save the last selected map path or select the map folder by default, its quite annoying to start at desktop time and time again
save modifications to the unit browser
injecting the map script does not seem to work for maps, only for component lists
selecting a component list as a source file produces an error
injecting script into a component list causes the map editor to not load any triggers. Maybe that is intended, but I would like to see the code in the galaxy editor, even if I cannot modify it there.
trying to open a project, which included the save code to map feature causes an error and the editor to completely break down. It crashed on every start, making it completely unuseable, until I deleted the editor and project setting files
B1. When renaming galaxy+ + files if you press Del it tries to delete the file instead the character before the cursor.
B2. I can't type some characters in the editor, problably because the way you handle the editor's OnKeyPress/OnKeyDown events. for example on some keyboard layouts(ex. hungarian) ">" character is on AltGr-Y. Alt-Gr is mapped to Ctrl-Alt and the modifers are set in the event when pressing AltGr-<letter>.
Some other affected keys : AltGr-V = @ , AltGr-C = & ,AltGr-X = #
B3. I reported a bug with the following code crashing the compiler :
#class Foo {Foo(){DoStuff();}voidDoStuff(){}}
if calling DoStuff() with #this->DoStuff() the code compiles fine
An some questions:
Q1. Do you plan to relase the grammar files for the parser or the parser/lexer/compiler as a separate assembly ?
Q2. Are there any commmand line switches to compile galaxy+ + files from command line ? Are you going to introduce any ?
With your consent I would try to make a VS 2010 extension+VS project template to support galaxy+ + :)
At the moment, you can call it with a simple command line argument - the project folder of the project you wan't to compile (the folder contaning a src folder, an output folder, a properties.dat file, and possobly some map backups). Upon calling with that argument, that project will be compiled, and then the program exits.
I have thought about releasing the whole or parts of the source code to better facilitate integrating G++ in other programming environments, such as VS or moonlite. I'll make a post when/if I do that.
WHat I think you could do is making the actual compiler into a dll or some such, and have the IDE be a client that summons it. Other programs could use wrapper/interface dll/exe/etc to it.
So, I released a new version with some changes to the language.. v 2.5.5
The suggestion box will now better give suggestions based on the type you are calling on.
Removed the # from the keywords for prettier code.
The #Invoke keyword is now called InvokeSync.
The #trigger keyword is now called Trigger.
I also made a DLL that anyone can use to compile galaxy++ in another application, and I made a sample program to show how to use the dll. ftp://46.163.69.112/Galaxy++%20DLL/
Hmm. I'm not sure what Is going on at your place - the updating seems to be alright from my point of view. Are you sure the program is allowed through your firewall? To check that, press help->Change to another version. If you get a list of versions, it's on the internet.
You could of course do the update manually, by either downloading the installer or directory from the ftp server. ftp://46.163.69.112/Releases
To fix an issue that could cause invalid output code, arguments marked as out now need to be assignable from declaration to caller, and arguments marked as ref has to be assignable both ways.
Fixed an issue where constructor parameter tooltips wouldn't show when writing a new expression for generic types.
All windows will now calculate their size at runtime.
Fixed an issue where the compiler sometimes wouldn't check that method invocations has the correct number of arguments.
Actually, right now, most of my time is actually spent working on the script for a map of mine. I edit the compiler when I find bugs, or when I get error reports/suggestions, but I'm not exactly swamped ;)
There are still some features I would like to get implemented, though.. Like static fields/methods in generics - if only I could squeeze it into the parser.. Some kind of system for mods (saving to mods, and loading code from dependencies) has also been on my to do list for some time
Saving to mods shouldn't be much different from maps. In fact internally a mod only differs from the most part on its lack of terrain and objects placed on it. However, dependencies loading would be sweet.
Any chance to implement them anytime soon?
I'm fine either way.
Go play Antioch Chronicles Remastered!
Also, coming soon, Antioch Episode 3: Thoughts in Chaos!
