On 4/22/06, xteo <[EMAIL PROTECTED]> wrote:
> first thanks you for the work on wxLua , its really great !
Thanks.
> I want to use wxGLCanvas but althoug there is some reference to it in :
> bindings/wxwidgets/override.hpp
> I get a 'attempt to call field `wxGLCanvas' (a nil value)' error ?
>
> I guess its not fully impelemted yet , any plan on that ? what does it
> involve I am quite Happy
> trying to do it , do I need to write on openGL.i file ?
Thanks for the offer, but since I'm already working on the bindings I
just added it to gdi.i. You'll have to use CVS to get it. Note that it
sometimes takes a little while for Sourceforge to get updated so be
patient.
> an other question , there was talk on the list about been able to do :
> require "wxlua"
> with lua 5.1 , any idea if this will happen ?
It's not something that I will get to anytime soon unfortunately. I
think it may be a little tricky, but I could be wrong. I think
updating the bindings and docs is a little more important right now.
You are more than welcome to take a stab at it and I'd be happy to
provide any info about the internals of wxLua to help you.
> alternatively we have our own class wrap around a lua_state that register
> command and userdata object ,
Is there anything about the wxLuaState that is missing that's also
generally useful that your class wrapper has that we should add?
> would it be possible for us to 'register' wxlua using the API ? if yes where
> should I look for exemple ?
Look at bool wxLuaState::Create(wxEvtHandler *handler, wxWindowID id)
to see what functions are called to add the bindings.
Regards,
John Labenski
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