Search found 21 matches
- Wed Feb 08, 2017 3:25 pm
- Forum: Mac OSX
- Topic: Windows like Taskbar for OSX
- Replies: 2
- Views: 2657
Re: Windows like Taskbar for OSX
If the program is compiled, I'm asked to allow special access for the app but it doesn't show the running apps.
Also ran your compiled app from GitHub and it acts the same.
does it add just the binary inside the bundle? if that is the case it won't work for some reason (the icon of the app in ...
- Tue Feb 07, 2017 4:27 pm
- Forum: Mac OSX
- Topic: Windows like Taskbar for OSX
- Replies: 2
- Views: 2657
Windows like Taskbar for OSX
1. Allow the .app file in Accessibility so it can detect windows
2. After compiling you need to modify the info.plist and set NSUIElement to "1" (see image below)
https://github.com/creamcast/taskbar-osx/blob/master/addtomaketoolandfixfocusproblem.png?raw=true
Binary: https://github.com ...
2. After compiling you need to modify the info.plist and set NSUIElement to "1" (see image below)
https://github.com/creamcast/taskbar-osx/blob/master/addtomaketoolandfixfocusproblem.png?raw=true
Binary: https://github.com ...
- Mon Jan 23, 2017 10:32 pm
- Forum: Mac OSX
- Topic: Single Task App Switch Menu Code
- Replies: 3
- Views: 2403
Single Task App Switch Menu Code
sharing the code for attempt to create the classic app switcher. I tried to mimic the behaviour of the classic Mac OS Task switch menu but could not figure out how to hide/close the Finder (when app switching finder will stay in view if window is open) but here it is:
EnableExplicit
#POPUPMENU ...
EnableExplicit
#POPUPMENU ...
- Thu Mar 10, 2016 5:29 am
- Forum: Applications - Feedback and Discussion
- Topic: Lisp Interpreter
- Replies: 10
- Views: 6323
Re: Lisp Interpreter
Great and thanks for the sharing :D
Just started to test it and have an issue with the "print" function, after the "print" the interpreter add a "t" at the end:
$ lisp
> (print "Hello world!")
Hello world!t
> (print "Hello")
Hellot
oh thats cause its returning a t for true after it finishes the ...
Just started to test it and have an issue with the "print" function, after the "print" the interpreter add a "t" at the end:
$ lisp
> (print "Hello world!")
Hello world!t
> (print "Hello")
Hellot
oh thats cause its returning a t for true after it finishes the ...
- Mon Mar 07, 2016 2:30 pm
- Forum: Applications - Feedback and Discussion
- Topic: Lisp Interpreter
- Replies: 10
- Views: 6323
Re: Lisp Interpreter
Very nice work -> thanks a lot for sharing!
Rambodash,
what would You think how fast the interpreter is compared to PB?
Did not read the source completely... does it contain any optimizations like storing once found functions?
Could You measure approximately what factor slower it is before and ...
Rambodash,
what would You think how fast the interpreter is compared to PB?
Did not read the source completely... does it contain any optimizations like storing once found functions?
Could You measure approximately what factor slower it is before and ...
- Mon Mar 07, 2016 8:16 am
- Forum: Applications - Feedback and Discussion
- Topic: Lisp Interpreter
- Replies: 10
- Views: 6323
Lisp Interpreter
Here is a small lisp interpreter with a garbage collector and the most basic commands. Integer support only (shouldn't be to hard to change it to floating point or both), it can do strings as well.
Compile it as a console program, works on all platforms in unicode mode.
Supported commands:
print ...
Compile it as a console program, works on all platforms in unicode mode.
Supported commands:
print ...
- Wed Mar 25, 2015 9:39 am
- Forum: Game Programming
- Topic: No simple way of creating 3d animations for PB ogre?
- Replies: 9
- Views: 7545
Re: No simple way of creating 3d animations for PB ogre?
I took some time and learned to use Blender, it's actually not as bad as I thought, now I prefer to use it actually it even has a video editor. But the problem is animations won't export correctly (the animations will play but the bones are all distorted and now I have no clue whats wrong). It was ...
