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.

   - The btn.add(0) part in the example is a bit confusing without reading
   the docs.  Maybe use the keyword argument in the example to show what the 0
   means.
   - perhaps passing in a sequence of events, rather than each event would
   be better?
   - are dirty rectangles handled?  Maybe if they were based on the
   LayeredDirty group?


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

   - being able to pass in a base class rather than just Sprite.  So if you
   have your games sprites, they can be used.
   - more game like widgets would rock.  Things like fps counters are good,
   but also menu screen helpers, consoles(quake style), health meters, etc.
   - Being able to meld the gui widgets in with a game nicely is
   important.  Being able to easily over ride the draw method is a good idea,
   and actual examples of how the gui widgets blend in with a game.


"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.hack...@sent.com> 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.
>

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