WxWindows for SketchUp Dialogs
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@unknownuser said:
Is this extension also free to use in commercial scripts?
Yes, wxSU has always been distributed under the BSD License which allows you to package wxSU with either free/open source or commercial works. The wxSU part of the package must still include the source code (unencrypted) and the original copyright notices, but you can handle the rest of your package however you want. See the full license (License.txt) for more details.
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I would just like to thank Peter for his work with WxSU. Personally, I would much rather use WxSU than Webdialogs, much more flexible and entirely in Ruby and cross platform. With auto sizing, any dialog will even change to match screen resolution. You can also set a minimum dialog size for resizing.
To give some idea of the rich capabilities, find enclosed a flash video of a set of dialogs (WIP) I have been working on and a jpeg showing the main dialog.
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Is it stable? If so, it's a go.
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I have done some progress using WxSU. Thank you Peter!
Is there a way to hide a WxSU Frame when SU program is minimized?
I cannot achieve it (Vista). I thought it should work when SU frame is specified as a parent window (WxSU.app.sketchup_frame).I have checked that even all examples always stay visible when SU is being minimized.
Tomasz
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@billw said:
... Personally, I would much rather use WxSU than Webdialogs, much more flexible and entirely in Ruby and cross platform.
Have you used the WxFormBuilder? It would be nice to have a straight output compatible with WxSU! There is a beta which works with Python.
Tomasz
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I have found that WxSU won't close a Dialog on SU exit. It closes Frames without a problem.
I haven't figured it out how to fix it yet.
Tomasz
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I would appreciate any help with solving this strange bugsplat which appears instead of a simple ruby error message in the console.
It happens after triggering an 'evt_button'.require("wxSU/lib/Startup") module Test class MainMenu < Wx;;Frame def initialize() super(WxSU.app.sketchup_frame, -1, "Test", Wx;;DEFAULT_POSITION, Wx;;Size.new(440,260), WxSU;;CHILD_FRAME_STYLE | Wx;;FRAME_FLOAT_ON_PARENT | Wx;;FRAME_NO_TASKBAR ) main_panel = Wx;;Panel.new(self, -1) button = Wx;;Button.new(main_panel, -1, "Action!", Wx;;DEFAULT_POSITION, Wx;;DEFAULT_SIZE) evt_button(button.get_id) {|event| button_click(event) } end def button_click(event) xx44 ## HERE COMES INNOCENT RUBY ERROR end end main_menu=MainMenu.new main_menu.show end
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Hi,
Has someone succeed to run wxSU on MAC SnowLeopard? I have received a report that wxSU 3.0 failed to start on that system.It looks like it has to be compiled for SmowL in a special way.
EDIT: PC version from the ZIP file doesn't run well on MACI would love to see more people involved in moving this library into a decent stage of development, because I find that it is very easy to build even complicated interfaces and WxWidgets can be used when writing programs in C++, so the lessons learned in Ruby can be used in programming SU C++ extensions.
Tomasz
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PROBLEM:
Windows: The SketchUp main window is not recognised correctly when an SKP file is being opened by double-click.FIX:
MsWindowsFrame.rb
line 60 should read:model_name=File.basename(model_path,".skp")
was
model_name=File.basename(model_path)
which was including extension of a SU file.BTW. Why Sketchup.active_model.name returns always an empty string. Shouldn't it refer to the file name??
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@unknownuser said:
BTW. Why Sketchup.active_model.name returns always an empty string. Shouldn't it refer to the file name??
No - form the manual: http://code.google.com/intl/nb/apis/sketchup/docs/ourdoc/model.html#name
The name method retrieves the string name of the model.
Does not refer to filename. But I think it's similar to definition.name. When you import one model into another it comes in as a component - and I think this property refers to what the definition name will be.
