iup examples
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-- This script shows a simple button and click event
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-- Include our help script to load iup and take care of exit
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require("auxlib.lua");
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function testiup()
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-- Our callback function
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function someAction(self, a) gui.text(10,10,"pressed me!"); end;
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-- Create a button
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myButton = iup.button{title="Button Textwtf"};
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-- Set the callback
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myButton.action = someAction;
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-- Create the dialog
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dialogs = dialogs + 1;
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handles[dialogs] = iup.dialog{ myButton, title="IupDialog Title"; };
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-- Show the dialog (the colon notation is equal
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-- to calling handles[dialogs].show(handles[dialogs]); )
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handles[dialogs]:show();
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end
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while (true) do -- prevent script from exiting
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FCEU.frameadvance();
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end;
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@ -1,47 +1,13 @@
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-- super mario bros 1 hitbox script
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-- iup example
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-- this shows a test window with all kinds of idle dialogs
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-- we need iup, so include it here
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local iuplua_open = package.loadlib("iuplua51.dll", "iuplua_open");
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iuplua_open();
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-- we also need the "special controls" of iup (dont change the order though)
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local iupcontrolslua_open = package.loadlib("iupluacontrols51.dll", "iupcontrolslua_open");
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iupcontrolslua_open();
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-- callback function to clean up our mess
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-- this is called when the script exits (forced or natural)
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-- you need to close all the open dialogs here or FCEUX crashes
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function emu.OnClose.iuplua()
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-- gui.popup("OnClose!");
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if(emu and emu.OnCloseIup ~= nil) then
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emu.OnCloseIup();
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end
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iup.Close(); -- close the iup system
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end
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-- this system allows you to open a number of dialogs without
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-- having to bother about cleanup when the script exits
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local handles = {}; -- this table should hold the handle to all dialogs created in lua
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local dialogs = 0; -- should be incremented PRIOR to creating a new dialog
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-- called by the onclose event (above)
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function emu.OnCloseIup()
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if (handles) then -- just in case the user was "smart" enough to clear this
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local i = 1;
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while (handles[i] ~= nil) do -- cycle through all handles, false handles are skipped, nil denotes the end
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if (handles[i] and handles[i].destroy) then -- check for the existence of what we need
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handles[i]:destroy(); -- close this dialog (close() just hides it)
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handles[i] = nil;
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end;
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i = i + 1;
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end;
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end;
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end;
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-- include our generic script (TAKES CARE OF CLOSING DIALOGS and includes the two iup systems)
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require("auxlib.lua");
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-- Note that in the following example, parentheses are optional if you
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-- are specifying tables with curly braces! Might look a little confusing.
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function testiup()
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local img1 =
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iup.image{
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{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,1},
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@ -82,7 +48,7 @@ function testiup()
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"255 0 0", -- 2
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"0 0 0" -- 3 (changed because of Lua index starts at 1)
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}
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};
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}
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local img2 =
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iup.image{
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@ -125,7 +91,7 @@ function testiup()
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"255 0 0", -- 3
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"0 0 0" -- 4
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}
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};
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}
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mnu = iup.menu{
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iup.submenu{
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},
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iup.item{title="IupItem 3"},
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iup.item{title="IupItem 4"}
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};
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}
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btn = iup.button{title="Press me!"};
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-- set the callback function, action
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btn.action =
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function (self)
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iup.Message("Why","Why oh why did you press me?");
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end;
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end
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dialogs = dialogs + 1; -- there is no ++ in Lua
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handles[dialogs] =
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};
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handles[dialogs]:show(); -- this actually shows you the dialog. Note that this is equivalent to calling handles[dialogs].show(handles[dialogs]); just shorter.
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end;
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testiup(); -- note that this is NOT called from WITHIN the loop!
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end
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-- once the loop quits, the script exits and all dialogs are automatically destroyed by the onclose event
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testiup(); -- note that this is not called from within the loop!
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-- once the loop quits, the script exits and all dialogs are automatically destroyed
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while (true) do
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FCEU.frameadvance();
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end;
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