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From: k. h. <kla...@nl...> - 2006-02-06 15:12:48
|
Francesco Montorsi wrote: > tested on win32; I fixed some little bugs and found that now > everything should work nicely except for two things: > > 1) I'm using wxCVS also on win32 and I've found that I had to put > wxLUA_USE_wxHelpController to 0 otherwise I got an error about > wxWinHelpController. From what i updated yesterday. When i run wxLua i get the (lua script) error: wxlua.exe:374: attempt to call field `wxStyledTextCtrl' ( a nil value) And then exit. Is that the same problem? app_wxluaedit does not have that problem. > > 2) wxluacan app works nicely but wxluaapp still crashes at startup > with the same error I got from unix version... > Only when running a script, there is still the same problem of object added in lua and destroyed in c++. But this is just a wxLua bug. Will test the very lattest this evening. Klaas Unclassified |
From: k. h. <kla...@nl...> - 2006-02-06 11:56:56
|
Hi, We started with only one incldue path to "$(WXLUA_BASEDIR)/modules" And use in our files this: #include "wxlua/include/internal.h" But now wxluasetup.h creaped in, and requires to add $(WXLUA_BASEDIR)/modules/wxbind/setup I wonder if this is wise? Is they idea to have several wxluasetup.h files, reality? I am not sure i understand why it had to be in the wxbind module in the end, but if it is meant for that module, why not put it its include dir? And include where needed as: #include "wxbind/include/wxluasetup.h" or next would be oke too i think. #include "wxbind/setup/wxluasetup.h" Like it is now, external librarues/apps need to set two include dirs again. And if there will be more wxluasetup.h files, the is the begining of more include paths. So i suggest to remove the next as include path $(WXLUA_BASEDIR)/modules/wxbind/setup and use internal and external to wxLua: #include "wxbind/setup/wxluasetup.h" Of is it is in the end not so wxbind specific, make a setup dir within the modules directory and include wxluasetup.h from there. #include "setup/wxluasetup.h" regards, Klaas -- Unclassified |
From: Francesco M. <f18...@ya...> - 2006-02-06 11:04:47
|
Hi, > klaas.holwerda ha scritto: >> Francesco Montorsi wrote: >> >>> >>> The configure script now just misses a check for wxStEdit component, >>> which must enable/disable wxLuaEdit, right ? >> >> Right. > I've done some work on bakefiles: > > 1) fixed some problems with DLL naming > 2) added next to WX_SHARED the SHARED option so that one can build > static builds of wxLua against shared builds of wxWidgets (with SHARED=0 > WX_SHARED=1) > 3) added check for wxStEdit in configure script > 4) changed WX_DEBUG=0/1 to BUILD=release/debug like the one wxWidgets use > 5) changed WX_UNICODE=0/1 to UNICODE=0/1 like the one wxWidgets use > > Hopefully, the build system should now be complete and working. > I've tested it against various builds of wxWidgets and it worked > nicely... I'm going to test it on win32... tested on win32; I fixed some little bugs and found that now everything should work nicely except for two things: 1) I'm using wxCVS also on win32 and I've found that I had to put wxLUA_USE_wxHelpController to 0 otherwise I got an error about wxWinHelpController. 2) wxluacan app works nicely but wxluaapp still crashes at startup with the same error I got from unix version... Francesco |
From: Francesco M. <f18...@ya...> - 2006-02-06 10:14:13
|
Hi, klaas.holwerda ha scritto: > Francesco Montorsi wrote: > >> >> The configure script now just misses a check for wxStEdit component, >> which must enable/disable wxLuaEdit, right ? > > Right. I've done some work on bakefiles: 1) fixed some problems with DLL naming 2) added next to WX_SHARED the SHARED option so that one can build static builds of wxLua against shared builds of wxWidgets (with SHARED=0 WX_SHARED=1) 3) added check for wxStEdit in configure script 4) changed WX_DEBUG=0/1 to BUILD=release/debug like the one wxWidgets use 5) changed WX_UNICODE=0/1 to UNICODE=0/1 like the one wxWidgets use Hopefully, the build system should now be complete and working. I've tested it against various builds of wxWidgets and it worked nicely... I'm going to test it on win32... Francesco |
From: k. h. <kla...@nl...> - 2006-02-06 09:00:22
|
