Great job. maybe a branch on soya cvs could be started to merge pudding.
Also, the way to manage the events it's better than raw soya, i think a
class to handle events could be mada, something like:
class eventhandler:
...
def process_events(self,event):
if event==KEY_DOWN:
return self.on_keydown(event)
elif ...(others events)
def on_keydown(self,event):
return false
...
so if you want to create a class that reacts to event just make it inherith
from this eventhandler class and overload the on_* methods
and the call to process_event is done by soya at a top level (the idler i
guess) in a recursive way
dunk writes:
Well, I dont really liked how the widgets are resized, Its good to have
the possibility to anchor them to some place in the screen, but I prefer
to have the other way around, make them resize it proportionally to the
screen size, when I was doing my own buttons I have them render
proportionally to screen size
...
Maybe Im wrong, but none of the images/elements in the demos resize as I
said, dont know if theres a way to do so.
just anchor all the edges :)
say your RootWidget has an initial size of 640,480
but = pudding.control.Button(soya.root_widget, 'button', 0, 0, 320, 480)
but.anchors = pudding.ANCHOR_ALL
now the button will always take up exactly half the screen
I downloaded 0.9 now Im going to try to add this to my app to see how it
goes and try to post some screenshots.
would you believe i just put up 0.0-10 with game_skel-5 modified to run
with pudding? ;)
thanks for the continued testing
dunk
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Javier Correa