- Mon Mar 09, 2015 4:34 am
- Forum: Game Programming
- Topic: No simple way of creating 3d animations for PB ogre?
- Replies: 9
- Views: 7545
Re: No simple way of creating 3d animations for PB ogre?
So i went ahead and used CharacterFX + Fix, and everything works well, It was a lot of work but now I have got animated models working in my game.
- Mon Feb 23, 2015 12:53 am
- Forum: Game Programming
- Topic: No simple way of creating 3d animations for PB ogre?
- Replies: 9
- Views: 7545
Re: No simple way of creating 3d animations for PB ogre?
I assure you it's a false positive. I created and compiled CharacterFiX myself. I don't have the source with me at the moment but if I come across it, I'll post it. That way you can compile it yourself. ;)
It would be nice to have the source code :) , it would make things a lot safer, you never ...
- Sun Feb 22, 2015 5:06 am
- Forum: Game Programming
- Topic: No simple way of creating 3d animations for PB ogre?
- Replies: 9
- Views: 7545
Re: No simple way of creating 3d animations for PB ogre?
Hi everyone
After a lot of trouble shooting I was able to get a working skeleton into PB and use EnableManualEntityBoneControl to control the bones but no animation. At least you can still move the bones programmatically and manually program an animation in PB
What I did was:
Delgine -> Export as ...
After a lot of trouble shooting I was able to get a working skeleton into PB and use EnableManualEntityBoneControl to control the bones but no animation. At least you can still move the bones programmatically and manually program an animation in PB
What I did was:
Delgine -> Export as ...
- Sat Feb 21, 2015 8:19 pm
- Forum: Game Programming
- Topic: No simple way of creating 3d animations for PB ogre?
- Replies: 9
- Views: 7545
No simple way of creating 3d animations for PB ogre?
I have discovered that its really hard to get a working mesh with animations into purebasic.
Delgine was nice and easy to use, but it won't export animations. I have tried piping delgine -> milkshape -> pb ogre, assimp, everything you can imagine but its not possible to export a working mesh with ...
Delgine was nice and easy to use, but it won't export animations. I have tried piping delgine -> milkshape -> pb ogre, assimp, everything you can imagine but its not possible to export a working mesh with ...
- Wed Dec 03, 2014 7:41 am
- Forum: Tricks 'n' Tips
- Topic: Simple OOP using Module and Struct
- Replies: 3
- Views: 9515
Simple OOP using Module and Struct
Using struct and modules you can do OOP easily in PB.
It's very simple to follow. Enjoy!
;Class Example PureBasic
;-----START CLASS DEFINE-----
DeclareModule MyClass
;class variables
Structure MyClass
a.i
b.i
EndStructure
;class public methods
Declare setVal(*x.MyClass, na.i, nb.i ...
It's very simple to follow. Enjoy!
;Class Example PureBasic
;-----START CLASS DEFINE-----
DeclareModule MyClass
;class variables
Structure MyClass
a.i
b.i
EndStructure
;class public methods
Declare setVal(*x.MyClass, na.i, nb.i ...
- Sun Mar 16, 2014 6:43 pm
- Forum: Feature Requests and Wishlists
- Topic: Purebasic Library
- Replies: 3
- Views: 1433
Re: Purebasic Library
I know it may sound a bit illogical, but some people seem to be allergic to basic. Just hearing the word Basic makes them scoff. Theres also a lot of other reasons why someone might be unable to switch over to a new language. (It might be a team project where they are using C or something)
I mostly ...
I mostly ...
- Sun Mar 16, 2014 8:01 am
- Forum: Feature Requests and Wishlists
- Topic: Purebasic Library
- Replies: 3
- Views: 1433
Purebasic Library
I know this may sound a bit crazy and there is low probability it would be done, but what if a Purebasic Static Library was created. All the great PB commands could be used from this library from any programming language. AGK is doing the same thing as well: http://www.appgamekit.com/go-native.php ...
- Thu Mar 06, 2014 11:41 pm
- Forum: General Discussion
- Topic: Sublime Text 2
- Replies: 16
- Views: 13621