illume avatar illume committed 4caa225

Almost ready for the 1.8.0rc1 release.

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 # BREAK = change breaks existing code
 # BUG	= fixed a bug that was (or could have been) crashing
 
+Dec 15, 2006
+    Some config changes to make scrap compile correctly on freebsd and debian.
+
 Nov 27, 2006
     Fixes scrap, image, overlay, compiling on windows. Thanks John Popplewell!
     Allowed threads within the transform module. Releasing GIL around C stuff.

docs/howto_release_pygame.txt

 *  check with people on different platforms that tests are working.  
 *  ask platform people to sign off for their platform building, and testing ok.  
 *  WHATSNEW document is updated, with any changes.
-*  declare tar ball set, by making a branch in cvs with the pygame version as rc1.  eg 1.7.1rc1
+*  declare tar ball set, by making a branch in svn with the pygame version as rc1.  eg 1.7.1rc1
+   - files to change version string: lib/version.py setup.py readme.html readme.txt
+   - This is the subversion command used:  svn copy svn://seul.org/svn/pygame/trunk svn://seul.org/svn/pygame/tags/release_1_8_0rc1 -m "new 1.8.0rc1 release."
 *  second round of testing goes on the new release branch.  If any changes need to be made, all platforms need to be tested again and signed off.  The pygame rc version is incremented and a new rc tar ball is released.  eg 1.7.1rc2.
 *  if no changes needed to be made to the rc release, then the version is changed.  eg from 1.7.1rc1 to 1.7.1release
 *  release person uploads final sources tarball to website.
 
 rc releases := these are release candidates.  If no changes need to be made, then the pygame version is changed and it can be released.
 
-pre releases := these are snap shots from cvs.
+pre releases := these are snap shots from svn.
 
 
 

docs/ref/cdrom.html

   <tr><td><a href="cdrom.html#CD.get_busy">CD.get_busy</a> - <font size=-1>true if the drive is playing audio</font></td><td>true if the drive is playing audio</td></tr>
   <tr><td><a href="cdrom.html#CD.get_paused">CD.get_paused</a> - <font size=-1>true if the drive is paused</font></td><td>true if the drive is paused</td></tr>
   <tr><td><a href="cdrom.html#CD.get_current">CD.get_current</a> - <font size=-1>the current audio playback position</font></td><td>the current audio playback position</td></tr>
-  <tr><td><a href="cdrom.html#CD.get_empty">CD.get_empty</a> - <font size=-1>true if a cdrom is in the drive</font></td><td>true if a cdrom is in the drive</td></tr>
+  <tr><td><a href="cdrom.html#CD.get_empty">CD.get_empty</a> - <font size=-1>False if a cdrom is in the drive</font></td><td>False if a cdrom is in the drive</td></tr>
   <tr><td><a href="cdrom.html#CD.get_numtracks">CD.get_numtracks</a> - <font size=-1>the number of tracks on the cdrom</font></td><td>the number of tracks on the cdrom</td></tr>
   <tr><td><a href="cdrom.html#CD.get_track_audio">CD.get_track_audio</a> - <font size=-1>true if the cdrom track has audio data</font></td><td>true if the cdrom track has audio data</td></tr>
   <tr><td><a href="cdrom.html#CD.get_all">CD.get_all</a> - <font size=-1>get all track information</font></td><td>get all track information</td></tr>
 <p>Playback audio from an audio cdrom in the drive. Besides the track number argument, you can also pass a starting and ending time for playback. The start and end time are in seconds, and can limit the section of an audio track played. </p>
 <p>If you pass a start time but no end, the audio will play to the end of the track. If you pass a start time and 'None' for the end time, the audio will play to the end of the entire disc. </p>
 <p>See the <tt><a href="cdrom.html#CD.get_numtracks">CD.get_numtracks</a> - <font size=-1>the number of tracks on the cdrom</font></tt> and <tt><a href="cdrom.html#CD.get_track_audio">CD.get_track_audio</a> - <font size=-1>true if the cdrom track has audio data</font></tt> to find tracks to playback. </p>
-<p>Note, track 0 is track 1 on the <tt>CD</tt>. Track numbers start at zero. </p>
+<p>Note, track 0 is the first track on the <tt>CD</tt>. Track numbers start at zero. </p>
 <!--COMMENTS:CD.play--> &nbsp;<br> 
 <br></ul>
 
