splattergnome wrote:One thing I would love to see for DSLua would be text functionality - a command for displaying (or hiding) a keyboard and allow a text input (good for everything from highscores to whatever) - either "free text input", where people can deal with it as they wish, or a limited input or the like.
I might enable PA_Lib's default keyboard. But it will take up some memory space, and I am not sure how well a default keyboard will interfere with user's graphics. Right now, there is enough functionalities in DSLua to implement your own keyboard/input routines.

Also good would be commands for comparing text strings - do see if a certain string is within another string (and at what position) and other text manipulation commands (copying everything in a string from pos 1 to pos 2 into a new string 2, for example) - this would make *very* simple text games and the like possible (hangman?).
All string functions on
this page should work. Here is a sample script:
-- set up screens for text output
SCREEN_BOTTOM = 0
BGBotText = Screen.LoadTextBG()
Screen.Initialize( SCREEN_BOTTOM, BGBotText )
-- print various string function output
print( string.byte( "ABC" ) )
print( string.byte( "ABC", 2 ) )
-- test string find routine
print( string.find( "the quick brown fox", "quick" ) )
print( string.find( "the quick brown fox", "(%a+)" ) )
print( string.find( "the quick brown fox", "(%a+)", 10 ) )
print( string.find( "the quick brown fox", "fruit" ) )
-- some string sub functions
print( string.sub( "ABCDEF", 2, 3 ) )
print( string.sub( "ABCDEF", 3 ) )
print( string.sub( "ABCDEF", -1 ) )
-- test equality
if ( string.sub( "BAD", 2, 2 ) == "A" ) then
print( "Equal" )
else
print( "Not Equal" )
end
-- wait for a key press before exiting
DSLua.WaitForAnyKey()
If simple text-based saving and loading of textfiles were possible, this would make dsLUA perfect...

splatty
I think some of the default Lua io functions are already working. I havn't test them out yet. It's something on my TODO list.

Enjoy!
Waruwaru