UI library for pyglet and cocos2D in python.
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README.md

nwidget

nwidget is a simple UI library build on top of pyglet.

Here's the ten second pitch:

Using pyglet or cocos2D? Frustrated with rubbish python UI libraries that don't work?

Try nwidget.

  • Edit your UI layout live as you use the application.
  • Use device independent layout files without yet another pointless DSL.
  • Specifically written for games, including 'game like' UI widgets.
  • Fully themeable, comes with built in 'light' and 'gothic' themes.

Platform support

Tested and working on: OSX 10.8.3, Windows 7, Windows 8

Showcase

Light Theme

Gothic Theme

Usage

The quickest way to get started is by looking at the sample app included in samples/snake.

You can also find specific examples in the tests folder:

  • For directly invoking the library: tests/nwidget
  • For using the in-built theme libraries: tests/theme
  • For using device independent layout files: tests/layout
  • For working with cocos2d: tests/cocos2d

Example using a layout file:

import nwidget.cocos2d
import nwidget

class Ui(nwidget.cocos2d.CocosLayer):
  """ Common ui base """

  def __init__(self, path, model):
    a = nwidget.Assets()
    super(Ui, self).__init__(
      nwidget.theme.Gothic,
      a.resolve("assets", "gothic"),
      a.resolve("ui", path),
      nwidget.Assets(a.resolve("ui"))
    )

    # Model
    self.model = model

    # Turn on debugging
    self.layout.watch()
    self.layout.show_edges(True)
    self.layout.show_bounds(True)


class GameView(cocos.layer.Layer):
  """ Testing class """

  def __init__(self):
    super(GameView, self).__init__()

    # Read events, discard old event bindings
    nwidget.events.clear(cocos.director.director.window)
    self.is_event_handler = True

    # View model & ui
    self.model = {
      "score" : 0,
      "dead" : False,
      "updated" : False,
      "play_time" : 0,
    }
    self.ui = model.Ui("game.py", self.model)
    self.add(self.ui, z=1) # Above the background

    # bind events
    nwidget.listen("GAME_RESTART", self.on_restart)
    nwidget.listen("GAME_GOTO_MENU", self.on_menu)

    # Background
    bg = model.Background(assets)
    self.add(bg.node)
    # ... etc.

Example layout file:

from nwidget.layout import *
import nwidget

class GameWidgets(LayoutBase):

  def __init__(self):
    super(GameWidgets, self).__init__()
    self.__ready = False

  def widgets(self, helper):
    """ Create widgets """

    helper.scope(globals())

    # Top panel
    widget(theme.subpanel(),
      left   = (LEFT, 0, MM),
      bottom = (TOP, -3, PERCENT),
      right  = (RIGHT, 0, MM),
      top    = (TOP, 0, MM)
    )

    self.play_time = widget(
      theme.text(),
      left   = (LEFT, 0, MM),
      bottom = (TOP, -8, MM),
      right  = (RIGHT, -3, MM),
      top    = (TOP, 0, MM),
      text   = "play time: 0 seconds",
      valign = nwidget.align.CENTER,
      align  = nwidget.align.RIGHT
    )

    widget(theme.checkbox(),
      x     = (LEFT, 0, INCH),
      y     = (TOP, 0.25, INCH),
      width = (45, PX),
      top   = (45, PX),
    )

  def sync(self, data):
    """ Sync widget state to data elements
        Notice how we sync on reload using 'ready'
    """
    if data["updated"] or not self.__ready:
      self.play_time.text = "play time: %d seconds" % data["play_time"]
      data["updated"] = False
      self.__ready = True

# Instance
layout = GameUi()

Q&A

What's the 'watch' thing?

nwdiget is based around the concept of stand alone .py files that control UI layout, instead of using a DSL (eg. Kivy) for this.

These files live in their own directory and are assets rather than part of a module; they are parsed as string at runtime to run the ui.

The benefit of doing this is that its no extra effort to parse and load the ui files multiple times; if an nwidget layout is set to watch mode, it periodically checks the file system for a newer timestamp on the ui file and reloads it as required.

The 'sync' method provides data binding from a persistent model state that is not part of the ui class, so you can literally play the game and edit the UI at the same time.

Yes, this is slow, because it continually watches the file system for changes and rebinds UI content; on the other hand, it's crazy useful.

Python 3?

When pyglet does it, we'll do it. Most of the code is already python 3 friendly; the rest is a work in progress.

Can I use it with Cocos2D?

Yes; look in tests/cocos2d or in sample/snake

Do I really need Numpy for this?

Unfortunately yes. The pyglet font system is pretty broken; there's no way to really do this nicely without using fonttools, and unfortunately that comes with a dependency on Numpy.

Docs?

Use https://github.com/shadowmint/go-worker to views the docs, or your favourite text editor.

Bundled dependencies? Really?

Well...

  • setuptools is broken and can't install numpy, so setup.py doesn't work.
  • virtualenv is broken on macs, because it doesn't install pythonw correctly.

So, the easiest way to handle this is just to bundle everything up into the lib directory and invoke it via custom bootstrap. Look in bootstrap.py for this mess.

It's vile, but, it works, and it'll always work.

This is a 'fix one day, when people figure out what the hell they're doing with distutils'.

Cocos2D much?

I know, I know; but it's a very nice library. You can use nwidget with pyglet and no cocos2d, it simply supports it. The tests/ folder has lots of examples of this.

Dependencies to get started

pip install pyglet cocos2d fonttools numpy

Or:

Install SDL from here: http://www.libsdl.org/download-1.2.php

Install SDL mixer from here: http://www.libsdl.org/projects/SDL_mixer/

Install Numpy from here: http://www.scipy.org/Download

Everything else is bundled in the lib/ folder.