   <i>temporarily stop audio playback</i><br>
   <tt>CD.pause(): return None</tt><br>
 <p>Temporarily stop audio playback on the <tt>CD</tt>. The playback can be resumed at the same point with the <tt><a href="cdrom.html#CD.resume">CD.resume</a> - <font size=-1>unpause audio playback</font></tt> method. If the <tt>CD</tt> is not playing this method does nothing. </p>
-<p>Note, track 0 is track 1 on the <tt>CD</tt>. Track numbers start at zero. </p>
+<p>Note, track 0 is the first track on the <tt>CD</tt>. Track numbers start at zero. </p>
 <!--COMMENTS:CD.pause--> &nbsp;<br> 
 <br></ul>
 
   <i>the current audio playback position</i><br>
   <tt>CD.get_current(): return track, seconds</tt><br>
 <p>Returns both the current track and time of that track. This method works when the drive is either playing or paused. </p>
-<p>Note, track 0 is track 1 on the <tt>CD</tt>. Track numbers start at zero. </p>
+<p>Note, track 0 is the first track on the <tt>CD</tt>. Track numbers start at zero. </p>
 <!--COMMENTS:CD.get_current--> &nbsp;<br> 
 <br></ul>
 
 
 <a name="CD.get_empty">
 <big><b>CD.get_empty</big></b><br><ul>
-  <i>true if a cdrom is in the drive</i><br>
+  <i>False if a cdrom is in the drive</i><br>
   <tt>CD.get_empty(): return True</tt><br>
-<p>Return true if there is a cdrom currently in the drive. If the drive is open this will also be False. </p>
+<p>Return False if there is a cdrom currently in the drive. If the drive is open this will return True. </p>
 <!--COMMENTS:CD.get_empty--> &nbsp;<br> 
 <br></ul>
 
   <i>true if the cdrom track has audio data</i><br>
   <tt>CD.get_track_audio(track): return bool</tt><br>
 <p>Determine if a track on a cdrom contains audio data. You can also call <tt>CD.num_tracks()</tt> and <tt><a href="cdrom.html#CD.get_all">CD.get_all</a> - <font size=-1>get all track information</font></tt> to determine more information about the cdrom. </p>
-<p>Note, track 0 is track 1 on the <tt>CD</tt>. Track numbers start at zero. </p>
+<p>Note, track 0 is the first track on the <tt>CD</tt>. Track numbers start at zero. </p>
 <!--COMMENTS:CD.get_track_audio--> &nbsp;<br> 
 <br></ul>
 
   <i>start time of a cdrom track</i><br>
   <tt>CD.get_track_start(track): return seconds</tt><br>
 <p>Return the absolute time in seconds where at start of the cdrom track. </p>
-<p>Note, track 0 is track 1 on the <tt>CD</tt>. Track numbers start at zero. </p>
+<p>Note, track 0 is the first track on the <tt>CD</tt>. Track numbers start at zero. </p>
 <!--COMMENTS:CD.get_track_start--> &nbsp;<br> 
 <br></ul>
 
