John Labenski wrote:
Humm, I don't think I understand. I haven't looked at the code for
wxluacan yet however.
Let me try to explain what i want to do without going into detail.
First canvasobjects are placed on a canvas and the are drawn and
hittested by a member function of that cavasobject.
So for each derived canvasobject there is a different draw and hittest
functions.
This how there is a rectangle and circle object already. The idea is to
implement a special canvasobject which has its draw and hittest function
implemented as a lua function. This lua function can be edited runtime
if wanted, and the functions (draw and hittest ) are stored in a string
inside the canvasobject.
So as soon as the object needs to be drawn on the canvas, it needs to
call the function stored inside the script.
And as input parameter it will get the wxDC* that is used to draw.
The lua canvas object is created in C++ and stored in the canvas. Let's
assume the default script string is drawing a rectangle. When drawing
the canvas and arriving at this specific lua canvas object stored in
that canvas, i already have the object pointer ( the c++ object),
and only need to call a (draw/hittest) function, which is stored in its
script string. For each luacanvasobject instance added to the canvas,
the script string may have its own implementation. One draws a single
rectangle, and another draws a whole set of whatever.
Easy to say, but i realize it is not so simple ;-)
Maybe i should begin with making all drawing and hittets functions unique.
Like:
MYOBJ_1_Draw( )
MYOBJ_1_Hittest( )
MYOBJ_2_Draw( )
MYOBJ_2_Hittest( )
etc.
That would reduce it to loading those function at the start, and call
the right one from C++.
First read some more about calling lua functions,
Thanks,
Klaas
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