From: Nuklear Z. <nuk...@gm...> - 2009-01-10 02:19:42
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i saw the message from kin ming about an rc3 bug and wanting to code, so i added his username to the wxdevide project. i wasn't sure before since he didn't say anything. also, what is the status of wxDev7? i noticed something about rc4 but don't remember where i saw it. has anyone come up with an api proposal? looks like its been on hold for a while since i have not heard anything of it. i figured out how to install xp on my x64 machine so i finally have a stable build system and i am getting back on the band wagon. i finally gave up on things because even gcc was giving me hell. now that i know i can install a 32 bit kernel i will just go back to fc6 and forget about the x64 systems for now. so i was very bored for two months. so i am starting on XSTC again. i looked at wxSTed and i realized it may not be as smooth integrating XSTC into it since it will/can shut off scintilla interfaces. also it seems to be designed to "be" the main editor whereas we already have one. (dev) so i think it would be better to just build our own editor interface. i think most of wxScintilla is pretty good, but some functionality like alpha and HomeEX is not a standard option in editors. those can be wrapped and put into the editor dialog. i am going to rework the XSTC build options to use a config.h file and allow for more control over the "installed options" as well as add some more general functionality. i am going to take a little out of wxSTed since it had a couple things i liked and i am going to start writing an 'e' subsystem after i get this other stuff done. i am wondering if it would be a good idea to hack on the main gui some like adding aui. since nobody is really (seem to be anyway) working on that project at the moment. Nuklear |
From: Tony R. <tb...@gm...> - 2009-01-10 04:10:38
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We released RC4 a few days ago. It has AUI support which Mal added since we'll likely being using it for the wxDevIDE GUI. You may want to get RC4 if you're going to work with AUI. I don't think anyone has done more on the API docs. Feel free to give it a try if you like. Esteban is on vacation. I think that by the beginning of Feb we'll have a full wxDev-C++ 7.0 release. After that everyone will be moved to working on wxDevIDE 1.0. -Tony On Fri, Jan 9, 2009 at 6:19 PM, Nuklear Zelph <nuk...@gm...>wrote: > i saw the message from kin ming about an rc3 bug and wanting to code, so i > added his username to the wxdevide project. i wasn't sure before since he > didn't say anything. > > also, what is the status of wxDev7? i noticed something about rc4 but don't > remember where i saw it. > > has anyone come up with an api proposal? looks like its been on hold for a > while since i have not heard anything of it. > > i figured out how to install xp on my x64 machine so i finally have a > stable build system and i am getting back on the band wagon. i finally gave > up on things because even gcc was giving me hell. now that i know i can > install a 32 bit kernel i will just go back to fc6 and forget about the x64 > systems for now. so i was very bored for two months. > > so i am starting on XSTC again. i looked at wxSTed and i realized it may > not be as smooth integrating XSTC into it since it will/can shut off > scintilla interfaces. also it seems to be designed to "be" the main editor > whereas we already have one. (dev) so i think it would be better to just > build our own editor interface. i think most of wxScintilla is pretty good, > but some functionality like alpha and HomeEX is not a standard option in > editors. those can be wrapped and put into the editor dialog. > > i am going to rework the XSTC build options to use a config.h file and > allow for more control over the "installed options" as well as add some more > general functionality. i am going to take a little out of wxSTed since it > had a couple things i liked and i am going to start writing an 'e' subsystem > after i get this other stuff done. > > i am wondering if it would be a good idea to hack on the main gui some like > adding aui. since nobody is really (seem to be anyway) working on that > project at the moment. > > Nuklear > > > ------------------------------------------------------------------------------ > Check out the new SourceForge.net Marketplace. > It is the best place to buy or sell services for > just about anything Open Source. > http://p.sf.net/sfu/Xq1LFB > _______________________________________________ > Wxdevide-devs mailing list > Wxd...@li... > https://lists.sourceforge.net/lists/listinfo/wxdevide-devs > > |
From: Malcolm N. <m.n...@wa...> - 2009-01-10 08:33:06
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Tony Reina wrote: > We released RC4 a few days ago. It has AUI support which Mal added > since we'll likely being using it for the wxDevIDE GUI. You may want > to get RC4 if you're going to work with AUI. > > I don't think anyone has done more on the API docs. Feel free to give > it a try if you like. Esteban is on vacation. I think that by the > beginning of Feb we'll have a full wxDev-C++ 7.0 release. After that > everyone will be moved to working on wxDevIDE 1.0. > > -Tony I am also working on extending wxAui as we currently support it. I am adding control bars, which don't really exist in wxW, but are useful when designing multiple toolbars. I am also implementing wxAuiToolbar's to work with the control bars. Basically the idea is that the user can add up to 4 bars, and should place them at the 4 edges of the frame/dialog. (of course if he only needs toolbars at the top, as wxDevIde does then he only needs to add one). He drops wxAuiToolbars into these control bars, then populates them as he desires, and finally adds a wxAuiPaneInfo component and sets the ToolBar flag. The intention is that the layout in the designer will be replicated in the final program, but I don't see this as a fixed requirement for this release. wxToolbars remain functioning as they currently do (being parented to the frame and expanding to the full width of the frame). I also wanted to add support for adding wxAuiPaneInfo components to things such as tree/edit/list/grid controls but the current implementation of wxDevC++ is preventing this (which will need to be adressed when we design for wxDevIde). Curently the simplest way to get things such as tree/edit/list/grid controls being controlled by wxAui is to drop a panel, a wxAuiPaneInfo, then a sizer and the required component. It functions quite well. I have done some work on making the wxDevIde dialogs/frames sizer based instead of the fixed position used previously (a residue from the delphi design), and will return to this as soon as I get this current addition to wxAui support in wxDevC++ implemented. (I also am going to move my wxForms based project over to wxDevC++/wxDevIde (assuming we will still be able to read the .wxform from wxDevC++ in wxDevIde). I am also pleased to see that the wxDevs are looking at implementing a wxButton with image support, which solves a problem I foresaw with using the wxCustomButton from the designer (accelerator support). So all in all I have been/am pretty busy wrt wxDevC++ and wxDevIde (can we shorten that to wxDI ??) Great to see Kinming back, and on both projects. Best wishes to all and a Happy New Year all round. Mal |