What exactly do you want to me to look at with that gui?
FairyGUI looks great, and they focus completely on games, 2 things you can't say about TGUI

I'm currently unsure how TGUI should continue in 0.9. There are just too many customizations to implement to really have a tunable gui (and I don't have the time to implement them). So I want to provide some way that the user can write their own code to extend the widgets. That way they can still do complex things (as I can't provide code for every scenario) while it would also be possible for me to sometimes merge the code back into TGUI to provide the functionality for everyone.
I'm completely stuck on a design for this though. The current design doesn't make it easy to extend the widgets at all, you would have to inherit both the widget and the renderer and override multiple functions. I was thinking about moving the draw function to the renderer so that most of the time you only need to inherit from the renderer. The issues with splitting the code in 2 part still remain though: mouse event functions and draw functions need to be equivalent, mouse press needs to know about borders, padding and spaces between items, which would all depend on the custom draw function.
Merging the widget and renderer into a single class again would simplify things and probably make it easier to extend it, but it probably makes it more difficult to implement skins. I tried looking into the code of some other guis but they usually have a complex structure. That is probably good for the extendability but I want to keep TGUI easy to use as well. It don't want to e.g. make it more difficult to have a simple list box with some strings just because someone may want to create a list box with subwidgets.
So instead of thinking about all that, I'm currently just spending my spare time playing borderlands 2, which is why I haven't responded for a few days
