[PythonCE] pygameCE / SDL question

Adam Walley adam.walley at gmail.com
Wed Sep 24 20:17:12 CEST 2008

Hi, Jared.

No, no changes. I simply compiled using the Visual files supplied in the
download. I then ran my demo sliding tile app (exactly the same script with
a single change to point to the new DLL) and it all works, but in fullscreen
only. That is why I suspect there may be some 'adjustments' made to the
knakos library, or possibly the newer SDL version has changed some of its
default behaviour.
Which version did you compile? The knakos one is 1.2.6, and my latest one is

2008/9/24 Jared Forsyth <jabapyth at gmail.com>

> I've compiled a version of SDL (granted, its not the latest one) -- but
> non-fullscreen works out of the box. Did you make any modifications to the
> core library in porting it?
>   On Wed, Sep 24, 2008 at 7:26 AM, Adam Walley <adam.walley at gmail.com>wrote:
>>   Hi, all.
>> Apologies if this post is a little off PythonCE topic, but I am not sure
>> where in the SDL groups I might send it. I thought Rene might have some
>> ideas?
>> Having had some success in getting some basic things working using
>> PythonCE and the SDL library, I decided to persevere. Having recently
>> started using VS2008, I was finally able to get the SDL library for winCE
>> compiled. My previous tests all work with this new library (now version
>> 1.2.13), and at least I know what functions have been included and should be
>> available to PythonCE.
>> My question is about what happens when an SDL window is initialised.
>> Previously, using the knakos library, I was able to initialise a window
>> which did not occupy the entire screen. However, using my new library, it
>> seems that I am forced to use fullscreen only. This is perhaps not such a
>> great problem for most pygame applications, but it really bugs me that the
>> "non-fullscreen" method no longer works.
>> I think that the knakos library uses some 'tricks' to allow the SDL screen
>> to be defined as any rectangle within the device's display.
>> Could somebody explain, how this is achieved, and how much work might
>> be involved in modifying my 'vanilla' library to do the same?
>> Adam.
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