Hi John, John Labenski wrote: >You can have your C function just call lua code directly. >m_wxlState.RunString(wxString::Format(wxT("hittest(%f, %f)"), x, y))); >in the lua code you can then set variables back to C++ through the binding. > > But i need to call a function in Lua which gets as a parameter a wxDC pointer from C++. So i think i need to push things on the lua stack, and call a function next? Also the functions to call are part of the m_script string stored inside each luacanvas object. And for each such object that script would be different in general, but the function is called the same ( Draw and HitTest ). Just reporting the functions to lua (using runstring() ) is not enough, as i think they must be unique. But on the other hand wrapping the luacanvas object to lua does not help too, since the instance of the object is in the C++ canvas. So i do not want to create the instance inside lua code. Eventually i think i need to push the current (to draw/hit ) luacanvas object as a (this) pointer on the stack, and next the parameters to the member function to call on that object. And when that is ready call the function. How complex :-( If you have any idea, i be glad to hear them, regards, Klaas -- Unclassified |
From: klaas.holwerda <kho...@xs...> - 2006-02-05 21:09:11
|
Francesco Montorsi wrote: > > The configure script now just misses a check for wxStEdit component, > which must enable/disable wxLuaEdit, right ? Right. Klaas > > |
From: Francesco M. <f18...@ya...> - 2006-02-05 11:08:40
|
hi, Francesco Montorsi ha scritto: > Hi, > I think I can update this thread with last two unsolved problems (at > least on Unix). > > >> 1) STC (more generically CONTRIB) problem > Now that wxbindstc has been separed from remaining bindings, I think > that we can add a new option like USE_WXBINDSTCLIB which allows to > enable/disable it, right ? > > Then, when USE_WXBINDSTCLIB=1, wxLuaApp can be built. > > When the configure script (on Unix) detects wxStedit, then also > wxLuaEdit can be built. Is this right ? I have worked on the configure script and added USE_WXBINDSTC option. Now when the user has not compiled wxSTC, he's kindly warned that he needs to that if he wants to compile wxLuaApp and wxLuaEdit, but that he can use the --disable-wxbindstc option to skip them. I've tried to compile & install wxSTC and to compile wxLuaApp but when I try to run it I get the error: frm@genius:~/work/wxLua/gtksud/bin$ ./wxlua [string "./wxlua"]:374: attempt to call field `wxStyledTextCtrl' (a nil value)wxLua: Error while running chunkwxLua: Error while running chunk previously I thought that this error was because of missing wxStEdit control but I've now realized that wxLuaApp doesn't need it and that wxStyledTextCtrl is defined in wxSTC. So, please ignore problem #2 of my previous mail; this is the problem I meant: when running wxluaapp, even if you compiled wxSTC and wxBindSTC you get the error above (at least on Unix). The configure script now just misses a check for wxStEdit component, which must enable/disable wxLuaEdit, right ? Francesco |
From: Francesco M. <f18...@ya...> - 2006-02-04 12:26:44
|
Hi, klaas.holwerda ha scritto: > John Labenski wrote: > >> Any problems with getting rid of >> the wxModule way and adding the C functions to put this initialization >> problem behind us? >> >> > I think yes, since i think the order of bindings also mattered somehow. > I like the module aproach since it make ist possible to control the > order of binding. > My problems started with that remember? First soemthing of the base > libraries needs to happen before > calling bindings. > > I currently add this in the top of my main file. > > wxart2d_Binding dummy; > > We could make this a macro, something like USE_MODULE( wxart2d ). > This does not have the problem of needed the functions. > > In principle any simple structure can be used ( one int ), as long as it > comes from that library. This looks like a good approach to me: it doesn't require to throw away the wxModule(s) currently present and can be easily encapsulated in a black-box macro like USE_MODULE :) There is only a drawback: the 'dummy' var is in this case a wxart2d_Binding, but if I understood, one would also need to create a wxlua_Binding and wxluastc_Binding (or equivalent). How big are those classes ? If they take much memory it could be a problem... including just a simple structure (like a simple INT variable declared in the wxbind.lib and wxbindstc.lib libraries) could not work with all compilers: some of them could 'see' that you are using just that INT and keep it while still throwing away all the rest of the code. Sorry for my poor advices in this area but I still need to understand exactly how wxLua works :) Francesco |
From: klaas.holwerda <kho...@xs...> - 2006-02-04 11:36:51
|
