SyntaxBomb - Indie Coders

Languages & Coding => Monkey => Topic started by: iWasAdam on May 23, 2021, 12:26:29

Title: Wonkey Update
Post by: iWasAdam on May 23, 2021, 12:26:29
V1 has been released -  this is the first pulling together of all the monkey 2 sources into a single place with all of the 'interesting' additions.

My suggestion to anyone would be to wait until the next release when hopefully there will be the next version of the editor:
(https://vjointeractive.files.wordpress.com/2021/05/screenshot_2021-05-23_at_12.13.16.png)
Title: Re: Wonkey Update
Post by: Qube on May 24, 2021, 00:26:45
Quotethis is the first pulling together of all the monkey 2 sources into a single place with all of the 'interesting' additions.
Me dumb... Isn't Monkey 2 a standalone product or where there bits and pieces all over the web?
Title: Re: Wonkey Update
Post by: iWasAdam on May 24, 2021, 06:20:35
yep there were other forked bits around. wonkey also has updated core stuff like newer sdl better compiling, better speed smaller executables plus some newer stuff being added as well :)
Title: Re: Wonkey Update
Post by: Skaven on May 24, 2021, 15:14:35
to me it looks like wonkey is just a collection of other peoples work that they are calling their own
Title: Re: Wonkey Update
Post by: Hezkore on May 24, 2021, 17:48:29
Quote from: Skaven on May 24, 2021, 15:14:35
to me it looks like wonkey is just a collection of other peoples work that they are calling their own

The repository for Wonkey does include a lot of community work.
But as long as no money is being generated from the product I - personally - feel like it's okay.
I'll however say that I do think it's important that peoples work is recognized, and that it's not just hidden behind a new name and forgotten.
Title: Re: Wonkey Update
Post by: round157 on May 25, 2021, 03:21:43
Quote from: iWasAdam on May 23, 2021, 12:26:29
V1 has been released -  this is the first pulling together of all the monkey 2 sources into a single place with all of the 'interesting' additions.

Hi, Wonkey(or Monkey 2) is being reborn. In addition, Wonkey is rising like a phoenix from the ashes. Well done. You have created a successful miracle! By the way, I like the official logo. The logo looks solid:

(https://avatars.githubusercontent.com/u/76853572?s=200&v=4)

If there is a mascot in the above official logo, the image of Wonkey may be more lively. Young game developers may like Wonkey much more. What is mascot? For example:


(https://love2d.org/style/logo_h.png)
(https://miro.medium.com/max/1280/0*nr8xfIriulC1eIkW.png)
Title: Re: Wonkey Update
Post by: Midimaster on May 25, 2021, 10:46:08
Wouldn't it be better to support, join and work for already existing language projects instead of founding always new projects?

When we will continue as we do, in 10 years we will have more BASIC dialects then users in the forum. While projects like BlitzMax will not be updated.

Creating, developing or supporting a language is no longer an one man show in the 2020's. Only a communtiy can write such big project and keep them alive, or?

Title: Re: Wonkey Update
Post by: iWasAdam on May 25, 2021, 10:51:41
Wonkey is the continuation of Monkey2 which was itself a more advanced version of BlitzMax, so it is compatible with monkey2 and just adds new stuff plus correcting bugs and errors along the way.

Monkey2 was abandoned and Wonkey is continuing to take and enhance the already solid codebase foreward.

Wonkey has some additional libs and updates to SDL, TinyRegEx plus Syntax is 100% compatible, also some additions (like using "" inside strings)

The additional libs (Glfw, Sokol, raylib) are not fully tested on all platforms, yet. We are wanting to get MiniAudio working one Wonkey and have come against the same issues you had with BlitxNG so if you can lend a hand we would be very happy :)

Title: Re: Wonkey Update
Post by: zelda64bit on May 25, 2021, 21:22:59
I was recently testing monkey 2 and the examples worked fine for me, although it took me a while to compile ... but since I couldn't find documentation to study, I didn't continue.

Now I just discovered wonkey, I downloaded the precompiled versions and tried the examples, it gives me an error on all of them so I don't know what it can be.

I have seen that there is a page with documentation on the language, although it is not complete, but it seems to me that they are doing a great job. What would be missing in addition to completing the documentation would be tutorials to know how to make games with wonkey.
Title: Re: Wonkey Update
Post by: zelda64bit on May 25, 2021, 21:32:27
Quote from: Midimaster on May 25, 2021, 10:46:08
Wouldn't it be better to support, join and work for already existing language projects instead of founding always new projects?

When we will continue as we do, in 10 years we will have more BASIC dialects then users in the forum. While projects like BlitzMax will not be updated.

Creating, developing or supporting a language is no longer an one man show in the 2020's. Only a communtiy can write such big project and keep them alive, or?

I agree with what you say. It would not be better if everyone joined a single language, instead of each one making their own.

What I do see is that many basic dialects are created and that it does not have a very long journey.

