That's good. Kind of what I was thinking is having the electron-wrapper-IDE ready to save a script-only stack. Your electron-based IDE would show a blank new stack window - like a normal project. You drag a button in, and let's say you position it at the loc of 200,100 manually (for argument's sake).OpenXTalkPaul wrote: ↑Wed Nov 20, 2024 11:00 pm The biggest problem with I/O is using that to import export a stack. It can create and edit stacks in its virtual filesystem (in the browser's cache) but I haven't figured out a way to get at the raw-binary data of those newly created stack files in memory so that I can export it as a stack file via web APIs. Unless it's a script-only stack in which case it's just a regular text file (the OXT playground already has a demo of export/saving a text file).
Behind the scenes, the electron-wrapper-IDE is writing:
Code: Select all
on startup
create button "Button"
set the loc of button "Button" to 200,100
end startup
In this way, you build your stack normally with GUI tools and palettes - the same way you do, it's just 'reassembled' from the script-only-stack each time it's opened, if that makes sense?
That's cool - it gives a solid foundation for getting a lot of information (should the user need to run shell commands).OpenXTalkPaul wrote: ↑Wed Nov 20, 2024 11:00 pm Modern Web Engines come with a lot of built-in APIs already, from which we can pull in information about the environment it's running on, such as things like checking the platform, architecture, darkmode, etc. are easy to get from these web engines which would mean less need to use the shell() anyway. Support for multi-media playing, text-to-speech, gamepad input, WebAudio, WebMIDI, SVG animations, and much more already come included with most web frameworks.
Just been trying iOS builds - as I was curious as to how iOS would render 'classic controls' - pretty much the same as Android as it turns out - so these would need rethinking to look nice. Plus you need to pay for a provisioning profile from Apple to do it properly, but that's an alternate way of developing an arm engine I thought - because once the iOS app exists, you can actually run this as an arm app on your MacOS desktop.
Just playing with ideas at the moment.