John Labenski wrote:
> On 12/15/06, klaas.holwerda <[EMAIL PROTECTED]> wrote:
>   
>> Hi John,
>>
>> I am rather often now ;-) copying wxledit.cpp and wxledit.h to wxArt2D,
>> to keep up o date.
>>     
>
> Sorry about the rename, the wxLua app had a class called wxLuaConsole already.
>
>   
>> I use wxLuaIDE to have a console to run script from my Application
>> written with wxArt2D.
>> In there wxLuaIDE becomes a subwindow in a wxDialog derived class, just
>> to make it a modeless dialog to run scripts.
>> It works more or less. E.g. it comes up but i need to resize it a little
>> to show it properly.
>>     
>
> What doesn't work right? I'm guessing the splitter position?
>   
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.

http://wxart2d.cvs.sourceforge.net/wxart2d/wxArt2D/modules/luawraps/

in the files luawrap.cpp and luawrap.h
http://wxart2d.cvs.sourceforge.net/wxart2d/wxArt2D/modules/luawraps/include/luawrap.h?revision=1.27&view=markup
http://wxart2d.cvs.sourceforge.net/wxart2d/wxArt2D/modules/luawraps/src/luawrap.cpp?revision=1.35&view=markup

>   
>> 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.
Maybe we just need a "misc" module, in which we can put all the smaller 
things, which are too small for a new module.

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 :-)
>   
>> Also  i think it would be  good to have  inside the library some
>> standard dialogs to work with wxLua script inside an application. WxLua
>> being meant to integrate with application, to extend it with scripting,
>> currently does need some work to get a nice dialog to run those scripts.
>> The best way would be to have some ready made IDE dialog (modeless or
>> modal), to run and maybe debug application scripts.
>> Like step through a script line by line. I think it is all there
>> already, but because it not inside a library, it is a bit copy/paste to
>> use it.
>>     
>
> I'm not sure exactly what you mean. I think you're saying that you
> would like a wxDialog with a child wxLuaIDE to run scripts in. Maybe
> you can point me to the code using web cvs to see what you actually
> need to do to make this work? 
See above, it is exactly what you say that i have.
> I also use the wxLuaIDE, but I don't
> think I need to do all that much to it, it's just a window in a
> notebook page.
>   
Right, and copy wxledit.* plus the art/*.bmp etc.  ;-)
>   
>> If we had such a dialog, we could use wxluacan to test it, currently it
>> just has this menu to choose a script to run.
>>     
>
> Sure, but again, this adds the wxStEdit dependency which makes things
> harder for people to compile it.
>   
wxLua already detects if wxstedit is available, if its not, it is not 
included. I think Francesco does not find it much of a problem to arrange.
At least on Unix.

Thanks,

Klaas





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