Perhaps it would not be better to make a simple framework for video games, with a basic style for the c ++ or c language and that would be easy to install in codeblock or another ide. I doubt that these two languages will ever disappear.
Title: Re: Wonkey Update
Post by: iWasAdam on May 26, 2021, 04:58:44
QuoteNow I just discovered wonkey, I downloaded the precompiled versions and tried the examples, it gives me an error on all of them so I don't know what it can be.

what was the error and what was the os - I can feedback all of this :)
Title: Re: Wonkey Update
Post by: zelda64bit on May 26, 2021, 20:36:17
Quote from: iWasAdam on May 26, 2021, 04:58:44
QuoteNow I just discovered wonkey, I downloaded the precompiled versions and tried the examples, it gives me an error on all of them so I don't know what it can be.

what was the error and what was the os - I can feedback all of this :)
-window 7 64 bit
This is the error that happens in all the examples.


**** Making app 'C:/wonkey_windows_2021.04/examples/billiards/pool.wx' (windows release x64 gcc mx) *****

Parsing...
Semanting...
Translating...
Compiling...

error: in building: System command failed:

g++ -c -std=c++11 -D_WIN32_WINNT=0x0603 -m64 -Wa,-mbig-obj -O3 -DNDEBUG -I"C:/wonkey_windows_2021.04/modules/" -I"C:/wonkey_windows_2021.04/modules/wonkey/native" -I"C:/wonkey_windows_2021.04/examples/billiards/" -I"C:/wonkey_windows_2021.04/modules/zlib/zlib-1.2.11/" -I"C:/wonkey_windows_2021.04/modules/freetype/freetype-2.6.3/include/" -I"C:/wonkey_windows_2021.04/modules/openal/openal-soft/include/" -I"C:/wonkey_windows_2021.04/modules/sdl2/SDL/include/" -DNDEBUG=1 -DWX_THREADS=1 -I"C:/wonkey_windows_2021.04/examples/billiards/pool.buildv1.0.0/windows_release_x64_mx/build/" -MMD -MF"C:/wonkey_windows_2021.04/examples/billiards/pool.buildv1.0.0/windows_release_x64_mx/build/r5b58089e.cpp_r.deps" -o "C:/wonkey_windows_2021.04/examples/billiards/pool.buildv1.0.0/windows_release_x64_mx/build/r5b58089e.cpp_r.o" "C:/wonkey_windows_2021.04/examples/billiards/pool.buildv1.0.0/windows_release_x64_mx/include/_r.cpp"

errors:

"g++" no se reconoce como un comando interno o externo,
programa o archivo por lotes ejecutable.


wake: fatal error: Internal wake build error

Building cancelled.
Title: Re: Wonkey Update
Post by: round157 on May 26, 2021, 22:36:11
Hi.....I can see the great potential of Wonkey but the examples cannot be compiled successfully on my computer as well. The OS is 64-bit Windows 7.
Title: Re: Wonkey Update
Post by: iWasAdam on May 27, 2021, 11:02:25
on window 7 the prebuilt g++ version fails - I can confirm this  :'(
Title: Re: Wonkey Update
Post by: Xaron on May 27, 2021, 12:12:17
Quote from: zelda64bit on May 25, 2021, 21:32:27
Perhaps it would not be better to make a simple framework for video games, with a basic style for the c ++ or c language...

It's called Unity. With some overhead. ;) Ok it uses C# which is way more user friendly than C++ or C.
Title: Re: Wonkey Update
Post by: zelda64bit on May 27, 2021, 20:10:08
Quote from: iWasAdam on May 27, 2021, 11:02:25
on window 7 the prebuilt g++ version fails - I can confirm this  :'(

We will have to wait for them to solve it. :)
Title: Re: Wonkey Update
Post by: Steve Elliott on May 28, 2021, 18:07:02
Quote
Wouldn't it be better to support, join and work for already existing language projects instead of founding always new projects?

When we will continue as we do, in 10 years we will have more BASIC dialects then users in the forum.

Yet you're trying to write a wrapper for some C code in an abandoned (by the author) language?!  Yet you don't understand C, at all.  Blitzmax, a language that has added garbage collection that C - or even C++ doesn't have, and you're wondering why you are encountering problems?  And that's without threads!  That's exactly why you don't use a general purpose language - they're not designed for it!  Put down the versions of BASIC as you wish, but generally they give you far more than text only output like C and C++, you have to add a game engine - and learn that too.  So you don't want lots of new BASIC Languages, but want everybody to get around a language you don't understand?  That's madness.

Instead, get around a language that is designed for games.  I'm not going near sound just yet, but I can see your advice will be invaluable!  :)
Title: Re: Wonkey Update
Post by: round157 on May 29, 2021, 03:15:27
Quote from: zelda64bit on May 27, 2021, 20:10:08
Quote from: iWasAdam on May 27, 2021, 11:02:25
on window 7 the prebuilt g++ version fails - I can confirm this  :'(

We will have to wait for them to solve it. :)

Hi.....the professional team members of the Wonkey development team will solve the problem without any problem.
Title: Re: Wonkey Update
Post by: iWasAdam on May 29, 2021, 14:02:10
Here's a quote to the above:
QuoteYou want to run it on windows 95?
:'(  :))
Title: Re: Wonkey Update
Post by: Aurel [banned] on May 30, 2021, 08:07:41
QuoteI agree with what you say. It would not be better if everyone joined a single language, instead of each one making their own.

Heh..sounds good in fantasy...How i know what is in someone else head ?
Left the code to someone who don't know what he doing is the worst thing ..
that thing often lead to big mess.
Title: Re: Wonkey Update
Post by: round157 on May 31, 2021, 01:33:50
Quote from: Aurel on May 30, 2021, 08:07:41
Heh..sounds good in fantasy...


