il post some code when it gets to version 0.3 or 0.4, i add point 1 every time i complete one of the interface elements. so far buttons are complete and have had most of the bugs smashed. i was working on sliders but i havent got them working yet. i might throw in some simple stuff in the mean time, like captions and frames. captions are just labels and dont really need any interface at all. frames on the other hand will require that i add some kinda hierarchy to all the other elements, so if you move a frame, or make it invisible, all the elements will inherit those traits. i just kinda wanted to stir up some discussion about it at this point which might be helpful and give me ideas.
even if the ui is completed, some scripting interfaces (possibly in the form of hook variables) would be needed to make it control things that the hard-coded interface does. a ui is just one essential thing that needs to be done before the hard coded interface can be eliminated. but even without a way to control game settings the ui can still be useful in scripts that need some user friendly way to change settings for scripts (wanderer's mousescript for example) which arent managed at all by the c code at all (usually output to a file and then loaded by a parser), and theres no reason it cant be used in game (freespacelancer,fsrts,capship control interface to name a few). another usage would be in modding utils could be written in lua and run right in the game engine's lab.
a settings interface would be very useful, but it would need to be done in c. basically allowing you to read and write whatever setting variables the default interface lets users change. a gui need not be used with a setting interface, it would be very easy to write a console type interface which takes typed commands, not sure why anyone would use it over a gui though.