   <i>length of a cdrom track</i><br>
   <tt>CD.get_track_length(track): return seconds</tt><br>
 <p>Return a floating point value in seconds of the length of the cdrom track. </p>
-<p>Note, track 0 is track 1 on the <tt>CD</tt>. Track numbers start at zero. </p>
+<p>Note, track 0 is the first track on the <tt>CD</tt>. Track numbers start at zero. </p>
 <!--COMMENTS:CD.get_track_length--> &nbsp;<br> 
 <br></ul>
 <br></ul>

docs/ref/display.html

   blit_sw:    True if software Surface blitting is accelerated
   blit_sw_CC: True if software Surface colorkey blitting is accelerated
   blit_sw_A:  True if software Surface pixel alpha blitting is acclerated
+  current_h, current_h:  Width and height of the current video mode, or of the
+    desktop mode if called before the display.set_mode is called.
+    (current_h, current_w are available since SDL 1.2.10, and pygame 1.8.0)
+    They are -1 on error, or if an old SDL is being used.
 </pre>
 <!--COMMENTS:pygame.display.Info--> &nbsp;<br> 
 <br></ul>

docs/ref/event.html

 <big><b>pygame.event.wait</big></b><br><ul>
   <i>wait for a single event from the queue</i><br>
   <tt>pygame.event.wait(): return Event</tt><br>
-<p>Returns a single event from the queue. If the queue is empty this function will wait until one is created. While the program is waiting it will sleep in an idle state. This is important for programs that want to share the system with other applications. </p>
+<p>Returns a single event from the queue. If the queue is empty this function will wait until one is created. The event is removed from the queue once it has been returned. While the program is waiting it will sleep in an idle state. This is important for programs that want to share the system with other applications. </p>
 <!--COMMENTS:pygame.event.wait--> &nbsp;<br> 
 <br></ul>
 
   <tt>pygame.event.set_blocked(typelist): return None</tt><br>
   <tt>pygame.event.set_blocked(None): return None</tt><br>
 <p>The given event types are not allowed to appear on the event queue. By default all events can be placed on the queue. It is safe to disable an event type multiple times. </p>
-<p>If None is passed as the argument, this has the opposite effect and none of the event types are allowed to be placed on the queue. </p>
+<p>If None is passed as the argument, this has the opposite effect and <tt>ALL</tt> of the event types are allowed to be placed on the queue. </p>
 <!--COMMENTS:pygame.event.set_blocked--> &nbsp;<br> 
 <br></ul>
 
   <tt>pygame.event.set_allowed(typelist): return None</tt><br>
   <tt>pygame.event.set_allowed(None): return None</tt><br>
 <p>The given event types are allowed to appear on the event queue. By default all events can be placed on the queue. It is safe to enable an event type multiple times. </p>
-<p>If None is passed as the argument, this has the opposite effect and all of the event types are allowed to be placed on the queue. </p>
+<p>If None is passed as the argument, <tt>NONE</tt> of the event types are allowed to be placed on the queue. </p>
 <!--COMMENTS:pygame.event.set_allowed--> &nbsp;<br> 
 <br></ul>
 

docs/ref/index.html

 <li><a href="cdrom.html#CD.get_all">CD.get_all</a> - <font size=-1>get all track information</font></li>
 <li><a href="cdrom.html#CD.get_busy">CD.get_busy</a> - <font size=-1>true if the drive is playing audio</font></li>
 <li><a href="cdrom.html#CD.get_current">CD.get_current</a> - <font size=-1>the current audio playback position</font></li>
-<li><a href="cdrom.html#CD.get_empty">CD.get_empty</a> - <font size=-1>true if a cdrom is in the drive</font></li>
+<li><a href="cdrom.html#CD.get_empty">CD.get_empty</a> - <font size=-1>False if a cdrom is in the drive</font></li>
 <li><a href="cdrom.html#CD.get_id">CD.get_id</a> - <font size=-1>the index of the cdrom drive</font></li>
 <li><a href="cdrom.html#CD.get_init">CD.get_init</a> - <font size=-1>true if this cd device initialized</font></li>
 <li><a href="cdrom.html#CD.get_name">CD.get_name</a> - <font size=-1>the system name of the cdrom drive</font></li>

