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PALib functions to make available
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January 07, 2009, 05:02:41 PM
1724 Posts in 316 Topics by 10128 Members
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DSLua Community  |  DSLua - Best scripting language for Nintendo DS  |  Bugs & Suggestions  |  PALib functions to make available « previous next »
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Author Topic: PALib functions to make available  (Read 2170 times)
tfurrows
New Moon
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Posts: 3


« on: December 19, 2006, 02:14:02 PM »

Since DSLua uses PALib, you should really make some great and easy functions of PALib available to DSLua scripters... some great ones to start with would be:

PA_InitKeyboard
PA_KeyboardOut
PA_CheckKeyboard
PA_CheckLetter()
PA_LoadGif

This would give DSLua users instant access to a sweet onscreen keyboard, handwriting recognition and the ability to quickly and easly load GIF background images onto either screen (0 or 1).

If you really want to make DSLua great, add regexp and some good string functions Smiley
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TOAST
Waxing Crescent
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Posts: 87



« Reply #1 on: December 19, 2006, 04:38:15 PM »

Ye that would be neat. But doesn't normal LUA come with string manipulating functions??  Huh Then they should be in DSLua to if i'm right..
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Jeremysr
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Posts: 254



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« Reply #2 on: December 19, 2006, 04:44:39 PM »

Yes, DSLua has the string, math, i/o, and table libraries found here: http://www.lua.org/pil (Part III)

I think we were planning to add a keyboard, it'll probably be in the next release.
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daltonlaffs
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Posts: 340


Freaking Insane


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« Reply #3 on: December 19, 2006, 05:18:31 PM »

I am already working on the keyboard... I am coding it in DSLua 0.6 first to make sure the idea will work, then I'll hardcode it.
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Code:
-- Bored? Read code line below.
-- Bored? Read code line above.



^^ That works, I SWEAR! ^^
Jeremysr
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Posts: 254



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« Reply #4 on: December 19, 2006, 05:28:20 PM »

I am already working on the keyboard... I am coding it in DSLua 0.6 first to make sure the idea will work, then I'll hardcode it.

Why not use PAlib's keyboard, already coded for us?
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daltonlaffs
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Posts: 340


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« Reply #5 on: December 20, 2006, 07:43:30 AM »

Because if it works like yours did, it will stop everything else from moving during input...  Cry
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Code:
-- Bored? Read code line below.
-- Bored? Read code line above.



^^ That works, I SWEAR! ^^
Jeremysr
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Posts: 254



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« Reply #6 on: December 20, 2006, 01:39:37 PM »

No, it doesn't work like that. You can use PA_CheckLetter() at any time to get the letter that is being pressed on the keyboard.
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jester
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Posts: 123


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« Reply #7 on: January 21, 2007, 01:48:11 PM »

well jeremysr is their a way to create the .nds of my game without pressing pack.bat? on gbfs version or any version?
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CURRENT PROJECT:

JesterCorp DS- 2D FIGHTING GAME!!! Due out August 19th 2007!!!Having Sprite Issues but Toast is helping me ALOT
Maple
New Moon
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Posts: 3


« Reply #8 on: February 04, 2008, 02:53:15 PM »

Seems to me that, if it's possible, it would be beneficial to have a way to execute arbitrary PALib code from within DSLua. This would solve many problems I see people complaining about, if only they were interested in learning a temporary method (to be replaced by future DSLua code). What I mean is that people could extend DSLua themselves by using PALib C code hooks until it is implemented in DSLua.

This would be similar to the way C/C++ coders use assembly code to get deeper in the system.

EDIT: Ignore all of that above, it was me trying to think outside the box when I had no idea where or what the box was. I didn't know enough about the Lua C API at the time.
« Last Edit: June 02, 2008, 01:51:07 PM by Maple » Logged
Jeremysr
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Posts: 254



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« Reply #9 on: February 04, 2008, 05:46:52 PM »

Seems to me that, if it's possible, it would be beneficial to have a way to execute arbitrary PALib code from within DSLua. This would solve many problems I see people complaining about, if only they were interested in learning a temporary method (to be replaced by future DSLua code). What I mean is that people could extend DSLua themselves by using PALib C code hooks until it is implemented in DSLua.

This would be similar to the way C/C++ coders use assembly code to get deeper in the system.

That's not really possible, you can't (or shouldn't) have a compiled language inside an interpreted language. An interpreted language inside a compiled language makes more sense. To do this you could use libluads with C/C++ (it wouldn't have all DSLua's special functions though).
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