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