docs/ref/mixer.html

 <a name="pygame.mixer.init">
 <big><b>pygame.mixer.init</big></b><br><ul>
   <i>initialize the mixer module</i><br>
-  <tt>pygame.mixer.init(frequency=22050, size=-16, stereo=True, buffer=1024): return None</tt><br>
-<p>Initialize the mixer module for Sound loading and playback. The default arguments can be overridden to provide specific audio mixing. The size argument represents how many bits are used for each audio sample. If the value is negative then signed sample values will be used. Positive values mean unsigned audio samples will be used. If the stereo argument is false the mixer will use mono sound. </p>
+  <tt>pygame.mixer.init(frequency=22050, size=-16, stereo=2, buffer=1024): return None</tt><br>
+<p>Initialize the mixer module for Sound loading and playback. The default arguments can be overridden to provide specific audio mixing. The size argument represents how many bits are used for each audio sample. If the value is negative then signed sample values will be used. Positive values mean unsigned audio samples will be used. </p>
+<p>The stereo argument is used to specify the number of channels used. 1 for mono and 2 for stereo. </p>
 <p>The buffer argument controls the number of internal samples used in the sound mixer. The default value should work for most cases. It can be lowered to reduce latency, but sound dropout may occur. It can be raised to larger values to ensure playback never skips, but it will impose latency on sound playback. The buffer size must be a power of two. </p>
 <p>Some platforms require the <tt>pygame.mixer</tt> module to be initialized after the display modules have initialized. The top level <tt><a href="pygame.html#pygame.init">pygame.init</a> - <font size=-1>initialize all imported pygame modules</font></tt> takes care of this automatically, but cannot pass any arguments to the mixer init. To solve this, mixer has a function <tt><a href="mixer.html#pygame.mixer.pre_init">pygame.mixer.pre_init</a> - <font size=-1>preset the mixer init arguments</font></tt> to set the proper defaults before the toplevel init is used. </p>
 <p>It is safe to call this more than once, but after the mixer is initialized you cannot change the playback arguments without first calling <tt><a href="mixer.html#pygame.mixer.quit">pygame.mixer.quit</a> - <font size=-1>uninitialize the mixer</font></tt>. </p>

docs/ref/rect.html

     midtop, midleft, midbottom, midright
     center, centerx, centery
     size, width, height
+    w,h
 </pre><p>All of these attributes can be assigned to: </p>
 <pre>    rect1.right = 10
     rect2.center = (20,30)
 <big><b>Rect.collidepoint</big></b><br><ul>
   <i>test if a point is inside a rectangle</i><br>
   <tt>Rect.collidepoint(x, y): return bool</tt><br>
+  <tt>Rect.collidepoint((x,y)): return bool</tt><br>
 <p>Returns true if the given point is inside the rectangle. <tt>A</tt> point along the right or bottom edge is not considered to be inside the rectangle. </p>
 <!--COMMENTS:Rect.collidepoint--> &nbsp;<br> 
 <br></ul>

docs/ref/scrap.html

   <tr><td><a href="scrap.html#pygame.scrap.lost">pygame.scrap.lost</a> - <font size=-1>Has the clipboard contents been lost.</font></td><td>Has the clipboard contents been lost.</td></tr>
 </table></small></ul>
 <p>The scrap module is for getting and putting stuff from the clipboard. So you can copy and paste things between pygame, and other application types. </p>
-<p>New in pygame <tt>1.8</tt>. Only works for windows, <tt>X11</tt>, <tt>QNX</tt>, Mac <tt>OS</tt> <tt>X</tt> so far. </p>
+<p>New in pygame <tt>1.8</tt>. Only works for windows, <tt>X11</tt>, <tt>QNX</tt>, Mac <tt>OS</tt> <tt>X</tt> so far. <tt>EXPERIMENTAL:</tt> note, this module is experimental, and will be changing in </p>
+<pre> the next release of pygame.
+</pre>
 <!--COMMENTS:pygame.scrap--> &nbsp;<br> 
 
