From: k. h. <kla...@nl...> - 2005-08-01 10:32:34
|
Hi John, I start to realize something is already done ;-) But i do not understand it yet :-( The following is needed: #include "wxbind/include/wxbind.h" to fill // always add wxWidgets binding m_bindings.Append(new wx_Binding()); Do you know how this works, or where it comes from. Especially where is the class wx_Binding generated, i can't find it. I think it is generated from some script, but where. As i see it, the default bindings can not be here in order to make the wrapper mechanism a library by itself. So i would suggest to have a: -wxlua_bind.lib <= contains all cpp code to read the wrapper cpp files( wxwidgets + wxart2d + useapp) into lists/arrays. -wxlua_widgets_bindings.lib <= a library to be linked to an application which only needs the default wxWidgets binding to lua. The first (wxlua_bind.lib) will be without any bindings by default, and the last (wxlua_widgets_bindings.lib) will have somehow: m_bindings.Append(new wx_Binding()); e.g. wxLua standalone or any other application would use wxlua_bind.lib to build itself without the need to depend on some default binding. The application decides which those are, in its app_bind.h/cpp ( i am not sure, but it could well be that wxLua standalone is in fact doing no more then using wxlua_widgets_bindings.lib, or does it disable some bindings which are in the default? ). Regards, Klaas Unclassified |