YOU!
No, no, not you on the right! YOU, right there, working on a spring game! You can help!
There is a new widget handler, it needs testing.
GET IT HERE
JK needs us to look for unusual behaviors and issues so he can squash them!
Known issues:
* current widget profiler does not work with it.
Testing the new widget handler!
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- SanadaUjiosan
- Conflict Terra Developer
- Posts: 907
- Joined: 21 Jan 2010, 06:21
Re: Testing the new widget handler!
So all that stuff goes into luaui? Or how do I exactly incorporate this?
What kinds of bugs am I looking for? Big error messages or subtle things I'll probably miss?
What kinds of bugs am I looking for? Big error messages or subtle things I'll probably miss?
Re: Testing the new widget handler!
let's see if it'll solve this: http://springrts.com/phpbb/viewtopic.ph ... 90#p512790
Re: Testing the new widget handler!
"jk3064 / new_widgethandler"smoth wrote:There is a new widget handler, it needs testing.
GET IT HERE
"gadgethandler"gajop wrote:let's see if it'll solve this: http://springrts.com/phpbb/viewtopic.ph ... 90#p512790
Gajop. Not the thread you were looking for man.
Re: Testing the new widget handler!
Just create an empty LuaUI folder and optional delete the luaui.lua in the maindir and copy the new files into it. Then copy the widgets (+ their images & files) over to the new folder.SanadaUjiosan wrote:So all that stuff goes into luaui? Or how do I exactly incorporate this?
What kinds of bugs am I looking for? Big error messages or subtle things I'll probably miss?
Re: Testing the new widget handler!
Maybe not, I read https://github.com/jk3064/new_widgethan ... log.txt#L4 and got my hopes upsmoth wrote:"jk3064 / new_widgethandler"smoth wrote:There is a new widget handler, it needs testing.
GET IT HERE
"gadgethandler"gajop wrote:let's see if it'll solve this: http://springrts.com/phpbb/viewtopic.ph ... 90#p512790
Gajop. Not the thread you were looking for man.
Re: Testing the new widget handler!
It is barely usable but I have been using it for a while.
-there are some major bugs to fix to even get it working
-Chili window won't close when the widget is disabled
-Epicmenu uses some hacks to disable/enable widgets which cause huge errors
so all include() should be replaced by require() but will then all widgets become non-backwards compatible?
random things from log:
LuaUI: ERROR No CallIn-Handler for "FindWidget"
Failed to load: gfx_lups_manager.lua (error = 2, LuaUI/Widgets/gfx_lups_manager.lua, error = 2, LuaUI/Configs/lupsFXs.lua, Include() could not load 'LuaRules/Utilities/tablefunctions.lua')
Error in DrawScreen(): [string "LuaUI/Widgets/gui_selbuttons.lua"]:150: attempt to call method 'InTweakMode' (a nil value)
Failed to load: gui_autoloscolor.lua (error = 2, LuaUI/Widgets/gui_autoloscolor.lua, ERROR: Headers files aren't supported anymore use "require" instead!)
50X Headers files aren't supported anymore use "require" instead!
-there are some major bugs to fix to even get it working
-Chili window won't close when the widget is disabled
-Epicmenu uses some hacks to disable/enable widgets which cause huge errors
so all include() should be replaced by require() but will then all widgets become non-backwards compatible?
random things from log:
LuaUI: ERROR No CallIn-Handler for "FindWidget"
Failed to load: gfx_lups_manager.lua (error = 2, LuaUI/Widgets/gfx_lups_manager.lua, error = 2, LuaUI/Configs/lupsFXs.lua, Include() could not load 'LuaRules/Utilities/tablefunctions.lua')
Error in DrawScreen(): [string "LuaUI/Widgets/gui_selbuttons.lua"]:150: attempt to call method 'InTweakMode' (a nil value)
Failed to load: gui_autoloscolor.lua (error = 2, LuaUI/Widgets/gui_autoloscolor.lua, ERROR: Headers files aren't supported anymore use "require" instead!)
50X Headers files aren't supported anymore use "require" instead!
Re: Testing the new widget handler!
No, the new require() is a semi implementation of lua's native modules require. Include() is similar to c's #include, means it will fully recompile the included code. require() instead will just compile it once and then share the instance between all Addons. I added it to replace the current header files (:= *.h.lua files) and to implement later `Utilities/*` which ZK uses in LuaRules (and minor in LuaUI) and FLOZi requested to have available everywhere.Pako wrote:so all include() should be replaced by require() but will then all widgets become non-backwards compatible?
That looks like a missing widget dependency you forgot to add.Pako wrote:Failed to load: gfx_lups_manager.lua (error = 2, LuaUI/Widgets/gfx_lups_manager.lua, error = 2, LuaUI/Configs/lupsFXs.lua, Include() could not load 'LuaRules/Utilities/tablefunctions.lua')
Bug :)Pako wrote:Error in DrawScreen(): [string "LuaUI/Widgets/gui_selbuttons.lua"]:150: attempt to call method 'InTweakMode' (a nil value)
It should use xyzhandler:DisableWidget()/EnableWidget(), if it doesn't I won't fix it (it should be fixed in EpicMenu itself then).Pako wrote:-Epicmenu uses some hacks to disable/enable widgets which cause huge errors
So new things on the todo list:
* readd InTweakMode()
* try to make including header files not fatal errors (possibly via a backward SystemAddon)
Re: Testing the new widget handler!
Why not just replace include by require? If it is because other widgets could change the included content, I dont know any widget which does so.
I uploaded somethins. https://github.com/jk3064/new_widgethandler/pulls
I uploaded somethins. https://github.com/jk3064/new_widgethandler/pulls
- 1v0ry_k1ng
- Posts: 4656
- Joined: 10 Mar 2006, 10:24
Re: Testing the new widget handler!
I get almost all my forum utility pictures from smothposts