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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.
>