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UPDATED murgaLua build
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JohnMurga
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Post: #1
UPDATED murgaLua build

NOTE : This is still a preview build

I have relatives visiting for a few days, so the final won't be out until they are gone, however, unless there any bugs these will be the final binaries.

Features and download location are the same as for the first build below, except for the following :

  • The reported bugs around no-parameter invocation have been fixed.
  • New menu functions (see below).
  • Forgot about some new variables.
  • Version numbers updated.

Note : The mac build isn't packed properly, so it's a little bigger.

Anyway, I took the feedback around the suckyness of menus seriously and have implemented proper callbacks as well as making the Fl_Menu:menu()) functional ... And making "add()" powerful.

See the new menu example for new patterns of usage :-)

There are a few variables that I neglected mentioning, these contain information about the murgaLua runtime, and you can find them used in the new "about.lua" example.

There where a couple of bugs with murgaLua invocation that where caused by the new compiler stub ... One affected all versions and the other just Windows ... However, if you have ANY problems please let me know on this thread with as much info as possible.

Many thanks

Cheers
JohnM

The first build
##############################################

Here is a preview build of the next stable version of murgaLua.

This is mostly a clean and stable release, the new experimental API's are in the experimental release that I'll do after I'm done with this one.

I hope to do the proper release of 0.6.0 tomorrow or Monday ...

Known Issues with these binaries :
  • Only included binaries for all platforms (except PowerPC), and a couple of test scripts for testing.
  • Version number will be incorrect
  • I updated the initial upload, so if you have a corrupt file please download again.
And the rough change log is as follows :
  • MurgaLua compiler beta (see COMPILER-LICENCE for terms of use).
    (This has been tested on all platforms including MacOS)
  • Many small FLTK fixes, binding corrections and upgrade to build r6021.
    (Not all of these are tested yet, and yes, that is yesterday's build :-) )
  • Upgrades to luasocket, copas, luafilesystem and lsqlite.
  • Integrated md5, added a couple of HEX encoding functions and a rounding function.
  • Lots of build tweaks for all platforms (in terms of size, options, etc).
    This release is smaller than the 0.5 series with more features ;-)
  • Minor updates to the documentation (not in this tar).
  • Refactored how the FLTK bindings are updated, making things MUCH easier for myself.
  • user_data() methods for all widgets and menu items is implemented.
    (This allows for much neater menus and event handling in general)
  • Fl_Image.data() method implemented for all image types.
    (Creates a table that allows for manipulation of images)
  • Fl_Pixmap constructor implemented along with rotation demo.
    (Now all image types can be created programatically)
There are many minor FLTK changes that I haven't had time to document, but things should be a bit better overall ... And I plan to re-write the pixmap rotation function in C, although it makes a fine example in Lua for now :-).

Please give it a go and let me know if you have problems.

Have a look at the examples dir for demonstrations of the new features.

And finally you can find it here :

http://www.murga-projects.com/murgaLua/m...ASE.tar.gz

This post was last modified: 01-21-2008 07:22 AM by JohnMurga.

01-21-2008 07:21 AM
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iGame3D
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Post: #2
RE: UPDATED murgaLua build

Found some scrambled text in the tableNavigator, attached.

Adding "slider:redraw()" to the pixmap rotation examples slider:callback
after the button redraw prevents the artifacts of the image inside the slider border
as mentioned earlier.

And readme mentions "tools/misc" but there is no "misc" directory.



Attached File(s)
.png File  scrambletext.png (Size: 10.66 KB / Downloads: 11)

This post was last modified: 01-21-2008 08:41 AM by iGame3D.

01-21-2008 08:34 AM
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iGame3D
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Post: #3
RE: UPDATED murgaLua build

In the tableNavigator, selecting the "which is it" line causes a crash

Code:
examples/tableNavigator.lua:78: bad argument #1 to 'getinfo' (function or level expected)
stack traceback:
        [C]: in function 'getinfo'
        /examples/tableNavigator.lua:78: in function </examples/tableNavigator.lua:60>
        [C]: in function 'run'
        /examples/tableNavigator.lua:114: in main chunk
        [C]: in function 'dofile'
        stdin:1: in main chunk
        [C]: ?


I shorted the path to the files above for easier reading.

Clicking "bind_lua_addtovtable" in the default screen produces more scrambled text in the following screen, worse than the first sample attached.

I think I clicked on everything in the default state of that window.
So far thats all I found thats funky.

01-21-2008 08:54 AM
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mikshaw
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Post: #4
RE: UPDATED murgaLua build

I'm downloading now, but wanted to respond to your post anyway

Quote:
I took the feedback around the suckyness of menus seriously and have implemented proper callbacks as well as making the Fl_Menu:menu()) functional ... And making "add()" powerful.

