
> drawing a line of text
>
> Are there any areas in which pygame_sdl2 is not compatible with python 2.7
> ?
>
> If I use the pygame_sdl2 font rendering, do I need to use RAPT instead
> of pgs4a for the port to android? (Yes, this is an obviously lazy
> question, but please cut me a break on it.)
>
> Thanks in advance for any help you can give me,
>
> Tom Arnall
> Baja Norte
>
>
>
>
>
> On 7/24/15, Tom Rothamel <t...@rothamel.us> wrote:
> > Have you tried the newer RAPT-based tool? PGS4A is getting very old,
> hasn't
> > been updated for newer android versions. (Part of the reason for
> > pygame_sdl2 is that it was easier and more productive to use SDL2 to port
> > to Android/iOS than to continue maintaining an Android SDL1 port.)
> >
> > On Fri, Jul 24, 2015 at 7:37 PM tom arnall <kloro2...@gmail.com> wrote:
> >
> >> I think I'm making progress on the issue, but I am still having
> >> problems with font rendering. The code below runs on my PC under
> >> Linux, i.e., it prints "hello world" on the window it produces. But
> >> when I make it into an apk with the pgsa-0.9.4 kit and run it on my
> >> phone, it puts garbage on the screen. I posted this item y'day except
> >> I have changed creation of the font object. Instead of using
> >> font.SysFont, I'm using font.Font with argument of a font file name,
> >> as in:
> >>
> >>     font = pygame.font.Font(“data/Vera.ttf”, 25)
> >>
> >> No change in results but I think closer to good ones because I read on
> >> the net that SysFont will not work for android ports. It also stands
> >> to reason that it is better to include the data for the font in the
> >> apk.
> >>
> >> Again, I’ve put pygame apps on the phone which don’t use the Font
> objects
> >> and
> >> they run fine. And this one runs fine under Linux.
> >>
> >>
> >> ====
> >>
> >> import pygame, sys, os, random
> >> from pygame.locals import *
> >> import time
> >>
> >> try:
> >>     import android
> >> except ImportError:
> >>     android = None
> >>
> >> def stop(interval=3):
> >>     print “stopping >> ” + str(interval)
> >>     time.sleep(interval)
> >>
> >> pygame.init()
> >>
> >> BLACK = (0, 0, 0)
> >> WHITE = (255, 255, 255)
> >>
> >> width = 400
> >> height = 400
> >>
> >> screen = pygame.display.set_mode((width, height))
> >>
> >> background = pygame.Surface(screen.get_size())
> >> background = background.convert()
> >> background.fill(WHITE)
> >>
> >> surface = pygame.Surface((width,height))
> >>
> >> font = pygame.font.Font(“data/Vera.ttf”, 25)
> >>
> >> itemSurface = font.render(“hello world!”, True, BLACK, WHITE)
> >> surface.blit(itemSurface, (0,0))
> >> background.blit(surface, (0,0))
> >> screen.blit(background,(0,0))
> >>
> >> pygame.display.flip()
> >>
> >> stop(20)
> >>
> >
>
>
> --
>

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