[pygame] Re: poll: GUI library advice / current GUI info ( for wiki )

2010-05-11 Thread Jake b
Hi.

I had created a filter for automating move / tags. He got hungry. Email
died. So if there was a response, (to this thread), I missed it.

If I was too long winded, I'm asking so if the majority already are using X,
I can focus the wiki in that direction.
I'd like to know:

What lib are you using?

thanks.
-- 
Jake


Re: [pygame] What are the dependencies?

2010-05-11 Thread Adam Bark
On 21 April 2010 07:09, Ian Goodfellow goodfellow@gmail.com wrote:

 I'm trying to install pygame on CentOS, and since there are no packages for
 CentOS/Red Hat as far as I can tell, I'm building from source.
 Here's the list of missing dependencies I get:
 SDL : found 1.2.10
 FONT: not found
 IMAGE   : not found
 MIXER   : not found
 SMPEG   : not found
 PNG : found
 JPEG: found
 SCRAP   : found
 PORTMIDI: not found
 PORTTIME: not found

 This is a little cryptic. Does anyone know where I can get names of actual
 libraries to install? For example, what is IMAGE? Is it pyimage? I tried
 installing pyimage and re-running the install script but IMAGE still shows
 up as not found.
 Thanks in advance,
 Ian


You need to find the relevant *-dev packages in your package management
program if you need any of those other things. It should compile as is
though you just won't have access to the listed things.
Also are you sure there isn't a pygame package available through your
package manager?


Re: [pygame] poll: GUI library advice / current GUI info ( for wiki )

2010-05-11 Thread jug

Hi jake,

1]  What libraries do you use most?
The first pygame gui I used was gooepy but I think it was a bit buggy 
and inflexible.
Then I tried spg (the first version) which was quite cool but the code 
was very

unpythonic and thus very hard to hack and extend eg. to write new widgets.
After some time of not using pygame guis I needed one again and thought 
to write my
own small and easy-to-use gui. As nearly always if you plan to write 
your own small

and easy version of a complicated and complex module X I wrote my own quite
complex pygame gui. But I hope that it is less complicated than others. 
However,
it's still in (more or less) active development and not yet released 
(there is just a
public svn repo at http://tinyurl.com/33oe6xu ) so I'm currently the 
only user and

haven't got any feedback from normal users yet.

2]  Advantages to that library, over others? ( Special notes, ie: good 
with X. GooeyPy uses CSS, etc...)

The 4 most important aspects:
- flexible measurements: Any positions and sizes can be absolute or 
relative or
  mixed (eg. 20%+30px). This 
allows more flexible layouts
  since resizing the pygame 
window won't crash your gui.
- flexible styling: Styling can (but don't have to) be done completely 
distinct from
the widgets and changed all the time (i.e. 
you can change the
entire appearance of your gui on runtime). 
Since styles are cached
only widgets with a changed style will be 
redrawn. The use of pre-
and suffixes makes it easy to define 
different styles for different

states (like mouse-over, ...).
- flexible event system: All kinds of callbacks, notifications, etc. are 
done via events
(of  an own event system, no 
pygame user-events are needed).
Its easy to send and listen to 
events and implement any

communication this way.
- flexible widget system: Since game UIs may be very individual and game 
specific
  its very important to provide 
an easy way to write new
  widgets. Thanks to the first 
three features own widget
  classes often consist of just 
a few lines.



3] Disadvantages of those libraries? ( Special notes, ie: hard with X)
The pygame guis I have used were mostly widget sets but no guis. They 
provide

a set of widgets with styling options (using a (kinda inflexible) predefined
image set) but no (or a very limited) geometry manager and no easy way 
to extend

them and write own widgets.

4] Recommended games to view for examples?
I've used it for two of my projects recently:
http://tinyurl.com/3ycqe6z

5] Any changes to be aware of in pygreloaded , or already exist that is 
relevant for GUIs?
Hu? pygame2 != pygame. pygame2 has another api and thus guis (and 
programs/libs in general)

for pygame won't run with pygame2.

7] Anything else?
Pygame (g)uis is a difficult topic. I think lots of people here have 
their own (mostly private)
pygame-utils package and use it to build a new gui for every game. I 
know of at least two

other guys who started working on their own (generic) gui or ui-helper lib.
So, the ultimate pygame gui is yet to be written.

Regards,
Julian




Re: [pygame] poll: GUI library advice / current GUI info ( for wiki )

2010-05-11 Thread René Dudfield
hey,

check out Albow by Greg Ewing.
http://www.cosc.canterbury.ac.nz/greg.ewing/python/Albow/

pretty cool.


On Thu, May 6, 2010 at 1:21 AM, jake b ninmonk...@gmail.com wrote:

  I want to gather your advice , consolidating knowledge to update pygame
 wiki.
 I already started the work. You can view current 'guinew' at
 http://www.pygame.org/wiki/guinew

 Questions are numbered so I can keep track of answers easier, and allowing
 you to no-quote reply. Note, by 'library' I also mean single-file modules.

 1]  What libraries do you use most?

 2]  Advantages to that library, over others? ( Special notes, ie: good with
 X. GooeyPy uses CSS, etc...)

 3] Disadvantages of those libraries? ( Special notes, ie: hard with X)

 4] Recommended games to view for examples?

 5] Any changes to be aware of in pygreloaded , or already exist that is
 relevent for GUIs?
 ( Anything new since 2006 )

 6] Any notes if you have used any in the 'menus' or 'forms' links.
 Currently still needed info is at the end:
 http://www.pygame.org/wiki/guinew#see%20also:

 7] anything else?

 --
 nin*monkey*