Besides, an invisible healthy competition may be created between authors of different BASIC dialects(micro(A), BlitzMax Ng ,Wonkey, Cerberus, etc.) This positive competition may encourage these authors to make the development progresses of their BASIC dialects faster and better.
Title: Re: Wonkey Update
Post by: round157 on May 31, 2021, 02:17:28
Quote from: iWasAdam on May 29, 2021, 14:02:10

:'(  :))

Many people may look forward to Wonkey's magnificent future.
Title: Re: Wonkey Update
Post by: iWasAdam on May 31, 2021, 13:00:14
Wide2 - the new wonkey editor is being put through it's paces. To do a proper test I thought I would write a tutorial.

This first one creates a well known game.  :o

It's currently got all the basic stuff like map, movement and even base enemy movement. it's created over 10 different steps each with source and is only 400 lines long!

Before anyone jumps in a starts questioning 400 lines - there are 3 other sources provided which are supplying all the draw code, map code, palette code, and render code - but these are being presented as code so you can rip them to shreds and find out how they actually work - or not as they are not 'fixed' modules.

Of course you can completely just 'use' the code without any knowledge or care about how they work too.

These are from my own libraries, so I am starting to give away my own secret sauce here...

(https://vjointeractive.files.wordpress.com/2021/05/screenshot-2021-05-31-at-12.50.56.png)
Title: Re: Wonkey Update
Post by: Hotshot on May 31, 2021, 13:26:27
Hello iWasAdam


Do you know when Wonkey Update going to be release with the Editor?
Title: Re: Wonkey Update
Post by: iWasAdam on May 31, 2021, 14:00:07
we're still testing things. i'll let everyone know what is happening :)

The editor is being dogfooded on macos, then will move to windows and then after that to other platforms.

There are a couple of things that are on the todo list including w7 support, targetted audio and synth engines plus new graphics tools.
Title: Re: Wonkey Update
Post by: Hotshot on May 31, 2021, 14:31:42
can you show simple code of Wonkey gonna look like?
Title: Re: Wonkey Update
Post by: iWasAdam on May 31, 2021, 14:46:36
no problem - anyone who know Cerberus, monkey2 or even BlitzNG should be reasonable happy with this:

Namespace myapp

#Import "<std>"
#Import "<mojo>"
Using std..
Using mojo..

Function Main()
New AppInstance
New MyWindow
App.Run()
End

Class MyWindow Extends Window
'this has no window sizing - or fullscreen on MacOS
Method New( title:String = "Simple mojo app", width:Int = 640, height:Int = 480, flags:WindowFlags = Null )
Super.New( title, width, height, flags )
End

Method OnRender( canvas:Canvas ) Override
App.RequestRender()

canvas.DrawText( "Hello World!", Width/2, Height/2,.5,.5 )
End

End


This is the basic open a window and say hello world
for the simplest (a console app with no window - just run from the shell) you get:

Namespace myapp

#Import "<std>"
Using std..


Function Main()
Print "Hello World"
End


I've rewritten the base templates and also added more of them. So here are the base ones you get to play with:
simple 3d
simple console
letterboxed
simple io
simple ui
simple mojox gui
custom canvas

I woud like to also add some form of simple 2d and also simple shader to the base templates

I can add further help text to the templates if you think that would help?
Title: Re: Wonkey Update
Post by: Aurel [banned] on May 31, 2021, 14:48:27
400 lines of code ..ok
but where are they?
Editor...how that look?
is  all that on github maybe or ??
Title: Re: Wonkey Update
Post by: Aurel [banned] on May 31, 2021, 14:55:34
oh i found it
https://github.com/wonkey-coders/wonkey

iWasAdam
would be nice that you have this link in your forum profile ?
Title: Re: Wonkey Update
Post by: iWasAdam on May 31, 2021, 15:01:28
no problem. I'm still working on the wide2 editor, but here it is working with no issues in testing - been running solid for sever hours now.

this is the main editor window with the source tree open - notice how all the icons are clean and logical
(https://vjointeractive.files.wordpress.com/2021/05/screenshot-2021-05-31-at-14.53.01.png)

When using find, you dont get a single answer you get all answers and can quickly locate what you want
(https://vjointeractive.files.wordpress.com/2021/05/screenshot-2021-05-31-at-14.50.52.png)

There are other document windows, like the image viewer:
(https://vjointeractive.files.wordpress.com/2021/05/screenshot-2021-05-31-at-14.51.16.png)

And the sound viewer - currently this only works for limited wav and ogg formats. But it is planned to add the QasarBeach sound core which open virtually any sound file even from synth manufacturers like roland, emu, yamaha, etc
As you can see it already has note/octave/pitch concepts built into it along with stereo and mono support
(https://vjointeractive.files.wordpress.com/2021/05/screenshot-2021-05-31-at-14.51.37.png)
Title: Re: Wonkey Update
Post by: iWasAdam on May 31, 2021, 15:02:40
The reason that there is no link is a lot of what you are seeing here is not currently available - it's still in dev and also up for change, suggestions, etc :)
Title: Re: Wonkey Update
Post by: Aurel [banned] on May 31, 2021, 16:01:26
wow..looking nice ..i like it  ;)
Title: Re: Wonkey Update
Post by: zelda64bit on May 31, 2021, 21:37:17
Quote from: iWasAdam on May 31, 2021, 13:00:14
Wide2 - the new wonkey editor is being put through it's paces. To do a proper test I thought I would write a tutorial.

