http://www.cosc.canterbury.ac.nz/greg.ewing/python_gui/

above is good too. Unix, Mac, Win

On 27 February 2017 at 03:35, Yann Thorimbert <yann.thorimb...@unige.ch>
wrote:

> "is there a way to hook into a custom event loop?"
>
> ==> Yes, here is an example where one uses a pre-existing pygame code with
> an event loop, and then add some widgets while keeping the loop exactly the
> same, except for one line added for handling events related to the new
> thorpy widgets : http://thorpy.org/tutorials/include.html .
>
>
> Thank you for the feedback on the other points. Here are some answers:
>
>
> "*The application is only referenced when it's created and destroyed.
> This magic is puzzling to me."
>
> ==> I'm not sure to understand how it is not a desirable feature. Should
> we indicate to every new object to which application it belongs ? Instead,
> since only 1 application is  running at the same time, it seemed more
> appropriate in my opinion to implicitely use it for each created widget.
>
>
> "* The application class uses the standard __init__ method for instance
> creation, but all of the widgets use a "make" method. Could the standard
> method be used instead?"
> ==> With the standard method, one is free to specify or modify anything
> about the graphics or styling of the element before it is actually
> generated and created in memory by calling finish() method. This was really
> crucial for performances when creating elements on the fly in some
> situations. However, when only default styling is needed, I created the
> make() static method in order to allow the user to create simple objects
> without needing the 2 calls __init__() + finish().
>
> ​
> "* The check box should probably be called CheckBox rather than Checker."
> ==> You are right, I will create an alias for the next version.
>
>
>
>
>
>
> ------------------------------
> *De :* owner-pygame-us...@seul.org <owner-pygame-us...@seul.org> de la
> part de Daniel Foerster <pydsig...@gmail.com>
> *Envoyé :* dimanche 26 février 2017 19:05
> *À :* pygame-users@seul.org
> *Objet :* RE: [pygame] PyGame user interface widgets
>
> Nice set of widgets, however I think there are some things that could be
> changed to increase its appeal, based on the example overview anyways.
>
> * The application is only referenced when it's created and destroyed. This
> magic is puzzling to me.
> * The application class uses the standard __init__ method for instance
> creation, but all of the widgets use a "make" method. Could the standard
> method be used instead?
> * The check box should probably be called CheckBox rather than Checker.
>
> Looks like a nice set of functionalities though; is there a way to hook
> into a custom event loop?
>
> — Daniel Foerster
>
> On Feb 26, 2017 11:47, "Yann Thorimbert" <yann.thorimb...@unige.ch> wrote:
>
>> Hello Irv,
>>
>> I wrote (and now maintain) a library called ThorPy (www.thorpy.org) that
>> could fulfill your requirements.
>> On the website, I focused on the examples and turoials, so I hope it
>> would be easier for a new person to use the library quickly. However, I
>> have to admit that the library does not seem to be used by many people...
>>
>> Here is an overview of some of the widgets:
>> http://thorpy.org/examples/overview.html
>> Examples : http://thorpy.org/examples.html
>> Tutorials : http://thorpy.org/tutorials.html
>>
>> Cheers,
>>
>> Yann
>> ________________________________________
>> De : owner-pygame-us...@seul.org <owner-pygame-us...@seul.org> de la
>> part de Irv Kalb <i...@furrypants.com>
>> Envoyé : dimanche 26 février 2017 05:21
>> À : pygame-users@seul.org
>> Objet : [pygame] PyGame user interface widgets
>>
>> I teach Python programming at two different universities.  At one of my
>> schools, there is enough time for students to do a final project.  I give
>> them a background in event-driven programming, give them an overview in
>> PyGame, and encourage them to build a small PyGame based project.
>>
>> I have just petitioned for and gotten approval to teach a new course on
>> Object Oriented Programing.  In that course, I will again use Python and
>> focus on explaining OOP concepts using PyGame.  (I'm really looking forward
>> to this.)
>>
>> However, in order to make things easy for my students, I would like to
>> supply them with a library (module) of easy to use user interface widgets.
>> For example, a simple button, text display box, text input box, checkbox,
>> etc.  I started by giving out Al Sweigart's PygButton code to my students,
>> and that worked great.  Then some students asked for a text display box,
>> then a text input box.  I wound up building those myself.  Along the way, I
>> wrote additions to Al's PygButton code (for example, adding a disabled
>> state).
>>
>> My question is: Is there any "standard" user interface widget library
>> that many PyGame developers use?
>>
>> I have done quite a bit of research on this topic, and have found a few
>> libraries of widgets like what I'm looking for.  I've found:
>>
>> - pgu
>> - pqGUI
>> - sgc
>> - Albow
>> - gooeypy
>>
>> These all seem to attempt to solve the same problem (of creating a set of
>> user interface widgets), but they all have different approaches.  Some seem
>> to take over the basic event loop.  And most don't seem to be current - I
>> haven't found any that have comments after around 2012.
>>
>> So ... is there one on this list, or one that I haven't found, that seems
>> current and is simple to use?  Or maybe, I'll just keep expanding my own.
>>
>> Thanks,
>>
>> Irv
>>
>>


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