Hey, not that there's anything wrong with the UPD way, but. Not that there would have been anything wrong with the PHP FFI way, had it worked.
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The wxLua way! (The little hp window. Isn't it cute?) Edit: It's even cuter when you make it smaller, btw =) Note that there's only one window here as a beta test. The stability isn't great at the moment, and some things don't work simply because I'm using someone else's old binary of the library. It also isn't possibly to distribute as a plugin because of:. The fact that it needs the wxLua.dll library file. The fact that it needs to be able to load the wxLua.dll file, which, by default, MUSH prevents.
However, the code I have to make this work: First, pre-setup. MUSHDIR wxlua.lua. Wx = nil if loadlib = nil then Note ('loadlib = nil'); local luaopen, osError, errorDesc, fileName fileName = 'wxLua.dll' luaopen, osError, errorDesc = loadlib(fileName, 'wxLua') if luaopen = nil then wx = luaopen if wx nil then Note ('Error: Call to LuaOpen in '.fileName.' ) error('Call to LuaOpen in '.fileName.'
WxPHP stands for 'wxWidgets for PHP' and is a PHP extension that wraps the wxWidgets library, which allows to write multi-platform desktop applications that make use of the native graphical components available to the different platforms. It supports the three major operating systems: Windows, Linux and Mac OS X by using the PHP language. It's aim is to provide a unified API (currently for Linux, Win32 and Mac OS X) to capture video from appropriate wxLua 2.8.10.0 wxLua is a Lua scripting language wrapper around the wxWidgets cross-platform C++ GUI library.
) else Note ('wxLua version: '.wx.Version) end else Note ('Error: Unable to open '.fileName.' NWindows reports: '.osError) error(' nUnable to open '.fileName.' NWindows reports: '.osError) end end This requires wxLua.dll (and it's support files) to be in the MUSH directory. Now the actual code. Part of the script file. Function MakeSandbox end Note that this is a bad idea if you don't read code before using it. Stability: Re-loading the script file while a wxLua dialog is on the screen either hangs or disappears MUSH.
Your guess is as good as mine. reference-to-frame:Destroy doesn't work as expected (doesn't work at all). Maybe it's just my system. MUSH seems to be using a really random verson of Lua, as I have a version that requires only 1 dll and contains the functions in both. It also appears to be completely backwards compatabile as I have it running instead of the default at the moment.
Building wxLua: wxLua requires you to have built wxWidgets, which I've managed using the C Programmers Toolkit and SDK from microsoft (not trivial), but wxLua doens't come with a compatiable makefile, so I can't rebuild. Faux, from Discworld. Feel free to come talk to me =) Posted by USA (3,881 posts) Date on Thu 13 Jan 2005 01:31 AM (UTC) Message. That's pretty cute - seems like it would be a great start to solving all these problems about extra windows. About the sandbox though, I thought you could set up a sandbox per plugin?
Then you could just change only this plugin's sandbox, not everything else's too - which, I agree, isn't necessarily such a good thing. David Haley aka Ksilyan Head Programmer, Legends of the Darkstone Posted by United Kingdom (77 posts) Date on Thu 13 Jan 2005 03:24 AM (UTC) Amended on Thu 13 Jan 2005 03:42 AM (UTC) by Message. I have resurrected this thread, as I stumbled across it from a Google search. I have been able to create a separate window using wxLua, using require('wx'), and can even update it and several other things.
The only snag is that it disabled ALL accelerators as well as other keyboard related functions in Mushclient when displayed. You can type in the command box and send it to the world, but you cannot scroll back nor use the numpad not any accelerators/macros.
I was searching and think I may have found a way to successfully navigate this issue, but am TERRIBLE with coroutines. You would have to create a coroutine for the main function, I think. Here is my code as of yet. Actually, the whole problem comes down to that message pump.
