[pygame] GSoC Proposal: Basic gui system
Hi, I would really like to have a pygame.gui module. Many/all pygame programs need to have a user interface and often it's more than two buttons. Thats always the same and why always reinvent the wheel? There are some pygame guis but I neither like dependences nor I want to redistribute external modules. In addition, I haven't yet found the ultimate pygame gui (if there is one, include that). So, I think it would be cool to have a well thought out, easy extensible gui system within pygame including some basic elements like button, label, entry, etc. and a kind of geometry manager. Of course you can write that yourself every time you need it but (i think) its not fun but only waste of time. Regards Jug
Re: [pygame] GSoC Proposal: Basic gui system
On Sat, Mar 21, 2009 at 1:39 PM, Jug j...@fantasymail.de wrote: Hi, I would really like to have a pygame.gui module. Many/all pygame programs need to have a user interface and often it's more than two buttons. Thats always the same and why always reinvent the wheel? There are some pygame guis but I neither like dependences nor I want to redistribute external modules. In addition, I haven't yet found the ultimate pygame gui (if there is one, include that). So, I think it would be cool to have a well thought out, easy extensible gui system within pygame including some basic elements like button, label, entry, etc. and a kind of geometry manager. Of course you can write that yourself every time you need it but (i think) its not fun but only waste of time. Regards Jug Yes, a good GUI module included by default sounds nice. I have used Ocempgui but it was too slow for my purposes.
Re: [pygame] GSoC Proposal: Basic gui system
On, Sat Mar 21, 2009, Jug wrote: Hi, I would really like to have a pygame.gui module. Many/all pygame programs need to have a user interface and often it's more than two buttons. Thats always the same and why always reinvent the wheel? There are some pygame guis but I neither like dependences nor I want to redistribute external modules. In addition, I haven't yet found the ultimate pygame gui (if there is one, include that). 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 :-). So, I think it would be cool to have a well thought out, easy extensible gui system within pygame including some basic elements like button, label, entry, etc. and a kind of geometry manager. If you can find some good reasons, why that system would be better, easier and more extensible than all the solutions available, go ahead. Be aware however, that this will probably cause a lot of discussion about the pros and cons. Regards Marcus pgppnuV8p77ZX.pgp Description: PGP signature
Re: [pygame] GSoC Proposal: Basic gui system
On Sat, Mar 21, 2009 at 8:48 AM, Marcus von Appen m...@sysfault.org 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
Re: [pygame] GSoC Proposal: Basic gui system
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 geometr...@gmail.com wrote: On Sat, Mar 21, 2009 at 8:48 AM, Marcus von Appen m...@sysfault.orgwrote: 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
Re: [pygame] GSoC Proposal: Basic gui system
On, Sat Mar 21, 2009, Jug wrote: So, I think it would be cool to have a well thought out, easy extensible gui system within pygame including some basic elements like button, label, entry, etc. and a kind of geometry manager. You might like to take a look at Albow and see whether it would meet any of your needs: http://www.cosc.canterbury.ac.nz/greg.ewing/python/Albow/ -- Greg