That sounds super! I still don't understand how Fl_Menu_Item is used, but maybe that's not important anymore.

What is ltn12? It's apparently one of the 3rd party packages, but since this is a binary-only release I don't see any docs about it.

Quote:
Found some scrambled text in the tableNavigator

I've seen them too, but had no idea what to do about it. I guess it might have something to do with certain functions containing text rather than just being part of the binary machine?

Quote:
In the tableNavigator, selecting the "which is it" line causes a crash

I never noticed that before, and currently have no idea why. Maybe I should take out everything concerning functions, as they don't give you any useful information anyway. I was trying to find a way to display the code of lua functions, but I guess since they're binary it probably will never work.

01-21-2008 09:26 AM
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mikshaw
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Post: #5
RE: UPDATED murgaLua build

Oh....
which_is_it is a function inside the tableNavigator script. I can't say if that might help in debugging, but perhaps in the future we could make the navigator ignore itself?

01-21-2008 09:33 AM
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JohnMurga
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Post: #6
RE: UPDATED murgaLua build

iGame3D Wrote:
Found some scrambled text in the tableNavigator, attached.

Adding "slider:redraw()" to the pixmap rotation examples slider:callback
after the button redraw prevents the artifacts of the image inside the slider border
as mentioned earlier.

And readme mentions "tools/misc" but there is no "misc" directory.


Thanks for checking it out so soon !

I haven't actually looked at the source of the tableNavigator, it is mikshaw's and I haven't asked him if I can use it yet, but I did find it useful so it sneaked in because it was in my examples dir.

I have to tweak the rotation demo, but for now I have put your fix in :-)

The "tools/misc" contains scripts for building, it'll be there in the full release as will all the source.

Cheers
JohnM

01-21-2008 10:01 AM
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JohnMurga
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Post: #7
RE: UPDATED murgaLua build

mikshaw Wrote:
That sounds super! I still don't understand how Fl_Menu_Item is used, but maybe that's not important anymore.

It isn't that important any more ... But I'll try and document it.

mikshaw Wrote:
What is ltn12? It's apparently one of the 3rd party packages, but since this is a binary-only release I don't see any docs about it.

ltn12 is part of luaSocket ... Filters and sources ... Why do you ask ?

mikshaw Wrote:

Quote:
Found some scrambled text in the tableNavigator

I've seen them too, but had no idea what to do about it. I guess it might have something to do with certain functions containing text rather than just being part of the binary machine?

The corruption in the screenshot comes from the variable in question having multi-line text in it.

Anyway ... Off to bed for me :-)

Cheers
JohnM

01-21-2008 10:07 AM
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mikshaw
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Post: #8
RE: UPDATED murgaLua build

Quote:
ltn12 is part of luaSocket ... Filters and sources ... Why do you ask ?

I was just curious. I don't remember seeing it before.

I "fixed" (actually just ignored) both the what_is_it crash and the scrambled text by removing the "if" block under the "it's a function" comment in the what_is_it function. This isn't what I want ultimately, as I do want to try to find a way to get info on selected functions and user data, ut the way it's being done now obviously doesn't work.

01-21-2008 10:21 AM
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mikshaw
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Post: #9
RE: UPDATED murgaLua build

I love the way menu creation works now. You can use the same method that worked in previous versions for redundant menus, but now that method can be either replaced or refined very easily with the extended version of add() or with my_menu:menu(my_item):callback(). I wonder if that last option can be done in a more simplified manner...I haven't tested it yet.

I can't think of anything murgaLua is missing now (not that I won't in the future, of course, because I'll probably dig and poke at stuff that I have no knowledge of at this time)

01-21-2008 12:12 PM
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JohnMurga
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Post: #10
RE: UPDATED murgaLua build

mikshaw Wrote:
I can't think of anything murgaLua is missing now (not that I won't in the future, of course, because I'll probably dig and poke at stuff that I have no knowledge of at this time)


Thanks :-)

There are a few things that on my list :

  • Bug fixes ... Hopefully not too many :-)
    .
  • The compiler is still in beta
  • Decent documentation !!
  • Decent grid control (Fl_Table is on its way)
  • Nice UIs for compiler, fluid conversion, etc.
    .
  • The text editor stuff is still missing some methods.
    (And I want to make syntax highlighting easy)
  • Dynamic loading of sqLite if .dll/.so is present.
    (No more static linking on Win/Mac, and Linux version would not fail if .so is not present)
    .
  • Sound API (lightweight, only if SDL is present or something).
  • Dynamic calling of functions in .so/.dll from scripts.
  • Serial API ?

And all this staying as light, or lighter than we are now ...

After all this is done I'll start considering version 1.0 :-)

But as always I am open to suggestions ...

Cheers
JohnM

01-21-2008 05:33 PM
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