This first one creates a well known game.  :o

It's currently got all the basic stuff like map, movement and even base enemy movement. it's created over 10 different steps each with source and is only 400 lines long!

Before anyone jumps in a starts questioning 400 lines - there are 3 other sources provided which are supplying all the draw code, map code, palette code, and render code - but these are being presented as code so you can rip them to shreds and find out how they actually work - or not as they are not 'fixed' modules.

Of course you can completely just 'use' the code without any knowledge or care about how they work too.

These are from my own libraries, so I am starting to give away my own secret sauce here...

(https://vjointeractive.files.wordpress.com/2021/05/screenshot-2021-05-31-at-12.50.56.png)

If you are going to write tutorials, you could write them on this wonkey page, so I can translate it and learn, otherwise it will be difficult for me.

https://wonkey-coders.github.io/

About examples, they should be simple and small examples, like Pakz's examples, I love this person's examples and they are very easy to follow, especially those that put beginners.
Title: Re: Wonkey Update
Post by: Hotshot on June 01, 2021, 00:02:32
Will Wonkey have Game library such as SDL or SFML or Allergo add on?
Title: Re: Wonkey Update
Post by: iWasAdam on June 01, 2021, 05:53:59
wonjey has all of monkey2 module and they have been updated to the latest versions.

so sdl2 is there, Raylib is coming along with sokol,

Wonkey itself is a just language. but if we can get it into a state that people feel really happy about using. then they will be able to do what they want with it.

RE the tutorial. Yes it could go on the website
But. it's a very different style and approach. the tutorial is made from lots of sample files. the first tutorial just opens the window and sets up the custom canvas.
Here it is. Is there anything that would help make it clearer?

Namespace myapp


#Import "<std>"
#Import "<mojo>"
Using std..
Using mojo..

'1st Step is To pick a template - this is the custom canvas template

'the arcade resolution is 224 x 288
'this will be our custom canvas resolution
Const Resolution:Vec2i = New Vec2i( 224, 288 )

Function Main()
New AppInstance
New MyWindow
App.Run()
End


Class MyWindow Extends Window

'this will be your custom canvas
field myCanvas:Canvas
'a canvas needs an image to draw to
Field canvasImage:Image


Method New()
'If you are Using highdpi displays then use this vesion
'Super.New( "My Window", 640, 480, WindowFlags.Resizable | WindowFlags.HighDPI )
Super.New( "My Window", Resolution.X*3, Resolution.Y*3, WindowFlags.Resizable )

'first create an image of the requires size
canvasImage = New Image( Resolution.X, Resolution.Y )
'And use this To crate a canvas
myCanvas = New Canvas( canvasImage )
End


Method OnRender( canvas:Canvas ) Override
App.RequestRender()

'fill the custom canvas with a color
myCanvas.Clear( Color.Black )

'draw some text to the custom canvas
myCanvas.Color = Color.White
myCanvas.DrawText( "Width:"+Width+" Height:"+Height, 5,5 )
myCanvas.DrawText( "ResX:"+Resolution.X+" ResY:"+Resolution.Y, 5,25 )

myCanvas.DrawText( "Resize the window", 5,50 )

'finish drawing To our canvas
myCanvas.Flush()

'finally draw the custom canvas to the normal canvas
canvas.Color = Color.White
canvas.DrawRect( 0, 0, Width, Height,  canvasImage )
End

End



Title: Re: Wonkey Update
Post by: zelda64bit on June 01, 2021, 16:47:34
What are these two libraries for?
#Import "<std>"
#Import "<mojo>"

And this App.Run ()
And this other myCanvas = New Canvas (canvasImage)

And this canvas: Canvas
And this App.RequestRender ()

And this Super.New ("My Window", Resolution.X * 3, Resolution.Y * 3, WindowFlags.Resizable)

and this myCanvas.Flush ().

I know there are comments, but what is inside the code window is not translated.
Title: Re: Wonkey Update
Post by: iWasAdam on June 01, 2021, 19:04:36
No problem  ;D I'll sort out those brilliant suggestions for you.

It should be said that wonkey shares a lot of the underlying c++ structures. So it can be a bit of a struggle at first coming from an older simple basic dialect.

So you will have to get used to stuff like classes, methods, import, etc. But none of this is too difficult. My personal aim would be to make it more approachable - so some more in depth comments in the templates would help a lot :)
Title: Re: Wonkey Update
Post by: Aurel [banned] on June 01, 2021, 19:23:11
QuoteIt should be said that wonkey shares a lot of the underlying c++ structures

well to me ...looks like wonkey is a one big wrapper of C++ functions
Title: Re: Wonkey Update
Post by: round157 on June 01, 2021, 23:00:27
For micro(A) and Wonkey, I think that....:

1. Each language should have an detailed information page on Itch.io. A lot of visitors are there. The information pages on Itch will become very effective introduction of these two languages to many potential users. As a result, the user bases of these two languages will be enlarged easily.

2. Ask Qube to set up the sub-forums for micro(A) and Wonkey respectively in this forum. So various information of these two languages will be under different titles(or threads) in these two sub-forums. Thus people can easily find topics which they are interested in reading by reading titles.   
Title: Re: Wonkey Update
Post by: iWasAdam on June 02, 2021, 05:09:37
Quotewell to me ...looks like wonkey is a one big wrapper of C++ functions
in some respect aren't all modern languages derived from c or share commonality with oop?

