On Dec 16, 2007 6:59 AM, Hakkı Doğusan <[EMAIL PROTECTED]> wrote:
> Hi,
>
> I translated mentioned sample to wxLua.
>
> http://www.dynaset.org/dogusanh/download/wxluaimage.zip (448Kb)

Great!

> - Designed to work in wxLua/samples/wximage folder

I wish the images that it uses weren't so large. I wonder if we need
them all since they're really for the C++ library to test if the
loaders work as expected. I think it's safe for wxLua to assume that
they do. Any thoughts before I add it?

> - Some parts are commented out with --[[FIXME

All fixed, except for the wxPixelData iterators. That may have to wait
until the new year since they look a little tricky at first glance.

> - There is a flag to prevent one slow operation

I added wxImage::GetData() and it's much faster.

> - There is a bug I left, about wx.wxFileSelector usage

wxLua uses the newer (well, still pretty old) version where you only
pass in a wxArrayString/table with strings.

=============

I've also made wxApp::MainLoop() callable multiple times and
require("wx") do nothing if already loaded so that we can add
require("wx")  as well as the wxGetApp().MainLoop() call to all the
samples and they'll work using DLLs or the executables.

=============

I really like this

function win.OnPaint(win, event) ... end
win:Connect(wx.wxEVT_PAINT, function(event) win:OnPaint(event) end)


But I'm not sure about the usefulness of modules inside of a single
file. Since you lose the globals and there's so many local vars it
makes it harder to debug. I'm guessing that you're doing it this way
to simulate a C++ class. Are there any advantages in doing it this way
that I'm missing?

Regards,
    John
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