clacker


Group: Members
Posts: 570
Joined: June 2004 |
 |
Posted: Oct. 09 2006,15:23 |
 |
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.
|