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Messages - Jim Bauwens

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361
News / Re: Release of FormulaPro for the Nspire
« on: July 22, 2012, 03:00:24 pm »
They 'loved' it :P

362
TI-Nspire / Re: kArmTI - TI-Nspire emulator with skin
« on: July 19, 2012, 05:01:06 pm »
I think you guys are misunderstanding Lionel. He is not disliking/bashing kArmTI, but is trying to secure its future. If kArmTI stays closed source, OR the author doesn't communicate with upstream there is A VERY BIG chance it will get outdated and die eventually. Lionel is just warning you for this, and trying to help you by giving some good advice.

I think kArmTI is great, but Lionel made some points that realy need to be considered.

363
TI-Nspire / Re: On-calc Nspire emulators
« on: July 18, 2012, 12:02:15 pm »
Why Bumb ?
Anyway I'd love to see a c64 emulator :D

364
Lua / Re: Updating WZGUILib
« on: July 18, 2012, 10:05:25 am »
Sorry for the late reply.

]
So I had a thought about something that I may do.
I havent realy been able to test out the style system that I proposed, although today I may get Time, but this idea could go hand in hand with it.
What I was thinking about doing was hidding the main events that drive WZ (on.click, on.paint, etc...), and do this instead:
Code: [Select]
 --create a window in on.create, which will still be 'visible' to the user
  window = form(...)
  
  --then after on.create we would have the new 'events'
  window_paint(gc)
  window_click(x, y)--where x and y is the location of the pixel in the forms body
  window_etc.....
all controls would also work similar, so it is kind of like VB.net, or C#.
I thought that this could be released in a WZGUILIB_EventDriven stylepack, or maybe it could be integrated into all WZ versions, although that would be a more radical aproach.

Well, I think you want is a 'screen manager' (well, that's what certain Lua coders call it).
Here is the code for a very simple one: (warning, not tested might contain a bug)
Code: [Select]

--Screen manager code

screens = {}

function current_screen()
    return screens[#screens]
end

function push_screen(screen)
    table.insert(screens, screen)
    platform.window:invalidate()
end

function pull_screen()
    platform.window:invalidate()
    return table.remove(screens)
end

Screen = class()

function Screen:paint() end
function Screen:arrowKey() end
function Screen:enterKey() end

function on.paint(gc)
    for _, screen in ipairs(screens) do
        screen:paint(gc)
    end
end

function on.arrowKey(arrow) current_screen():arrowKey(arrow) end
function on.enterKey() current_screen():enterKey() end

-- User code

main = Screen()

function main:paint(gc)
    gc:drawString("Hello World", 10, 10, "top")
end

function main:enterKey()
    push_screen(sub)
end

sub = Screen()

function sub:paint(gc)
    gc:fillRect(10,10,20,20)
end

function sub:enterKey()
    pull_screen()
end

push_screen(main)

Take a look at this tutorial too: http://www.inspired-lua.org/2012/02/how-to-create-a-screen-manager/
And if you want at https://github.com/adriweb/EEPro-for-Nspire/tree/master/Global%20Libraries (screen.lua and widgets.lua) for example of a real life implementation.

Does anyone know the best way to implement scroll bars? I was thinking about how to do it, but im not quite sure how to calculate when the scroll bars gets larger and smaller depending on what is in the scrollable area.
Also for those who tried the dev release/preview, what did you think about the toggle switch, if you noticed it?

Regarding the scrollbar, check out my implementation of it in widgets.lua (in the above link). Basically, I have three parameters for my scroll bar.
total: the amount of lines/whatever I need to scroll
visible: the amount of lines/whatever that you can see
top: the current line/whatever that you are on.

With this information I easily can calculate how to draw my scrollbar.

I haven'y noticed the toggle switch.

365
TI-Nspire / Re: kArmTI - TI-Nspire emulator with skin
« on: July 18, 2012, 06:24:42 am »
By communicating with upstream :)
SpyroH's emulator is a nice improvement, but as time will go on the emulator codebase will get outdated. It will be a big job to constantly update his version for every new Nspire_emu version. As Lionel mentioned, xSpire is a good example of this.
Therefore, he should talk with upstream (Goplat mainly) to see if some changes could be merged. That way everybody will have much less work.


366
News / Re: Release of FormulaPro for the Nspire
« on: July 18, 2012, 03:24:05 am »
http://education.bwns.be/FormulaPro is the database creator.
http://education.bwns.be/FormulaPro/eepro.html is the database editor with the EEPro database loaded.

The structure of the editor might be a bit complex in the beginning, but once you get the hang of it it isn't so bad :)

367
News / Re: Contest 2012 Community Vote (Nspire/Prizm)
« on: July 15, 2012, 03:55:00 pm »
While only 11 people only dowloaded the Nspire specific zip, 58 people dowloaded the zip with both z80 and Nspire ;)

368
Lua / Re: Updating WZGUILib
« on: July 11, 2012, 04:24:57 am »
Tried it, looks nice :)
However, maybe the graphics are a bit too small ?

369
Lua / Re: [Contest] Osmos
« on: July 10, 2012, 04:21:15 am »
With Osmos on the calculator the initial moving speed is too slow, 1px/sec or something like that. This makes it less fun as you need to click a couple of times to move in a respectable speed (and losing lots of size). It works perfect in PCspire though .. :P

370
Thanks all for your kind words :)

How do you control your cannon by the way? Using directional buttons or swiping the touchpad like a trackball?
Edit: You know you have a small area at the bottom to move around freely in all directions, don't you?
Currently only the arrow keys, but I plan to change that.
Yes, I just didn't move much in the animation. My area is 4 mushrooms high.

371
TI-Nspire / Re: [contest] Pacman
« on: July 09, 2012, 03:32:53 pm »
That would be strange, as IIRC nspire_emu always tries to emulate the real speed.
Possibly some hardware (such as the NAND) might be faster in the emulator.

Anyway, looks like a nice game. Will try it soon :)

372
TI-Nspire / Centipede: my not-finished-in-time entry for the contest
« on: July 09, 2012, 04:46:36 am »
About two weeks ago I decided I wanted to make a Centipede clone for the contest. Centipede is a classic Atari game.
Sadly enough I only could spend a couple of hours on it, so it did not get done in time.

Here is what I have until now:


As you can see there are still many things lacking:
- You don't die when hit (or win)
- No spiders, no fleas and no scorpions
- graphics aren't so good yet
- Controls need improvement.

But I intend to finish it, so it's not too bad :)

373
OmnomIRC Development / Re: The Logs are broken
« on: July 09, 2012, 04:29:58 am »
The logs are now down for quite some time. It looks like Netham put a "Deny all" in the vhost file for netham45.org (which problably has omnom.omnimaga.org as server alias). Well, at least that is what I think.

Anyone with server access to Omnimaga should be able to change this, as IIRC it's the same server. I assume the vhost file will be in /etc/apache2/sites-enabled.

374
OmnomIRC Development / Re: σ
« on: July 09, 2012, 04:04:42 am »
Thanks, fix'd :)

(You might have to clear cache or shift-refresh)

375
OmnomIRC Development / Re: σ
« on: July 09, 2012, 03:43:44 am »
Can anyone post a link to the image ? I can restore it.

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