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 >