Dont like mapster's ugly white? Try Mapster's Classic Skin!
I think the # are kinda ugly. It wouldn't hurt to get rid of them tbh.
I released v2.5.2, where I added static methods and properties in structs,
Some stuff
my hero <3 <3
Go play Antioch Chronicles Remastered!
Also, coming soon, Antioch Episode 3: Thoughts in Chaos!
Dont like mapster's ugly white? Try Mapster's Classic Skin!
For all the version , the porject settings is like this
Great work on the project!
I have some minor bugs with the edtior:
for example on some keyboard layouts(ex. hungarian) ">" character is on AltGr-Y. Alt-Gr is mapped to Ctrl-Alt and the modifers are set in the event when pressing AltGr-<letter>.
Some other affected keys : AltGr-V = @ , AltGr-C = & ,AltGr-X = #
if calling DoStuff() with #this->DoStuff() the code compiles fine
An some questions:
With your consent I would try to make a VS 2010 extension+VS project template to support galaxy+ + :)
Sorry about the late response - this week has been a little busy.
I made a v2.5.3, where I fixed some of the reported bugs.
@thevil84: Go
At the moment, you can call it with a simple command line argument - the project folder of the project you wan't to compile (the folder contaning a src folder, an output folder, a properties.dat file, and possobly some map backups). Upon calling with that argument, that project will be compiled, and then the program exits.
I have thought about releasing the whole or parts of the source code to better facilitate integrating G
++
in other programming environments, such as VS or moonlite. I'll make a post when/if I do that.WHat I think you could do is making the actual compiler into a dll or some such, and have the IDE be a client that summons it. Other programs could use wrapper/interface dll/exe/etc to it.
Go play Antioch Chronicles Remastered!
Also, coming soon, Antioch Episode 3: Thoughts in Chaos!
Dont like mapster's ugly white? Try Mapster's Classic Skin!
So, I released a new version with some changes to the language.. v 2.5.5
I also made a DLL that anyone can use to compile galaxy
++
in another application, and I made a sample program to show how to use the dll.ftp://46.163.69.112/Galaxy++%20DLL/
I get an "An update process is already in progress" message, but there is no update in sight.
Hmm. I'm not sure what Is going on at your place - the updating seems to be alright from my point of view. Are you sure the program is allowed through your firewall? To check that, press help->Change to another version. If you get a list of versions, it's on the internet.
You could of course do the update manually, by either downloading the installer or directory from the ftp server.
ftp://46.163.69.112/Releases
Your editor seems to constantly access the source map, making it impossible to save the map in the galaxy editor while your editor is active.
Right.. I fixed it in version 2.5.6
It is the same as #247.
WOOOWWWW I just got this. I feel so stupid, Galaxy, like as in C.
WOW I AM SLOW.
Great to be back and part of the community again!
I released a new version. v 2.5.7
@TacoManStan: Go
Yeah, thought it would be a good name for an extension to galaxy :)
I love how you never stop working on this fervently.
Go play Antioch Chronicles Remastered!
Also, coming soon, Antioch Episode 3: Thoughts in Chaos!
Dont like mapster's ugly white? Try Mapster's Classic Skin!
Actually, right now, most of my time is actually spent working on the script for a map of mine. I edit the compiler when I find bugs, or when I get error reports/suggestions, but I'm not exactly swamped ;)
There are still some features I would like to get implemented, though.. Like static fields/methods in generics - if only I could squeeze it into the parser.. Some kind of system for mods (saving to mods, and loading code from dependencies) has also been on my to do list for some time
Saving to mods shouldn't be much different from maps. In fact internally a mod only differs from the most part on its lack of terrain and objects placed on it. However, dependencies loading would be sweet.
Go play Antioch Chronicles Remastered!
Also, coming soon, Antioch Episode 3: Thoughts in Chaos!
Dont like mapster's ugly white? Try Mapster's Classic Skin!