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. >