John Labenski wrote: > Any problems with getting rid of >the wxModule way and adding the C functions to put this initialization >problem behind us? > > I think yes, since i think the order of bindings also mattered somehow. I like the module aproach since it make ist possible to control the order of binding. My problems started with that remember? First soemthing of the base libraries needs to happen before calling bindings. I currently add this in the top of my main file. wxart2d_Binding dummy; We could make this a macro, something like USE_MODULE( wxart2d ). This does not have the problem of needed the functions. In principle any simple structure can be used ( one int ), as long as it comes from that library. Regards, Klaas |
From: John L. <jla...@gm...> - 2006-02-03 22:54:44
|
> Allow me to ask a question. > I think it would be cool to wxCanObjScript working. > I am thinking of deriving the wxCanvasObj from wxEvtHandler, and that > way sent and event to wxLua to draw the object and another to Hittest > the object. > But maybe that is way to complex. And how to intercept those two > functions in wxlua m_script of the object. > In principle m_script in the C++ object, should contain two functions. > On with input parameter a wxDC* etc. and this one is used for drawing. > The other Is IsHit( x, y etc. ) and is used for hit testing, and return > true to C++ if hit. > Now do you have any idea on how to best call those function in m_script > from the coresponding C++ functions? You can have your C function just call lua code directly. m_wxlState.RunString(wxString::Format(wxT("hittest(%f, %f)"), x, y))); in the lua code you can then set variables back to C++ through the binding. Maybe I don't understand fully though. > The next step is of course to have the whole derived wxCanObj defined in > a lua script. > But one step first ;-) Whatever would be easier. -John |
From: John L. <jla...@gm...> - 2006-02-03 22:50:19
|
The library wxbindstc has a wxModule in it and unfortunately the OnInit() function is not run. I suspect that the linker is throwing away the whole library since it's "not used". Just to refresh, each binding has a wxModule that adds itself to a list of bindings in wxLuaBinding. See the bottom of wxbind/src/wx_classes.cpp and wxbindstc/src/wxstc_classes.cpp. The only solution that seems to work is to add a C function that explicitly adds the binding. This requires that in everybody's wxApp::OnInit or at least before the first use of wxLua they call each C binding function to initialize it. Any problems with getting rid of the wxModule way and adding the C functions to put this initialization problem behind us? There is one catch, it's hard to #include "wxbind/include/wxbind.h" since it #includes "wxluasetup.h" so you have to add the path to that as well, even though you don't really need it. A simple way around that is to use extern, is this too "unprofessional?" extern void wxLuaBindingInit_wx(); extern void wxLuaBindingInit_wxstc(); MyApp::OnInit() { wxLuaBindingInit_wx(); wxLuaBindingInit_wxstc(); ... } Regards, John Labenski |
From: klaas.holwerda <kho...@xs...> - 2006-02-03 22:24:37
|
John Labenski wrote: >On 2/3/06, klaas.holwerda <kho...@xs...> wrote: > > >>Hi Guys, >> >>Thanks for makes the wxluacan corrections, it indeed works nice. >>But to bad, there is a problem. >>I used wx as namespace to start with, and this works correctly. >> >> > >heh. I can't get the wxLua app to work in MSW using VC Express 2005. >It doesn't want to run the wxModule that loads the bindings. > > Maybe that is the same problem i had first with all those bindings, it is not linked in i think. For some reason, if a module with bindings is not used somehow directly in the application, it is not linked in. I put a breakpoint on that wxModule binding and it did not arrive there. > > >I'll take a look at it. > > Thanks. Allow me to ask a question. I think it would be cool to wxCanObjScript working. I am thinking of deriving the wxCanvasObj from wxEvtHandler, and that way sent and event to wxLua to draw the object and another to Hittest the object. But maybe that is way to complex. And how to intercept those two functions in wxlua m_script of the object. In principle m_script in the C++ object, should contain two functions. On with input parameter a wxDC* etc. and this one is used for drawing. The other Is IsHit( x, y etc. ) and is used for hit testing, and return true to C++ if hit. Now do you have any idea on how to best call those function in m_script from the coresponding C++ functions? The next step is of course to have the whole derived wxCanObj defined in a lua script. But one step first ;-) Thanks, Klaas |
From: John L. <jla...@gm...> - 2006-02-03 22:03:29
|
