On 12/15/06, klaas.holwerda <[EMAIL PROTECTED]> wrote: > John Labenski wrote: > > On 12/15/06, klaas.holwerda <[EMAIL PROTECTED]> wrote: > >> It works more or less. E.g. it comes up but i need to resize it a little > >> to show it properly. > > > It stays gray at first, so the wxLuaIDE does not adjust itself to the > wxDialog that is around it somehow. > And i don't know what to call to make it size properly.
I think I should use a sizer to arrange things, maybe it's not getting a final wxSizeEvent so that the code in wxLuaIDE::OnSize isn't run. > http://wxart2d.cvs.sourceforge.net/wxart2d/wxArt2D/modules/luawraps/ > in the files luawrap.cpp and luawrap.h I don't see that you really do anything special to get it working? The class "a2dLuaConsole" as used in this dialog "a2dLuaExecDlg" right? > >> Any way, i would like very much to have this wxLuaIDE inside one of > >> the libaries instead of having it as part of a wxLua application. > >> Then i would not need to copy wxledit.* anymore into wxArt2D. > > > > Umm, we alreay have a lot of module libs, it's a little anoying to for > > me to work on all the little bits, plus since the wxLuaEdit app > > depends on wxStEdit I think it'd be best to keep it off to the side. > > Maybe we could build libs for the wxledit.h/cpp files in the wxluaedit > > app and not make another module directory? > > > That would mean more include paths. Is there not an existing module > where this fits in? Aah wxstedit needed right! > It would also exclude it from use in wxluacan, which would be a nice > demo on how to integrate wxlua scripting in any app. > I think a module would be best, although i understand that you are not > happy with that. What about just adding the path $(WXLUA) to your include path and then include this in the header #include "apps/wxluaedit/src/wxledit.h" and this in the cpp file #include "apps/wxluaedit/src/wxledit.cpp" It's a little unconventional, but will easily work. The only thing is that it won't work if you install wxlua to a system directory? Do you do that? > Maybe we just need a "misc" module, in which we can put all the smaller > things, which are too small for a new module. Nah, again it needs wxstedit and I don't think anything else ever will. > Just curious, why do you find it annoying?, i work with VC IDE and there > it does not bother me that i have 16 modules? > Without and IDE, it might be cd'ing a lot, but for that we have krusader > is't it :-) Its ok I guess. I hate to have a whole separate module for just wxledit.h/cpp, seems like overkill. Let me know what you think about the #include hack above. On the code editor standpoint, I haven't found good one for Linux. I just use my editor in the modules directory to load all the files. $wxStEdit -r *.h *.cpp & The problem I have is that all the IDEs I've tried want to generate build files or other files for me, but all my projects are complete and I can't find how to not make them be so "helpful". The last I tried kdevelop was the least intrusive, but I forget why I stopped using it. Regards, John Labenski ------------------------------------------------------------------------- Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT & business topics through brief surveys - and earn cash http://www.techsay.com/default.php?page=join.php&p=sourceforge&CID=DEVDEV _______________________________________________ wxlua-users mailing list wxlua-users@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/wxlua-users