I have explored a bit and found that there is 'apparently' a means to mix some ATL into MFC apps to 'bridge' this, since MFC's standard way to handle such things is to.only. allow early bound events, via.its own. internal managers. Obviously, this causes a huge headache when using any sort of scripts, since a) the scripts are late bound, and so are any objects they create. This frells communications in both directions, since the MFC pump recieves the events going both directions (if I understand the issue right) and then has no clue what they belong to, or how to get them there, so just ignores them. This may even be why things like 'Destroy' on some objects are not automatically called, since, while the script knows its gotten a 'I am unloading you' event, the object doesn't get one, so the script dies, but the object remains in memory, with nothing connected to it. But, that is only a guess, so I am not really sure what is going one in those cases.
Basically, the only fix is so arcane that I have been hunting for it for years and never quite finding a clear piece of example code that shows how to do it, or rewriting the client in something that doesn't tie your hands and feet to a chair, then beat you when you want to handle late bound objects. It might simply be easier to port to something like mono, which exists for Windows as well, and how that it, and its compiler, is fast enough to produce an equivalent client, and would also make things work in Linux and others as well.
But, doing that means translating all the blasted MFC calls into code that does the same things as the current client. Basically, there are a huge number of things only solvable by either fixing the big hairy ball of problems with late binding and objects that MFC creates, or by bypassing it using stuff like UDP. The only problem being, you can't even do the later if the 0bjects you are making are done via wxLua, or the like, since you.still. can't handle events internally to the Lua system. Only stand alone objects, compiled as their own applications, can use UDP to return events, since they are the only thing able to handle their own events to.see. them, and respond via that method.
Others, including ones from.dlls, can't do jack, probably even with their own events internally, since they rely on Mushclient's sealed and inaccessible message pump to.tell. them something happened. Mind you, there is one other solution. Bloat the client with code to provide the windows, buttons, images, etc., using.its. internal pump and support, assuming you can even do that right in MFC, since, I presume, even cloned from known internal objects, those would still be late bound and therefor not in the pumps support structure. I don't know who it was that originally thought, 'Heh, lets make something called MFC, so its.easier. to code.'
, but they must have also invented child proof bottle caps. Lol The dates and times for posts above are shown in Universal Co-ordinated Time (UTC). To show them in your local time you can join the forum, and then set the 'time correction' field in your profile to the number of hours difference between your location and UTC time. 11,974 views.
It is now over 60 days since the last post. This thread is closed.
1 Anthemion DialogBlocks is a sizer-based resource editor that quickly gets you creating professional-looking dialogs, wizards and frames for deployment on Windows, Linux, Mac or any other supported wxWidgets platform. Anthemion DialogBlocks is a sizer-based. Size: 1024.0 KB, Price: USD $90.00, License: Trialware, Author: Anthemion Software (helpblocks.com) 2 Anthemion DialogBlocks is a sizer-based resource editor that quickly gets you creating professional-looking dialogs, wizards and frames for deployment on Windows, Linux, Mac or any other supported wxWidgets platform. Anthemion DialogBlocks is a sizer-based. Size: 7.3 MB, Price: USD $90.00, License: Trialware, Author: Anthemion Software (helpblocks.com) 3 Anthemion DialogBlocks is a sizer-based resource editor that quickly gets you creating professional-looking dialogs, wizards and frames for deployment on Windows, Linux, Mac or any other supported wxWidgets platform.
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Size: 16.4 MB, Price: Free, License: Freeware, Author: wxWidgets (sourceforge.net), 8 wxLua was specially created as a handy and accessible Lua scripting language wrapper around the wxWidgets multi-platform GUI library. WxLua was specially created as a handy and accessible Lua scripting language wrapper around the wxWidgets multi-platform. Size: 0, Price: Free, License: Freeware, Author: J. Winwood, John Labenski (sourceforge.net), 9 MultiVNC is a cross-platform Multicast-enabled VNC viewer using wxWidgets and libvncclient. MultiVNC is a cross-platform Multicast-enabled VNC viewer using wxWidgets and libvncclient. It runs on Unix, Mac OS X and Windows.
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Size: 4.7 MB, Price: Free, License: Freeware, Author: Bioingenium Research Group, Universidad Nacional de Colombia. (nukak3d.sourceforge.net) 11 wxDesigner is a tool written to make creating dialogs for wxWidgets based programs easy and fast. WxDesigner is a tool written to make creating dialogs for wxWidgets based programs easy and fast.
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