On 2/3/06, klaas.holwerda <kho...@xs...> wrote: > Hi Guys, > > Thanks for makes the wxluacan corrections, it indeed works nice. > But to bad, there is a problem. > I used wx as namespace to start with, and this works correctly. heh. I can't get the wxLua app to work in MSW using VC Express 2005. It doesn't want to run the wxModule that loads the bindings. > But now i changed wxluacan.rule to wxlucan as namespace in lua. > > Running the script incircles.lua from the script directory, it becomes > clear that there is still a problem. > > When enabling the wxPrintf in wxLuaBinding::RegisterGeneratedClasses() > it show that different classes end up with the same itag. And is a proble= m. > > Hope you can solve this one John, i tried before but don't understand > how to do it. I'll take a look at it. Regards, John Labenski |
From: klaas.holwerda <kho...@xs...> - 2006-02-03 21:42:37
|
Hi Guys, Thanks for makes the wxluacan corrections, it indeed works nice. But to bad, there is a problem. I used wx as namespace to start with, and this works correctly. But now i changed wxluacan.rule to wxlucan as namespace in lua. Running the script incircles.lua from the script directory, it becomes clear that there is still a problem. When enabling the wxPrintf in wxLuaBinding::RegisterGeneratedClasses() it show that different classes end up with the same itag. And is a problem. Hope you can solve this one John, i tried before but don't understand how to do it. Tsjau, Klaas |
From: Francesco M. <f18...@ya...> - 2006-02-03 21:11:17
|
Hi, John Labenski ha scritto: > Two things > > 1) missing wxluacan.rc or probably a typo, should be cansim.rc in > apps/bakefile/apps.bkl, I changed this already > 2) Need to rebake since I added wxWidget's stc lib back to the wxLua > app in the same bakefile. rebaked with these changes. Francesco |
From: Francesco M. <f18...@ya...> - 2006-02-03 20:55:14
|
Hi, I think I can update this thread with last two unsolved problems (at least on Unix). >1) STC (more generically CONTRIB) problem Now that wxbindstc has been separed from remaining bindings, I think that we can add a new option like USE_WXBINDSTCLIB which allows to enable/disable it, right ? Then, when USE_WXBINDSTCLIB=1, wxLuaApp can be built. When the configure script (on Unix) detects wxStedit, then also wxLuaEdit can be built. Is this right ? 2) wxLua application needs wxStyledTextCtrl wrapper and an error should be given when it's not available instead of just failing it at runtime (IMO) This problem is still present, as far as I know. Francesco Montorsi |
From: John L. <jla...@gm...> - 2006-02-03 20:44:39
|
Two things 1) missing wxluacan.rc or probably a typo, should be cansim.rc in apps/bakefile/apps.bkl, I changed this already 2) Need to rebake since I added wxWidget's stc lib back to the wxLua app in the same bakefile. Thanks, John Labenski On 2/3/06, Francesco Montorsi <f18...@ya...> wrote: > Francesco Montorsi ha scritto: > > I'm getting some link errors but hopefully I'll solve them very soon. > Fixed; now I can run wxluacan and it works nicely and smoothly ;) > > Francesco > > > > ------------------------------------------------------- > This SF.net email is sponsored by: Splunk Inc. Do you grep through log fi= les > for problems? Stop! Download the new AJAX search engine that makes > searching your log files as easy as surfing the web. DOWNLOAD SPLUNK! > http://sel.as-us.falkag.net/sel?cmd=3Dlnk&kid=3D103432&bid=3D230486&dat= =3D121642 > _______________________________________________ > Wxlua-users mailing list > Wxl...@li... > https://lists.sourceforge.net/lists/listinfo/wxlua-users > |
From: Francesco M. <f18...@ya...> - 2006-02-03 19:01:19
|
Francesco Montorsi ha scritto: > I'm getting some link errors but hopefully I'll solve them very soon. Fixed; now I can run wxluacan and it works nicely and smoothly ;) Francesco |
From: Francesco M. <f18...@ya...> - 2006-02-03 18:50:43
|
klaas.holwerda ha scritto: > klaas.holwerda wrote: > >>> >>> which error did you get ? >> >> >> I don't know, i was at work. >> will try again, can you tell me the link to your bakefile once more, >> can not find it. >> > Oke, putting the next on top of the lattest bakefile on window, i get > the error below. > www.geocities.com/f18m_cpp217828/frm-bakefile.tar.gz > > [11/23] generating autoconf from .\wxlua.bkl > error: Failed to set variable '__remove_cmd' to value '$('(cd %s ; %s > %s)' % (__ > dstdir, __uprg, ' '.join(removePathFromFilename(x) for x in > safeSplit(__files)) > ))' > [bakefile_gen] error: bakefile exited with error are you sure you overwrote the entire src/ rules/ and output/ folders ? BTW I'm going to test bakefile on win32 very soon. I'll let you know, Francesco |
From: Francesco M. <f18...@ya...> - 2006-02-03 18:41:56
|
