was going to do IPython at first but autocompleation isnt that hard to
do when you have the events (added basic autocompleate today), there
are other features but personally I just want autocompleate!.
It also adds an extra dependency.

I know other people have PyConsoles in their engines but the one I saw
from Soya3d was mixed in with its own classes, so I was thinking a
reference implementation could be more useful to others.

On Fri, Apr 10, 2009 at 9:12 PM, René Dudfield <[email protected]> wrote:
> Hi,
>
> there are some consoles around... search on the pygame website.
>
> An ipython based one would be awesome.  Note, that pygame has clipboard
> support since 1.8, so would be good for selecting/copying text and such.
> Also copying in image data from an editor(gimp) and pasting it into the
> console - assigning it to replace in game graphics from the clipboard!
>
> Would be great if we had a nice working implementation.
>
>
> cheers,
>
>
>
> On Fri, Apr 10, 2009 at 8:03 PM, Campbell Barton <[email protected]>
> wrote:
>>
>> Hi, have been writing basic console in blender3d's game engine but I
>> was thinking that anyone else trying to write an in-game console (like
>> in quake :) ) would have to do almost the same things.
>> There is just some differences when you are getting events directly,
>> and having to do a basic readline style line editor in python which
>> could be generic between blender3d or any other engine.
>>
>> Requirements are that you can get events, render text and store the
>> console object between execution's.
>>
>> I was wondering if anyone had written a python console in PyGame? or
>> could it be useful to port as a testcase?
>>
>> --
>> - Campbell
>
>



-- 
- Campbell

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