ctaty3 wrote: ↑Thu Oct 03, 2019 11:39 am
1. When reducing the size of the form with the mouse in the editor, it does not change after the cursor (only when you release the mouse button).
Current implementation was by design ,when designing an application first priority is performance ,resource efficiency.
Even if SDStudio uses way lower memory and CPU when compared to opponents, Functionality is also important
And it is changed as you described.
ctaty3 wrote: ↑Thu Oct 03, 2019 11:39 am
2. When you add an Edith object, you need its default height to be 21, because so the cursor sticks to the upper border and it is ugly.
There is no default for the controls specifically designed to display text , the cursor height defined by the font you used and the font size
Therefore 21 might be looking good on your PC but 26 looking good on my PC , DPI settings affects this as well.
For this we look at the what oparating system uses with default GUI font
There will be a feature to define default size and other default properties for the controls. so you can define any width or height for a control as default.
You are probably using a display with %100 DPI ,that edit control with 21px height will appear as a line in a Hight DPI display
Even if SDStudio applications are DPI aware GUI controls must have some space especially those which display text.
Look at the images below they are taken with different DPI and font scaling
- editcontrol.png (832 Bytes) Viewed 12458 times
- editcontrol2.png (983 Bytes) Viewed 12458 times
- editcontrol3.png (1.13 KiB) Viewed 12458 times
That's why same size ( 26 ) is used in SDStudio IDE dialogs and 26 is not selected as default randomly
ctaty3 wrote: ↑Thu Oct 03, 2019 11:39 am
3. It would not hurt to show errors at the compilation stage.
As you know Lua is a JIT language , so even if it can be pre-compiled errors will not appear until that code executed.
For example you have a logic error in the click event script of a button , that error will not appear until that button clicked.
Of cource we can simulate this but this might hurt the computer this application is running.
There is a syntax checker but that's disabled because of the false-positives , it will be enabled again when its bugs fixed
This will also be optional such as : syntax check on design time ,syntax check on build time , syntax checking disabled.
Also when you preview a project and if there is an error it will appear on the debug pane , and double clicking to error message will bring you to the exact source and line , so you can reach to erroneous code with a signle mouse click
Due to line-numbering issues of the Lua erroneous line might be +1 or -1
Still working on it to make it much better