klaas.holwerda ha scritto: > Francesco Montorsi wrote: > >> k. holwerda ha scritto: >> >>> Hi Francesco, >>> >>> How do i generate using nakefile. >>> >>> I did get the latest bakefile version, and yours, copied what i >>> thought would be needed into the othere. >>> Bad luck, i get errors hen calling bakefile_gen. >>> >>> That is windows. >> >> which error did you get ? > > I don't know, i was at work. > will try again, can you tell me the link to your bakefile once more, can > not find it. http://www.geocities.com/f18m_cpp217828/frm-bakefile.tar.gz > > Also i did add wxluacan sample, i could not generate the makefile with > bakefile. > But did try to get it into shape into apps.bkl and options.bkl > > Could you have a look at it, and try to generate the makefile for me. Sure: I've just committed in the makefiles updated with the new target. Probably the error you got was because a little typo in options.bkl... for the rest the bakefiles were perfect :) I'm getting some link errors but hopefully I'll solve them very soon. Francesco |
From: klaas.holwerda <kho...@xs...> - 2006-02-03 17:25:35
|
klaas.holwerda wrote: >> >> which error did you get ? > > > I don't know, i was at work. > will try again, can you tell me the link to your bakefile once more, > can not find it. > Oke, putting the next on top of the lattest bakefile on window, i get the error below. www.geocities.com/f18m_cpp217828/frm-bakefile.tar.gz [11/23] generating autoconf from .\wxlua.bkl error: Failed to set variable '__remove_cmd' to value '$('(cd %s ; %s %s)' % (__ dstdir, __uprg, ' '.join(removePathFromFilename(x) for x in safeSplit(__files)) ))' [bakefile_gen] error: bakefile exited with error Klaas |
From: klaas.holwerda <kho...@xs...> - 2006-02-03 17:10:07
|
Francesco Montorsi wrote: > k. holwerda ha scritto: > >> Hi Francesco, >> >> How do i generate using nakefile. >> >> I did get the latest bakefile version, and yours, copied what i >> thought would be needed into the othere. >> Bad luck, i get errors hen calling bakefile_gen. >> >> That is windows. > > which error did you get ? I don't know, i was at work. will try again, can you tell me the link to your bakefile once more, can not find it. Also i did add wxluacan sample, i could not generate the makefile with bakefile. But did try to get it into shape into apps.bkl and options.bkl Could you have a look at it, and try to generate the makefile for me. In the mean time i can try to get bakefile up and running. Thanks, Klaas |
From: Francesco M. <f18...@ya...> - 2006-02-03 17:06:00
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Hi, Francesco Montorsi ha scritto: > Let's say (on Unix) that the user compiles and installs wxLua and then > removes the wxLua directory which he used to compile it. > app X is then unable to compile its custom wxbind module since wxbind > sources do not exist anymore on that system. > This should not be a problem on win32 since if you want to compile app X > then you probably won't remove the wxbind's sources of wxLua :) now wxbind sources, makefiles and default wxluasetup.h are installed on Unix systems in default paths: frm@genius:~/work/wxLua/gtksud/bin$ l /usr/local/include/wxbind/ totale 1,0K drwxr-xr-x 3 root root 256 2006-02-03 17:46 build/ drwxr-xr-x 2 root root 136 2006-02-03 17:38 include/ drwxr-xr-x 2 root root 80 2006-02-03 17:35 setup/ drwxr-xr-x 2 root root 1,1K 2006-02-03 16:41 src/ and if the user tries to go in /usr/local/include/wxbind/build and types make -f makefile.gnu WXLUASETUP_DIR=/mydir WXLUABINDLIB_DIR=/home the wxbindcustom library is correctly built against the wxluasetup.h found there and goes in /home :)) However I still need to test the wxbindcustom makefiles on win32. Francesco |
From: Francesco M. <f18...@ya...> - 2006-02-03 16:58:47
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Hi, John Labenski ha scritto: >> This is actually what i saw today in apps.bkl ?? >> >> <!-- always use wxLua's official wxluasetup.h --> >> <include>$(WXLUA_BASEDIR)/modules/setup</include> > > These just follow the C++ code to make it compile, this is probably a typo. Yes; it was a typo. Now it's fixed. Francesco |
From: John L. <jla...@gm...> - 2006-02-03 16:23:36
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On 2/3/06, k. holwerda <kla...@nl...> wrote: > But still when wxbindstc also depends on > wxluasetup.h > better use one wxluasetup.h in: > modules/setup > which both bindings modules do use. As I said, this should not be a requirement for the wxstc binding. The #include "wxluasetup.h" is hardcoded into the genwxbind.lua generator. It can easily be removed and I will do that now. > This is actually what i saw today in apps.bkl ?? > > <!-- always use wxLua's official wxluasetup.h --> > <include>$(WXLUA_BASEDIR)/modules/setup</include> These just follow the C++ code to make it compile, this is probably a typo. -John |