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Re: [pygame] PyConsole IN Pygame?



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 <renesd@xxxxxxxxx> 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 <ideasman42@xxxxxxxxx>
> 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