Wonkey is a language that has it's heritage in blitz products and has evolved to have much more of oop. It is cross platform and transpiles to c and then to host executable.

It has 3 main parts:
1. WAKE - eats wonkey files transpiles them into c and links and produces the final product. current targets are winows, macos, linux, arm, raspberry pi - there are others
2. WIDE - the wonkey ide with wide2 in current dev
3. modules - these are all the libraries and other bits an app might need. there are core modules like std and mojo which provide all the base functions, etc

Title: Re: Wonkey Update
Post by: Aurel [banned] on June 02, 2021, 06:55:04
Quotein some respect aren't all modern languages derived from c or share commonality with oop?

Yes ..that is true.
Title: Re: Wonkey Update
Post by: Aurel [banned] on June 02, 2021, 09:00:05
To answer round...
There is no need to open any new board for micro(A) simply because it is to early for
and let say solid programming in it .
Also there is no any connections between two of them , mine is more experimental or if
you wish eductional to me in  first place .

For wonkey ..well it is game oriented language .
Title: Re: Wonkey Update
Post by: iWasAdam on June 02, 2021, 11:16:24
QuoteFor wonkey ..well it is game oriented language.
Unfortunately I'm definitely going to call you out on that one. Wonkey is primarily a language. I and others have provided a lot of modules and code to allow for games to be more easily created - BUT it is NOT just for games.

The best example is the WIDE editor - it's written in Wonkey:
(https://vjointeractive.files.wordpress.com/2021/06/screenshot_2021-06-02_at_08.14.06.png)
Not a game:
(https://vjointeractive.files.wordpress.com/2021/06/screenshot_2021-05-29_at_12.14.58.png)
Also not a game:
(https://vjointeractive.files.wordpress.com/2021/06/screenshot_2021-05-28_at_08.24.19.png)

Currently we are looking into the QasarBeach audio core (written in monkey2 which is 100% wonkey compatible). this is not remotely a game:

The above was captured live with no overdubs (it was edited with the video being added later) But the audio and live screens showing live audio are all wonkey...

I could go on about the image editors, 3d editors, map editors, synth engines, etc that are NOT games too  :P
Title: Re: Wonkey Update
Post by: therevills on June 02, 2021, 11:21:23
Nice to see Monkey2 is reborn to Wonkey! It is such a nice language to program in!  :)
Title: Re: Wonkey Update
Post by: Aurel [banned] on June 02, 2021, 11:43:26
Quoteimage editors, 3d editors, map editors, synth engines

well all that is for games , i really doubt that anyone will use wonkey to build another Paintnet or Gimp or Audacity
then will use it for game

BUT ..if say that is not ..then i agree. :)
Title: Re: Wonkey Update
Post by: iWasAdam on June 02, 2021, 11:47:15
you do seem to be sticking your fingers in your ears and going "lalalalala"  :))

QasarBeach has nothing to do with games nor 3d editors, nor image editors and especially not IDE's.

I'll say this again nice and slow you understand. wonky is a language - nothing more nothing less. but in general most people use it for games, as that is generally what 'most' people use languages for.

All of the above are tools - they are complex and have extremely tight UI and message focus. QasarBeach is a complete realtime audio synthesiser (a copy of the 1980 Fairlight CMI) it has full synthesis capabilities, sequencer and has been applauded by the original engineers and designer (who repeatedly said such a thing was not possible without expensive custom hardware!) - It far outstrips what Audacity can do. And it's 100% compatible with wonkey being written in monkey2

So if you still think it's just for making games I'm gonna have to pick my finest trout and come round and give you a good head slap :)
Title: Re: Wonkey Update
Post by: Aurel [banned] on June 02, 2021, 14:28:31
QuoteI'll say this again nice and slow you understand. wonky is a language - nothing more nothing less.

wow ...now i am stupid ,and i don't understand good for me  ;D
but why you worry if someone say ..it is game oriented
is that some kind of insulting for you ..

you know what ...forget, i see that i made mistake to post under this topic.
Title: Re: Wonkey Update
Post by: Steve Elliott on June 02, 2021, 14:56:57
Quote
wow ...now i am stupid ,and i don't understand good for me  ;D
but why you worry if someone say ..it is game oriented
is that some kind of insulting for you ..

With a name like Wonkey, of course it's a very serious computer language!  :))
Title: Re: Wonkey Update
Post by: iWasAdam on June 03, 2021, 14:16:28
Yeah boi  ;D you dissin my Wonkey?

Just finished adding full color support into the IDE - this also shows the enhanced color sets available in Woney cause all those colors are soo wonkey...

On the left is the intellisence showing available colors as you type
On the right is the color panel open showing all available colors. click a color and you get its name, its float values plus some added gradient values so you can pick a color you want fast.
And in the middle is the minimap viewer so you can quickly jump around your code
(https://vjointeractive.files.wordpress.com/2021/06/screenshot-2021-06-03-at-14.09.33.png)
Title: Re: Wonkey Update
Post by: iWasAdam on June 04, 2021, 12:55:52
@Round157 You mentioned a mascot
Say hello to the Wonkey Donkey...  :o
(https://vjointeractive.files.wordpress.com/2021/06/wonkey.png)
Title: Re: Wonkey Update
Post by: round157 on June 07, 2021, 12:15:28
Quote from: iWasAdam on June 04, 2021, 12:55:52
@Round157 You mentioned a mascot
Say hello to the Wonkey Donkey...  :o


Hello!

