Ok about menu, you meant a full hierarchical menu. About the callback I would 
keep the callback system and still implement an events system. If you want to 
start the menu implementation yourself feel free to do so but still we should 
probably have a talk about how to inherit the base component. I can however 
implement such a menu in a rather short time so in any way feel free to contact 
me at Skype: sauron_bg


---- OriginalMessage ----
From: "inigo.delg...@gmail.com" <inigo.delg...@gmail.com>
To: pygame-users@seul.org
Sent: Fri, Jul 01, 2011, 11:50 AM
Subject: Re: Re: [pygame] Pygame-UI: UI Component Framework for python and 
pygame

Events:

I dont understand what do you want to do know. I'd do callbacks -like you have- 
and are pretty flexible. (and you should do a callback from a collection to its 
childs if and only if the mouse is in -over- the container, if it's out of 
collection is out of its childs) But I dont understand what you want to do with 
'change to events'.

To have all items in an.... array... and test if the clisk is done over all of 
them?

I prefer callbacks...

Menu:

Buf... have to go. Let's say that I want a phone-friendly menu (clipable, 
scrollable and with submenus that way:

1 menu item
2 menu submenu item
3 menu item

1 menu item
2 menu submenu item
  2.1 submenu item
  2.2 submenu item
3 menu item

)

Also the submenus should can be opened in standar way for a standar menu in a 
cool GUI...


1 menu item
2 menu submenu item
3 menu item

1 menu item
2 menu submenu item 2.1 submenu item
3 menu item               2.2 submenu item

As said, i've to go.

:wq

Agur


2011/7/1 <i...@sarconsrealm.org>
Hi there,

I want to tell you that the code is currently in development, but I would try 
to develop a working and stylable menu for you in the next few days. I would 
also make a combined file on the Components so that it is easily importable and 
usable. Do you need a hierarchical menu or a flat menu to start with? 
Checkboxes and radios would be easy to implement and the images for them aren't 
that hard to come up with.

Here comes my question: Do you prefer callbacks or custom component events when 
using such a framework, because I have currently implemented callbacks but I 
intend to change it to events say clicking on a button pushes UIComponentClick 
with the component reference as argument.

Best regards,
Konstantin Dinev

---- OriginalMessage ----
From: "inigo.delg...@gmail.com" <inigo.delg...@gmail.com>
To: pygame-users@seul.org
Sent: Fri, Jul 01, 2011, 05:35 AM
Subject: Re: [pygame] Pygame-UI: UI Component Framework for python and pygame


I have to do a UI for my game cause y want to costumize a lot of the menus.... 
I've done 3 (3!!!) almost funtional (with menus, checks, radios and animations) 
but while I'm programing my game for fun it must be almost perfect.

I'll download the code and take a look on it this afternoon.


2011/6/29 <i...@sarconsrealm.org>
Hello users and developers,

I am sending this email because I have recently started working on a UI 
Component framework on top of pygame. I started this project because I have 
been a user of python and pygame for quite a while now and I felt like there 
was a need for an extensive library that provides an easy access to basic and 
more complex user interface components such a buttons, input boxes, dialog 
windows, menus, etc. I would like to hear feedback on the primary 
implementation and to potentially get people involved with this project. 
Currently I have a basic implementation of the base classes as well as a few 
components that are already usable.

The project home is: http://www.sarconsrealm.org/CodeProjects/pygame-ui/

Again I would appreciate any feedback as well as requests to join on the 
development. The source code is subversioned under google code and there is a 
link to it in the project homepage.

Thank you for your time!



--
Nota: Tildes omitidas para evitar incompatibilidades.

:wq



--
Nota: Tildes omitidas para evitar incompatibilidades.

:wq

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