Release Candidates :: DSL v3.1 RC1



Is it possible to compile murgaLua with readline support?  It would make trying things out on the fly a lot easier.  I have no idea if it's even possible, though.
I don't know if it's possible either, but i haven't looked into it.

You can run murgaLua or lua-fltk with stdin as a file, though, as well as passing an argument to the -e parameter for the application to execute.

stdin:
Code Sample
echo 'print("this is a string")' | murgaLua -
or
Code Sample
cat filename | murgaLua -


parameter:
Code Sample
murgaLua -e 'print("this is a string")'


This will allow you to use Bash readline support for testing murgalua

I take back my comment about the /bin/convertFluidToMurgaLua.sh script, I was using it incorrectly.  I wasn't choosing "File->Write Code" so the *.cxx file was never created and the script doesn't work on the *.fld files.  The only widget it had a problem with was Fl_Spinner, but the converter I wrote in lua had the same issue.

When I first looked at the generated code, I wasn't crazy about it because everything it created didn't have a name that you could reference.  You had to give them names yourself.  At first I thought that was not good so I wrote a script that gave everything a name based on its prototype and how many there were (like button1, button2, input1, etc.).  The more I thought about it, the more I liked the fact that the user could choose whatever names he wanted for  the objects rather than having those names pre-assigned but the script.  One thing I did like about pre-assigning names to widgets was that the script I wrote created empty callback functions automatically for the buttons.

Use the fluid c++ tab, Name field will allow naming your widgets while doing your layout.

This is getting to be more scripting than RC feedback.


original here.