 
   <i>Gets stuff from the clipboard.</i><br>
   <tt>pygame.scrap.get(pygame.locals.SCRAP_TEXT): return text.</tt><br>
   <tt>pygame.scrap.get(pygame.locals.SCRAP_BMP): return image data.</tt><br>
-<p>Return the data from the clipboard. </p>
+<p>Return the data from the clipboard. <tt>SCRAP_BMP</tt> is only supported by pygame window instances. </p>
 <!--COMMENTS:pygame.scrap.get--> &nbsp;<br> 
 <br></ul>
 
   <i>Puts stuff into the clipboard.</i><br>
   <tt>pygame.scrap.put(pygame.locals.SCRAP_TEXT, 'hello clipboard'): return None.</tt><br>
   <tt>pygame.scrap.put(pygame.locals.SCRAP_BMP, Surface): return None.</tt><br>
-<p>Puts the stuff into the clipboard. </p>
+<p>Puts the stuff into the clipboard. The content must be a string, but has no limitations in its size. Thus it is possible to put <tt>e.g</tt>. serialized pygame objects into the clipboard and deserialize them when they are retrieved again. </p>
+<p>Raises an error, if the content could not be placed into the clipboard. </p>
 <!--COMMENTS:pygame.scrap.put--> &nbsp;<br> 
 <br></ul>
 
 releases. (hmm, until we get to versions > 10)
 """
 
-ver =   '1.8.0pre'
+ver =   '1.8.0rc1'
 vernum = 1,8,0
 <font size=+5><b>Pygame Readme</b></font>
 </td></tr><tr><td align=left width=33%><big>
 
-Version 1.8.0pre
+Version 1.8.0rc1
 
 
 </td><td align=center width=34%><big>
 
    Pygame Readme
-   Version 1.8.0pre Python Game Development
+   Version 1.8.0rc1 Python Game Development
    by Pete Shinners http://www.pygame.org
    pete@shinners.org
 
 
 METADATA = {
     "name":             "pygame",
-    "version":          "1.8.0pre",
+    "version":          "1.8.0rc1",
     "license":          "LGPL",
     "url":              "http://www.pygame.org",
     "author":           "Pete Shinners",
 
 #define DOC_CDGETCURRENT "CD.get_current(): return track, seconds\nthe current audio playback position"
 
-#define DOC_CDGETEMPTY "CD.get_empty(): return True\ntrue if a cdrom is in the drive"
+#define DOC_CDGETEMPTY "CD.get_empty(): return True\nFalse if a cdrom is in the drive"
 
 #define DOC_CDGETNUMTRACKS "CD.get_numtracks(): return count\nthe number of tracks on the cdrom"
 
 
 #define DOC_PYGAMEMIXER "pygame module for loading and playing sounds"
 
-#define DOC_PYGAMEMIXERINIT "pygame.mixer.init(frequency=22050, size=-16, stereo=True, buffer=1024): return None\ninitialize the mixer module"
+#define DOC_PYGAMEMIXERINIT "pygame.mixer.init(frequency=22050, size=-16, stereo=2, buffer=1024): return None\ninitialize the mixer module"
 
 #define DOC_PYGAMEMIXERPREINIT "pygame.mixer.pre_init(frequency=0, size=0, stereo=0, buffersize=0): return None\npreset the mixer init arguments"
 
 
 #define DOC_RECTCONTAINS "Rect.contains(Rect): return bool\ntest if one rectangle is inside another"
 
-#define DOC_RECTCOLLIDEPOINT "Rect.collidepoint(x, y): return bool\ntest if a point is inside a rectangle"
+#define DOC_RECTCOLLIDEPOINT "Rect.collidepoint(x, y): return bool\nRect.collidepoint((x,y)): return bool\ntest if a point is inside a rectangle"
 
 #define DOC_RECTCOLLIDERECT "Rect.colliderect(Rect): return bool\ntest if two rectangles overlap"
 
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