Having written a few pygame guis, I agree with Marcus and Ian.
But, having said that, it would be possible to make a powerful enough gui
that is rather abstract, but still is useful, you just need to do it
correctly. A basic gui that fits in with the event system (to get, suppress,
and return), with app and widget classes that can handle every kind of
input/rendering would suffice for the extensibility.
Then you can add simple things like buttons/labels/etc.

I am sure a lot of people would use it - which may be reason enough to do
it. But personally I still don't think it will be worth it - simple widgets
are trivial to write...

Cheers

On Sat, Mar 21, 2009 at 4:08 PM, Ian Mallett <[email protected]> wrote:

> On Sat, Mar 21, 2009 at 8:48 AM, Marcus von Appen <[email protected]>wrote:
>
>> Which is why a GUI backend within pygame was never realised. There is no
>> ultimate design approach and having just a bunch of abstract base
>> classes for users to implement is not worth the work :-).
>
> I completely agree.  Arguably, making a GUI from scratch can be time
> consuming, but GUI's tend to differ a lot.  For example, some games, such as
> asteroids and other arcade games, need simple centered menus.   My new image
> filtering program has a GUI that emphasizes linking windows and other
> stuff.  It would be hard--in my view impossible--to generalize all the
> possible needs down to a few classes and have it still be easier to use than
> an improvised solution.
> Ian
>

Reply via email to