Well folks, I've been working hard on tidying up a lot the ToDo list, in an attempt to ready wxMax for a proper release - ie. where you download a .zip, extract it, and you are ready to start using it.
The plan is to create a "binary" release for the various platforms, which will include the source, the static libs + headers, and of course the pre-compiled BlitzMax modules.
And probably a generic "source" release, with which you will be able to use to build your own.
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Yes, there are some things that are outstanding :
* wxRichTextCtrl
* wxMediaCtrl
... and some of the 3rd-party modules I've included need some TLC before I'd consider them roadworthy.
But I think I've covered about 90% of the rest of wxWidgets, which should allow for a reasonable GUI Application to be constructed :-p
Note too that there are still issues running fullscreen graphics contexts via wxWidgets. But remember that wxMax is primarily for building Apps rather than games. (Hopefully at some point we'll get
those issues fixed).
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Anyhoo, unless anyone can report anything terrible with the current code-base (how's the propgrid Plash?), I'll start sorting out the release process and things.
I'll most likely do a test release first for some of the more hard-core developers to try out before I throw it to the lions... any interested guinea-pigs?
The plan is to create a "binary" release for the various platforms, which will include the source, the static libs + headers, and of course the pre-compiled BlitzMax modules.
And probably a generic "source" release, with which you will be able to use to build your own.
---
Yes, there are some things that are outstanding :
* wxRichTextCtrl
* wxMediaCtrl
... and some of the 3rd-party modules I've included need some TLC before I'd consider them roadworthy.
But I think I've covered about 90% of the rest of wxWidgets, which should allow for a reasonable GUI Application to be constructed :-p
Note too that there are still issues running fullscreen graphics contexts via wxWidgets. But remember that wxMax is primarily for building Apps rather than games. (Hopefully at some point we'll get
those issues fixed).
---
Anyhoo, unless anyone can report anything terrible with the current code-base (how's the propgrid Plash?), I'll start sorting out the release process and things.
I'll most likely do a test release first for some of the more hard-core developers to try out before I throw it to the lions... any interested guinea-pigs?