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Re: [pygame] SGC 0.1.3 Released (with documentation)



Hi,


I like that it is based on sprites, and I think it's a very good start.

A couple of first impression notes, and these are also notes for the gsoc proposal I guess too.

Had a little chat with masquerade about this on irc, about how it would be more useful for more people...

"Yeah, I mean I have even in my own stuff some unfinished widgets and classes which do a lot of the same things because I couldn't get them simple enough out of other GUI toolkits but I basically ended up reducing them to an interface which you have to implement with graphics to suit your look"

I think the integration with the rest of pygame(like you have done already), and making it as easy as possible to get the widgets to fit into games will be a very useful thing which more people would be more interested in using it in their own projects.



cheers,


On Mon, Apr 2, 2012 at 9:07 PM, Sam Bull <sam.hacking@xxxxxxxx> wrote:
At long last, I'm announcing the next release of my GUI toolkit.

This release has seen a lot of refactoring and redesigning, making the
project a lot more consistent and easier to use. A few new widgets have
also been added. A couple of the new widgets have been submitted by
Micheal Rochester.

This is also the first release to see some actual documentation. You can
check out the documentation at http://program.sambull.org/sgc/
If you'd prefer an offline devhelp version, there is a separate download
on Launchpad.

If you'd like to try it out, download the release code. As long as you
have Python 2 and Pygame installed, you should be able to run the
example file immediately.

To use it in your own projects, simply copy the 'sgc' sub-folder into
the top-level of your project or add it's parent folder to your
PYTHONPATH so that Python can import it in the normal way.

So, if you're interested, please check it out at:
https://launchpad.net/simplegc

Finally, the limitations of this beta release, that I would advise you
stay away from:
       No Python 3 support yet.
       Using custom images is not documented or properly tested.
       OpenGL support is not working in this release (it's just barely working
on my machine, with some extra code).
       There's an issue with transparency, so (0,0,0) means transparency in
this release, if you find things are invisible try changing the colour
(perhaps (0,0,1)).
       There's no developer documentation to help write your own widgets.