The mascot was created by you? Using a donkey as the mascot of Wonkey suprises me. However, the design is nice and simple. Wonkey Donkey consists of different brown colours. The brown colours used are good because brown is a comfortable colour for human eyes. The facial expression of Wonkey Donkey is quite suitable because Wonkey donkey really looks like a programming beginner.

Title: Re: Wonkey Update
Post by: iWasAdam on June 08, 2021, 12:48:52
Added core sprite routines and color palette support into the mojo source so they are part of the main distro.
This means you can open palettes, from adobe, jasc and native format:
Here is a palette being opened with numbers
(https://vjointeractive.files.wordpress.com/2021/06/screenshot_2021-06-07_at_10.33.08.png)

Also added new dock with ascii
(https://vjointeractive.files.wordpress.com/2021/06/screenshot_2021-06-06_at_13.19.37.png)

And lastly a new dock showing all the available colors in their libraries:
(https://vjointeractive.files.wordpress.com/2021/06/screenshot_2021-06-03_at_08.33.06.png)

With intelisense showing the colors as you type:
(https://vjointeractive.files.wordpress.com/2021/06/screenshot_2021-06-02_at_08.14.06-1.png)
Title: Re: Wonkey Update
Post by: Steve Elliott on June 08, 2021, 21:51:14
You can tell Adam's involved - balanced palettes and art!
Title: Re: Wonkey Update
Post by: Qube on June 08, 2021, 23:54:23
Quote from: iWasAdam on June 08, 2021, 12:48:52
With intelisense showing the colors as you type:
(https://vjointeractive.files.wordpress.com/2021/06/screenshot_2021-06-02_at_08.14.06-1.png)
Now that I do like ;D - Very handy to have.
Title: Re: Wonkey Update
Post by: iWasAdam on June 09, 2021, 08:29:33
just spent the best part of 2 hours reinstalling linux, shouting at it about who's the boss and generally hitting my head with a hammer.... compiling now....  >:(
Title: Re: Wonkey Update
Post by: iWasAdam on June 09, 2021, 08:30:41
Here's a question to any interested persons - or not interested.

What would YOU like from an IDE?
Title: Re: Wonkey Update
Post by: Derron on June 09, 2021, 12:53:46
Integrated Debugger
Intellisense (not just autocomplete - so not just stuff known from the local file but also imported ones etc)
Formatter/external tools-support: send current code (eg file content) to the tool and retrieve a changed version (eg intendation "unified") / other tools could check for unused variables etc.
Packaging/Deployment support: so if you do a "build" you should be able to do a "gui driven" application-settings thing (name of author, application title ...), Also stuff like "app icon" should be configurable conveniently (linux: app.desktop, windows: icon as resource file, mac: icns file in the .app folder ...). Android or such stuff should be configurable via IDE too (and best bet to export all these settings to a .settings file which the make tool of "Wonkey" can work with and does the grunt work at the end - so be independent from the actual IDE)
Multi-Document editing (have two documents next to each other - with optional synchronized scrolling)
Find-n-Replace (maybe with optional RegEx)
Refactoring: change a variable name across all "connected" files - context sensitive, not a dumb "text replacement"
Redefineable Shortcuts
Makros Management (pre, after build ...) or "Hooks" - this way you can fine tune what happens when you compile, fail to compile, ... if the language toolkit supports it too then the better



Nice to have:
.git-integration
color templates / color picker (already in I "assume" :D)
language/wonkey updater - kicking of the updater file surely provided by the "language toolkit/pack"
Multi-Line editing: Hezkore has shown to me and it looks valuable: mark multiple lines/positions and then each keystroke is done to each of the line (block commends, block "prefixing" variables etc)

bye
Ron
Title: Re: Wonkey Update
Post by: iWasAdam on June 09, 2021, 14:00:48
great list derron

- intellisense is module aware so will show whatever is available ;)
- package/deployment manager being worked on
- find and replace is now quite robust with find in files, replace, find definition etc :)
- there is some form of shortcut system, but i can't say I've used it

Currently Wide (with Wonkey Ide) is being prepared for initial release

multi document editing would be something I'm interested in developing :)
Title: Re: Wonkey Update
Post by: zelda64bit on June 09, 2021, 14:58:37
Derron has said practically everything, but I would also like a help section like the one that bliz3d brings, where you press a button and you get the documentation with the manual, tutorials and the reference.

You could also add language templates, gamemaker brings language templates where there is a section in the ide to see how to write a coditional, loops, functions, classes etc ...

Something very important is the error window where it is shown where the errors made in the code are, most of ide tend to show confusing messages that do not help much.

Something also important is that the ide does not consume too many requirements as a visual studio (devourer of resources).

Another thing is the tabs on the sides, a button or option to hide them would be nice.
Title: Re: Wonkey Update
Post by: Qube on June 09, 2021, 17:55:43
Quote from: iWasAdam on June 09, 2021, 08:30:41
Here's a question to any interested persons - or not interested.

