On the outside, not all that different from the other one. Under the hood, though, the two test apps are worlds apart. Here is the source code:
function LuaAppSetupFunction()
local win = MakeObject("PWindow");
win.SetProperty("Frame", PRect(100,100,500,400))
win.SetProperty("Flags", BQuitOnWindowClose)
win.SetProperty("Title", "LuaGUI")
local view = MakeObject("PView")
view.SetProperty("Frame", PRect(0,0,400,300))
view.SetProperty("BackColor", PColor(224,224,224));
win.RunMethod("AddChild", {view.id})
local label = MakeObject("PLabel");
label.SetProperty("Frame", PRect(10, 10, 350, 60))
label.SetProperty("Text", "Haiku, meet Lua!");
view.RunMethod("AddChild", {label.id})
end
RunApp("application/x-vnd.dw-LuaGUI", "LuaAppSetupFunction");
That's pretty darn short, if you ask me. A graphical HelloWorld app can be written in 6 lines of code:
function LuaAppSetupFunction()
local win = MakeObject("PWindow");
win.SetProperty("Flags", BQuitOnWindowClose)
win.SetProperty("Title", "Hello Haiku!")
end
RunApp("application/x-vnd.dw-LuaGUI", "LuaAppSetupFunction");
And I thought writing in C++ was easy. Yeesh. That beats everything I've seen under Haiku/BeOS except yab and quite competitive to something like wxPython. Then again, I could argue that this is a lot clearer than yab, but I digress.
The code snippets I've posted above are why I manually wrote Lua bindings instead of using SWIG. I'm not sure that I could have gotten SWIG to generate them in a way which has at least the same ease-of-use as the C++ API. I've still got a *lot* more testing to do and some more objects to implement before I can do a release, but this is definitely some progress and some good news, too. It's officially a good day now. :)