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LUA Input window #46

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GoogleCodeExporter opened this issue Mar 31, 2015 · 1 comment
Open

LUA Input window #46

GoogleCodeExporter opened this issue Mar 31, 2015 · 1 comment

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@GoogleCodeExporter
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Since LUA contains the ability to output to the console (outside of the
emulator window) having 1 or more inputs via textboxes would allow for
additional control of LUA software dynamically. 

Example: A value determined externally in MATLAB is used to select the
target value of the RNG. LUA contains an input box that stays stable
regardless of start/run/restart. The LUA script uses that value to tell the
player the correct key combo to reach that value. 

Currently, this is done by having the LUA script open in an external
notepad window. The value is hardcoded into the script. 

Original issue reported on code.google.com by kylethom...@gmail.com on 4 Dec 2008 at 11:38

@GoogleCodeExporter
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Editing the "hardcoded" values in the script is actually not such a bad way of 
doing
what you're trying to do, but I realize it's often not the best way (especially 
if
you plan on distributing the script to other people that would also want to 
customize
those values, or if you want to be able to change the values without restarting 
the
script while it's running).

I think what we'd basically like is a way for the Lua script to dynamically 
create
labeled textboxes (or possibly other widgets like sliders) in the script 
window, and
bind them to a value and optionally a callback function. And, from your 
example, a
way to tell those widgets to automatically persist across runs of the script.

By the way, it's "Lua", not "LUA".

Original comment by nitsuja-@hotmail.com on 6 Dec 2008 at 2:06

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