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RE: [pygame] Ocemp



I guess I'm behind the curve when comparing things like a standard widget set in C++, but what things are you (collectively, to anyone interested in this thread) looking for in a "pygame widget" that isn't in pygame.Sprite?

Marcus is right in that everyone is going to want different things out of a GUI, but if it's possible to make a standard base widget that every GUI could use, that might be worth discussing. I'm just not sure how that standard base widget is different than what's already offered by Sprite.

Ben

> -----Original Message-----
> From: owner-pygame-users@xxxxxxxx [mailto:owner-pygame-users@xxxxxxxx] On
> Behalf Of Andre Roberge
> Sent: Tuesday, January 03, 2006 1:53 PM
> To: pygame-users@xxxxxxxx
> Subject: Re: [pygame] Ocemp
> 
> On 1/3/06, Marcus von Appen <mva@xxxxxxxxxxxx> wrote:
> [snip]
> 
> 
> 
> 	Each existing GUI library for pygame has another approach of doing
> 	things, too. Each one has a different development focus. As pygame
> is
> 	understood as a SDL wrapper with a (nice) basic set of graphics and
> 	multimedia abilities, integrating a GUI would mean: serving the most
> 	necessary parts of it in order to not annoy users with defaults that
> are
> 	ot wanted or missing features.
> 
> 
> [snip]
> 
> 
> How about porting an existing GUI library built on top of SDL?   I just
> did a quick search and found paraGUI  http://www.bms-
> austria.com/projects/paragui/index.php
> 
> I think it looks great.
> 
> Whereas many of the objections raised by Marcus are valid, I would argue
> that having a "standard" widget set (already existing in the C++ world)
> would be a strong asset to developping using Pygame.  For those concerned
> about speed, it could be use as a selling point: develop in python/pygame
> and, for those few parts that are not fast enough, translate into C++....
> 
>  *Strong disclaimer*: I have no idea how much work would be require to
> develop a python "wrapper" to it...
> 
> 
> André