What would YOU like from an IDE?
Agree with most of Derron's suggestion but personally : Speed. It has to be quick to respond and scrolling through 1000's of lines of code should be smooth and not feel sticky. I really really hate slow IDE's which is why I ditched newer version of AGK Classic on MacOS ( Catalina and above ) as it's just too painful to work with. Luckily AGK Studio is nice and nippy.
Title: Re: Wonkey Update
Post by: Derron on June 09, 2021, 18:43:52
Think intellisense could also provide "definitions"

(https://i.imgur.com/JWXABfL.gif)

But even this could be improved quite a bit - eg by removing the "x:Float" right when entering "," manually - so not actually adding the text to the document but just like "shadow" displaying.

Also stuff like "overloaded functions/methods" should be handled properly.


IDE speed ... it should start "snappy" enough and editing/using should not require a phd :)


bye
Ron
Title: Re: Wonkey Update
Post by: iWasAdam on June 10, 2021, 04:51:44
well - i'll see what can be done with the intellisense (I didn't write it). It seems to be generally robust with a huge amount of work being done by mark and nerobot (who wrote tedtogo - which wide2 is based on)

Speed. < 1 second to start wide2

huge file speed (15500 lines of code <- great for testing)
load time < 1 second.
scroll speed = instant
edit (anywhere in the file) instant
Intellisense - first load 2-3 seconds in background
intellisense updating - 1-2 second lag. it's basically a background system the constantly rebuilds :)
Title: Re: Wonkey Update
Post by: iWasAdam on June 10, 2021, 06:14:40
shhhh - don't tell any but it looks like wide2 might be dead in the water
one of the devs has thrown a fit because I dropped the flawed themes...

Stay tuned with popcorn cause this one's gonna get messy
Title: Re: Wonkey Update
Post by: MikeHart on June 10, 2021, 08:08:58
You have no luck with you endavors regarding the ui and Monkey2 it seems. I hope it will improve.
Title: Re: Wonkey Update
Post by: iWasAdam on June 10, 2021, 08:15:48
the ui (mojox) is a flawed construct from start to end - bad in every way.

I got rid of the themes to make everything uniform and calm - now themes of some form are required - I need to find a way to drive right through the middle ground... - stay tuned...

A question for you - how did you approach this sort of thing with cerberus and it's ide?
Title: Re: Wonkey Update
Post by: col on June 10, 2021, 08:28:11
I agree with Derron's suggested additions.

In particular, code editing features such as 'goto definition', 'find all references', 'rename' etc should all work on the symbol from an AST not the text in the document...


I appreciate some of those are are already suggested.

Just read your latest plight, hopefully things will work out ok for you all  8)
Title: Re: Wonkey Update
Post by: Derron on June 10, 2021, 08:40:09
Once you add all the stuff needed for a proper IDE ... you could also have written an extension for VSCode, Atom, Sublime, ...  stuff many people might already have installed for other languages.

But I understand the approach of a custom IDE ... so eg a "new file" does not need to be saved as "myfile.wonkey" to be identified as "wonkey language file" (and so the wonkey extension in eg VS Code would handle it). Or maybe the addition of custom stuff like "image viewers" or so is easier - albeit this surely exists as extension for the bigger "editors".



bye
Ron
Title: Re: Wonkey Update
Post by: MikeHart on June 10, 2021, 10:22:37
Quote from: iWasAdam on June 10, 2021, 08:15:48
the ui (mojox) is a flawed construct from start to end - bad in every way.

I got rid of the themes to make everything uniform and calm - now themes of some form are required - I need to find a way to drive right through the middle ground... - stay tuned...

A question for you - how did you approach this sort of thing with cerberus and it's ide?
TED didn't have themes in the beginning. So adding them was no problems for the userbase. By default  it looks like it has no theme active. Themes are css files and icons in QT.
I hope your question ment that.
Ones we have our VSCode extension ready, TED will be depreciated.
Title: Re: Wonkey Update
Post by: iWasAdam on June 10, 2021, 12:12:40
thanks for the reply Mike. I wasn't sure how advanced ted was when you took it over. I know that mojox (the hideous ui component in monkey2/wonkey) was originally built as the UI for ted2. But your explanation is interesting and very helpful ;)

I think that wide2 is already very usable, but with the new 'theme' concept wanted I've had to cook up something very quick based on my other (well used) UI code (MiniUI)

With MiniUI in place I can start to replace some of the dratted mojox stuff with more approachable code. Giving users a nice visual place to construct and tinker with the look of Wide2 \o/
Title: Re: Wonkey Update
Post by: MikeHart on June 10, 2021, 13:34:45
Compared to 2017, I added themes, more information in the code box, tinkered with the syntax highlighting and started with code completion.  I am glad we are switching to VSCodium. Olivier does a great job on it already.


