631
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to. 632
Casio PRIZM / Re: CalGUI -- A GUI library by flyingfisch« on: January 05, 2012, 01:56:58 pm »
it isnt out yet but i think i posted a link on the first page of the topic and it goes to my topic + some pics
633
Casio PRIZM / Re: CalGUI -- A GUI library by flyingfisch« on: January 05, 2012, 01:34:29 pm »
you guys have a circle command
i mentioned arcs because thats how we have to draw circles @ flyingfisch: did you download it off of ticalc, because the new version is wayyyyy better, i mean its like comparing Windows 3.1 to Windows7 anyway im probably going to upload a prerelease version for poeple to test out and comment on very soon here, like maybe tonight. anyway have fun this is a fun type of project 634
Casio PRIZM / Re: CalGUI -- A GUI library by flyingfisch« on: January 05, 2012, 12:05:01 pm »
what functions are there?
basicly if it supports lines, arcs, text, and the abiliy to fill polygons like rectangles, thats prety much all you need 635
Casio PRIZM / Re: CalGUI -- A GUI library by flyingfisch« on: January 05, 2012, 11:55:58 am »
you should go look at my lib i have made for the nspire. it offers all of those things you mentioned plus more. its bieng updated and their are pictures on this site in another topic it might give you some ideas...:
http://ourl.ca/14633/276223;topicseen#new 636
Lua / Re: Updating WZGUILib« on: January 05, 2012, 11:51:40 am »
the drawing order is ok, i didnt use table.sort though, and it works perfectly. the menu items will open a dialog and i have defined functions for it to pop up the dialog.
i need to make the table less complex though... it looks like this: item1 = {text = "File", list ={item1 = {text = "add", x = 0, y = 0, width = 0, heigt = 0}, {item2 = {text = "badd", x = 0, y = 0, width = 0, heitght = 0}}}, x = 0, y = 0, width = 0, hight = 0} when i get home form school im going to work on getting the table simpler, get rid of the x, y, width , and height values and insert them into the table when it maps out the text items 637
Lua / Re: Updating WZGUILib« on: January 05, 2012, 09:13:39 am »
Ok I have working context menues except for the part where they perform and action, im doing that tonight
i didnt use table.sort i used this instead, for now: Code: [Select] local ltblhold = {} i dont know if i actualy need the ltblhold table but its in here for now, i think i do need it though EDIT: Here are the pic of the functioning context menu, complete with actions and all, also is there a better way to upload images??? the add in the dialog is from the file menu, not the add option, this is all realy random and you can basicly make it look more organized the table to make 1 item or option looks like this: item1 = {text = /*text for option*/, list = {/*list of options, actions and their x, y, width , height values*/},/*the x, y and width and height values of the option} all x y width and height values are initialized by the programmer to zero while makeing them in the table 638
Lua / Re: Updating WZGUILib« on: January 04, 2012, 09:09:39 am »
i thought of that a while back but when i tried table.sort i wasnt sure how to use it and it didnt work, how do you use it any way?
639
Lua / Re: Updating WZGUILib« on: January 03, 2012, 11:53:16 pm »
the context menues are almost there it wont be long now
tables are set up like this right now cmtable = {item = {text, list, x, y, width, height, xoff, yoff},} the x to yoff are initialized by zeros i may remove them from the users site todo: add actions for the menu sub-items__make the menu apear under the item that was clicked__ change the color scheme i also added platform.window:invalidate(x, y, width, height) instead of platform.window:invalidate(), for some reason i thought it would mess with other stuff also i have an idea with forms but im not quite sure how to implement it: if a form is focused i would need it to draw overtop of the other windows would table.sort work for this?? 640
TI-Nspire / Re: It is possible to convert lua to c, and vice versa!« on: January 03, 2012, 07:47:26 pm »
you could probably run a lua script indirectly through ndless any way scince there is a lua interpreter, of course i could be wrong
641
Lua / Re: Updating WZGUILib« on: January 03, 2012, 01:40:58 pm »
i was thinking about that but i didnt think about using lists, which is a great idea. static controls would definately benafit
i might try it on windows but the only problem is they arent static and can be moved by clicking them and moving the mouse... this will definitely speed up the redraw process 642
Lua / Re: Updating WZGUILib« on: January 03, 2012, 09:06:44 am »
yea i added a context menu in the form and im working on getting it working. its going to be like a windows dropdown menu. you would also have the option of not haveing one.
and the great thing is its not limited to those, you can choose what is in it, i just put some standard ones in you have to have a table like the one two posts above. 643
Lua / Re: Updating WZGUILib« on: January 03, 2012, 12:44:38 am »
here are some more images
forms and dialogs are moveable using string.split you can use the \n charachter in dialogs and labels 644
News / Re: A semi-3D tilt-maze type game in Lua« on: January 01, 2012, 01:05:59 pm »
very cool!
645
Lua / Re: Updating WZGUILib« on: January 01, 2012, 11:03:25 am »
an image is below
right now im trying to get the widndows and dialog boxes moveable again also dialog boxes are now children of a main window or a form also every control must have a parent the code to create the objects was this: Code: [Select] cmtable = {text= {"File", "Save", "Add"}, right now you dont have to have a main windowEDIT: is there a better way to upload images? |
|