wxGlade
BlitzMax Forums/Brucey's Modules/wxGlade
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http://wxglade.sourceforge.net/apps.php Anyone have any experience with it? Its a simple free wxWidgets GUI editor. It can apparently export in python, C++, and a couple other languages.... And furthermore, how hard would it be getting code generated from this neat little app to work in blitzmax wxMax? I assume you'd probably have to write a phraser to convert one of the generated languages into blitzmax code. But is there an easyer way? I've played with it for a bit, its simple, and very easy to get complex gui layouts on screen quickly. Love to hear your thoughts. |
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I assume you'd probably have to write a phraser to convert one of the generated languages into blitzmax code. No, what I would tend to do is write a parser for it's Project File format - which are usually XML. That's what I've done so far with wxCodeGen (wx.mod/tools) and its support for wxFormBuilder. I've investigated also supporting DialogBlocks, which shouldn't be too hard I think. I haven't seen a saved wxGlade project file yet, so I can't say how hard that might be to include too. |
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theres not project file format for wxGlade as far as I can tell.. There is: Lisp Python Perl C++ and XRC I'll check out wxFormBuilder So what is the process of getting code generated from wxFormBuilder to bmax code? edit: Nevermind I figured it out |
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theres not project file format for wxGlade as far as I can tell.. Sure there is ;-) When you save the "project" in wxGlade it creates a ".wxg" file - the project - which is an XML description from which it can be re-loaded into wxGlade. That is separate from generating C++ or python code. wxFormBuilder is much the same. You can choose to generate C++ code from the current project. wxCodeGen can Load .pfb (wxFormbuilder project) files, and from that generate BlitzMax code. wxCodeGen itself can generate it's own UI code from a .pfb file. I'm looking into adding support for wxGlade and DialogBlocks. |
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cool, Form builder and wxcodegen are awsome, but i'm having trouble compiling generated code from wxcodegen. heres the code: and the errors: Building main Compiling:main.bmx flat assembler version 1.66 3 passes, 25356 bytes. Linking:main.debug.exe D:/programming/BlitzMax/mod/wx.mod/wx.mod/wx.debug.win32.x86.a(wxglue.cpp.debug.win32.x86.o):wxglue.cpp:(.text+0x2f5): undefined reference to `_wx_wxapp_wxApp__OnInit' D:/programming/BlitzMax/mod/wx.mod/wx.mod/wx.debug.win32.x86.a(wxglue.cpp.debug.win32.x86.o):wxglue.cpp:(.text+0x309): undefined reference to `_wx_wxapp_wxApp__OnExit' D:/programming/BlitzMax/mod/wx.mod/wx.mod/wx.debug.win32.x86.a(wxglue.cpp.debug.win32.x86.o):wxglue.cpp:(.text+0x355): undefined reference to `_wx_wxapp_wxAppMain__MainLoop' Build Error: Failed to link D:/programming/Programs/Source/BlitzMax/test/main.debug.exe Process complete Thanks for all the help! |
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You'll need some more code with that. If you look in the "Application Code" tab of wxCodeGen you'll see a bit of example "stub" code that you can use. The design of wxCodeGen's generated code allows you to keep the generated .bmx code as a separate file from the rest of your application. This way you can safely re-generate that file at any time without worrying about losing any changes. In the stub code, where it says "Add frame creation code here", you could add : Local frame:myFrame = myFrame(new myFrame.Create()) frame.Show() :o) |
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You might also want to update a bit... as v1.02 of wxCodeGen is quite old. (eg. lacking features and bug-fixes) |
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you probably need a glade plug-in |
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heh. Nice one ;-) |
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I'm at rev 503 on svn... and it won't update any further... is there a seperate download for this tool? EDIT: I recompiled the codegen source and it now reads as v1.10 -- problem solved? |
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also, how do you move gadgets around the window in form builder? |