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[WIP] MurgaLua Reference Tool
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iGame3D
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Post: #61
RE: [WIP] MurgaLua Reference Tool - a little help?

I mean so that its available to the system globally to paste.

Anyway...get the version out. This things handy but stuff
is missing, like event enumerations.

I have a bare naked source forge project if you want to create and SVN space for your mad science. Let me know.

01-09-2008 09:40 PM
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mikshaw
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Post: #62
RE: [WIP] MurgaLua Reference Tool - a little help?

Quote:
I mean so that its available to the system globally to paste.

I'm sorry, but I still don't understand. To what "text" are you referring? Is it the widget source code, the notes, both? Something else? I haven't done any work yet with copy/paste other than a test of drag and drop of a file onto a murgaLua interface in order to retrieve the filename of the dragged file, and that took hours to work out and its reliability seems to be dependent on your desktop environment. No idea yet about exporting from murgaLua to external applications, but that will hopefully come eventually.

Quote:
Anyway...get the version out. This things handy but stuff
is missing, like event enumerations.

I'm going to be making minor tweaks over the next several days, and plan to spend a few hours testing it thoroughly in Windows, and then it will be considered a first beta. There are no plans for more additional functions or widgets until after that time (there are a few additions already that are not in the alpha). Please keep in mind that this project is being developed as I learn more about murgaLua, which is why there are things missing (still lots to learn), and is the reason I initially asked for help so I wouldn't need to do all my learning by poking at things.

Quote:
I have a bare naked source forge project if you want to create and SVN space for your mad science.

That sounds like a good idea, thanks. I have no clue how SVN or similar systems work, so I'll need to do some research. Basically I just work on a single directory structure and periodically zip up an archive when it reaches a satisfactory state.

01-10-2008 02:22 AM
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iGame3D
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Post: #63
RE: [WIP] MurgaLua Reference Tool - a little help?

I mean to copy the widget script text as if selecting it and copying, only without the manual select.

Send your source forge account name to bill at igame3d dot com.
Ill add you as an admin on the iGame3D lua project and you
can learn to make and break SVN at the sourceforge site.

Basically you'll want to set up a trunk under a user name or project
name like "WidgetsDemo" Or "MikMurgaWidgets", etc.

Its been awhile since we set up the main igame3d trunk,
I think getting encryption keys was the weirdest part.

01-10-2008 06:34 AM
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mikshaw
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Post: #64
RE: [WIP] MurgaLua Reference Tool - a little help?

Message sent, and reply recieved. Thank you.

Quote:
I mean to copy the widget script text as if selecting it and copying, only without the manual select.

I assume that's doable. The text is accessible as a single unit in either demo_display_buffer or demo_editor_buffer, so I suppose that could be easily added to a clipboard. For the beta I've already added limited support for using an external editor to view the source code, so I imagine a similar principle could be used to send that data elsewhere. Now that I think of it, the external editor was one of the main things that I hadn't yet checked in Windows.

This post was last modified: 01-11-2008 01:19 AM by mikshaw.

01-11-2008 01:15 AM
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mikshaw
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Post: #65
RE: [WIP] MurgaLua Reference Tool

I never did get around to testing it in Windows, but I still uploaded beta 1 for scrutiny.

From the changelog:

Quote:
* Fixed draw loop segfault when viewing notes
* Added some features to Fl_File_Browser
* Added support for external code viewer
* Fixed the labeltypes widget (requires murgaLua 0.6+)
* Fixed boxtypes to display properly in both 0.5 and 0.6
* Removed some old/broken scripts
* Added examples:
Fl_File_Icon (added to main script)
positioner
box types
marquee
embedded XPM (murgaLua 0.6+)
draggable box
gravity tests

01-23-2008 01:38 PM
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JohnMurga
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Post: #66
RE: [WIP] MurgaLua Reference Tool

Amazing ... Please can I include it in the full distribution ?

I'll test it thoroughly in Windows for you :-)

The examples are superb, and would help anyone trying to get to grips with things.

Cheers
JohnM

01-24-2008 07:10 PM
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mikshaw
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Post: #67
RE: [WIP] MurgaLua Reference Tool

Of course you "can" =o)

I just wonder if you should, considering the added size (although if it's kept zipped i suppose it's not so bad) and the fact that it's still beta. There are at least some minor annoyances that I would like to deal with, but it does clearly state that it's a beta, so buyer beware i suppose.

But I'm not going to dictate, or even try to influence your decision.

Know that the menu system is still the old clumsy method, because it is designed to support 0.5
If you intend to keep this tool with future murgaLua distributions, I will probably rewrite the menu.

01-25-2008 12:22 AM
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mikshaw
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Post: #68
RE: [WIP] MurgaLua Reference Tool

Another issue that didn't occur to me until just now,
Some of the demos utilize variables from the main script, such as demo_bh and demo_widget.
These demos may not perform properly, or at all, when previewed from the edit window, because the preview function runs the script in a new process separate from the main script.

I'll have to work out whether to remove those variables from the demos, or export them before running the preview.

01-26-2008 07:01 AM
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iGame3D
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Post: #69
RE: [WIP] MurgaLua Reference Tool

The button in the upper right corner of the window gives this message when pressed:

Code:
sh: line 1: aterm: command not found


All else seems to work.
Gravity3 demo is such a zombie attack.

Awesome work.

01-26-2008 09:06 PM
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mikshaw
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Post: #70
RE: [WIP] MurgaLua Reference Tool

sh: line 1: aterm: command not found

This is something I completely forgot about, and was one of the things needing to be tested in Windows.
Change the "external_viewer" variable to the text editor of your choice.

01-27-2008 12:21 AM
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