But you have
model.path
instead:
http://code.google.com/intl/nb/apis/sketchup/docs/ourdoc/model.html#path -
@unknownuser said:
model_name=File.basename(model_path,".skp")
was
model_name=File.basename(model_path)
which was including extension of a SU file.The
Model.title
method returns the basename (ie filename,) minus the file extension.Note comparison:
model_name=File.basename(model_path,".skp") Sketchup.active_model.title == model_name # would return true
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@dan rathbun said:
The
Model.title
method returns the basename (ie filename,) minus the file extension.Uh? is that something SU implements? don't see it in the manual...
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@thomthom said:
@dan rathbun said:
The
Model.title
method returns the basename (ie filename,) minus the file extension.Uh? is that something SU implements? don't see it in the manual...
Woops.. sorry omitted the link. Here is is:
http://code.google.com/apis/sketchup/docs/ourdoc/model.html#title -
I'm going crosseyed. didn't see that. think I looked at
Sketchup
class when I looked... -
@dan rathbun said:
The
Model.title
method returns the basename (ie filename,) minus the file extension.Thanks. I wasn't aware of the method.
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@unknownuser said:
Why Sketchup.active_model.name returns always an empty string.
ANSWER: It doesn't ALWAYS return an empty
String
, it always returns the value of thename
attribute (which is classString
.)But IF you never set the value of the
name
attribute, then of course it will 'seem' to always be an empty value, because it is.The value can be set easily using the
Model.name=
method.Example Code:
n = Sketchup.active_model.name n.inspect #>> "" Sketchup.active_model.name="A newly set name for my model." n.inspect #>> "A newly set name for my model."
IF you are writing plugins for other users, you should not expect the
name
attribute to always be empty, and should (in your code,) allow for those times when themodel
has been assigned aname
value (by the user or another plugin.)ALSO, in the Outliner Window, the model will be listed by
.title
value, NOT by the.name
attribute.P.S.: I can't find a edit control, anywhere in the UI that allows setting the
.name
(or the.tags
) attribute. They SHOULD be on the 'File' page of the Model Info ToolDialog, but are not. (This forces us to use the Console to set the name or write a lil' script to make an inputbox.)Edited: meant to say '
.tags
' attribute instead of '.note'; anote
is just aText
class object, and not a attribute of theModel
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@unknownuser said:
Have you used the WxFormBuilder? It would be nice to have a straight output compatible with WxSU! There is a beta which works with Python.
Tomasz
or you can export your design to a xrc file (xml style) and load it with xml methods from the Wx module.
xml = Wx::XmlResource.get
xml.load(your_file.xrc)(google for "xrcise", this utility write for you the code needed to load your xrc)
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@unknownuser said:
I would appreciate any help with solving this strange bugsplat which appears instead of a simple ruby error message in the console.
It happens after triggering an 'evt_button'.It looks like WxSU doesn't handle errors communication between WxRuby and Sketchup.
The best way to get rid of bugsplats is to handle exceptions by yourself, at the end of each method that uses WxSU:
That way, you display the call stack, letting you know where the bug is.rescue => detail puts detail.message puts detail.backtrace.join("\n")
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@malkomitch said:
The best way to get rid of bugsplats is to handle exceptions by yourself, at the end of each method that uses WxSU:
That way, you display the call stack, letting you know where the bug is.Thanks a lot for your help.
I get a bugsplat when closing SU, but it is definitely better this way.
I though thatbegin ... rescue ... end
is required, but I am glad to hear that rescue alone is sufficient.Writing about xml loading I must say that I prefer to write my own Ruby code based on 'initial' FormBuilder layout, as it helps me better understand WxRuby. Thanks for hint anyway!
Tomasz
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@unknownuser said:
I thought that
begin ... rescue ... end
is required, but I am glad to hear that rescue alone is sufficient.That is because in module definitions, the
module
statement is a block statement so the wordmodule
works the same asbegin
(after all, themodule
does need anend
.)module My_Module # method defs # code goes here rescue # error handling code else # only do code if no exceptions ensure # always do this code on exit end # the end of the method def
The same is true for
method
definitions, where thedef
keyword 'begins' the block.def my_method # code goes here rescue # error handling code else # only do code if no exceptions ensure # always do this code end # the end of the module
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