For tools I am working on a ui module for CX. I have a working Imgui module but only for desktop because of the multiple target languages CX exports to.
So a CX native module is better I think.
Title: Re: Wonkey Update
Post by: Aurel [banned] on June 10, 2021, 13:52:10
So wonkey IDE or ted2 is QT application..that is why looking strange to me .
Adam ..i have simple question:
Can i use my own IDE(scintilla based editor) to run wonkey code using command line arguments
or not?
thanks
Title: Re: Wonkey Update
Post by: iWasAdam on June 10, 2021, 14:05:28
wide (wonkey IDE) is mojox based, cerberus TED is QT based

Yep you can run your own editor and compile from the command line :)

Can I ask what you think looks strange/odd? Any help with these thoughts is great :)
Title: Re: Wonkey Update
Post by: MikeHart on June 10, 2021, 14:32:27
.. deleted because I misunderstood who was talked to.
Title: Re: Wonkey Update
Post by: Aurel [banned] on June 10, 2021, 14:44:44
wait a moment mojox is library or something similar
when i say strange i mean it is not native win app created with winApi
but because is crossplatform then make sense to me .
Title: Re: Wonkey Update
Post by: col on June 11, 2021, 03:57:44
Something else that I use a lot and is a nice IDE feature is opening a file mentioned in the source code. Using an example in BMax:

Import "TestFile.bmx"

When right-clicking over the quoted text 'TestFile.bmx' the menu will have an option to open the file in the editor.
Title: Re: Wonkey Update
Post by: iWasAdam on June 13, 2021, 08:51:40
update on this - after the earlier fit throwing devs...  8)


Because of the need for theme support (in some form or other) I needed to go into the dialogs which meant coming up with some sort of custom built ui. which meant I had to build a complete UI system and then figure out how it all worked and how to 'augment' the new ui with the old ui... following me so far?


ok. So here's what I had to work with - may I present the amazing mojox:
(https://vjointeractive.files.wordpress.com/2021/06/screenshot-2021-06-13-at-08.43.34.png)
mmmm lovely I can hear you all saying...


And (after some head scratching) here's the miniui - which is very customizable too...
(https://vjointeractive.files.wordpress.com/2021/06/screenshot-2021-06-13-at-08.14.55.png)
The top is the dev shot showing the grid and control sizes
The bottom is it working with some test data


I've even found flaws in the original mojox to do with modal systems, and implemented default keyboard tracking too \o/


pssst - the new code is simpler to manage, simpler to read and simpler to use too...


Title: Re: Wonkey Update
Post by: iWasAdam on June 15, 2021, 12:56:21
working on the best way to pick themes now
(https://vjointeractive.files.wordpress.com/2021/06/screenshot-2021-06-15-at-12.52.00.png)
Title: Re: Wonkey Update
Post by: iWasAdam on June 16, 2021, 11:35:13
And more with much more syntac highlighting and the font selection too. Lets hope that flighty devs like this for a theme control...?

Not sure, but I think the design style is called something like 'Modern'?

(https://vjointeractive.files.wordpress.com/2021/06/screenshot-2021-06-16-at-11.32.30.png)
Title: Re: Wonkey Update
Post by: Derron on June 16, 2021, 13:45:27
You should consider adding slight 1px borders here and there ... to split apart areas (toolbars etc - like you did with the "document tabber" already).

For now the screen looks like a mockup of various functionalities / "panels".

Eg the color-legend panel, the whatever-color-panel and the color-palette-panel. They have different widths, the legend panel even is not centered to it (left border smaller than right)
.
(https://imgur.com/pNQgG21.png)

Legend panel has rounded corners, document/textarea panel is sharp cornered.

The font preview does ... not fit to the rest ("hard edged" versus "smooth texture/image").

Thin font is rendered "crisp" while the bold font seems to be a bit too smooth (compared to the OS ? -- maybe it is also the letter spacing which makes it look a bit more smudged/narrow)


The blue outline of the colour selection: it is too fat/thick as it does not leave a bit of space in the "color-whatever-panel". In the colour-palette-panel the outline looks odd as the colour itself has a drop shadow while the look of the blue thing is more an "outline" than a "glowing background".



Textarea: at first glance it looks good. but you use a non-monospaced-font, no problem - but look at the brackets of "MyMethod()" - the opening bracket is almost chained to the "d" while it is not happening at the "d".
This means that font spacing is NOT correctly read from the font (or the font has an odd choice for "d + ("). This might also be connected to the "bold font looks a bit odd" issue mentioned earlier.

Another thing I see is the alignment of the line numbers.
(https://imgur.com/qmW3TTb.png)

compare "50" and the other numbers. if it was left aligned (the numbers) then the "5" would have to start earlier. If it was right-aligned, then the "42" should be more to the right. And If itwas centered then left-right of some numbers should be the same (but it seems to be left centered).
-> line numbers should be right-aligned

Also it again seems to be a subtle hint for the font rendering having an issue.


As you might use the font rendering of "wonkey", a fix for you is a fix for all users. So .. go for it :)



Dunno if you wanted that feedback ... but I feel you asked for it :D



bye
Ron
Title: Re: Wonkey Update
Post by: iWasAdam on June 17, 2021, 08:07:22
thanks derron  ;D
I'll get about addressing these
Title: Re: Wonkey Update
Post by: Terry on June 17, 2021, 20:57:48
Hi there,

I've been looking at this for some time, I used monkey in the past, I never got around to trying its sequel, but this looks really cool, the only issue I have after trying it is that I just cannot get android builds to go through, it always complains about 'fatal error: 'cpu-features.h' file not found' or similar.

I follow the tutorial thats bundled though its not exactly clear on what I should be downloading, and I'm not an android expert by any means, but in all I think I downloaded about 15 gigabytes of 'stuff' to no avail.

Is there by any chance a way to update the android tutorial or even package the needed tools to a single download where I can just extract into some wonkey folder?

I was just going to forget about it, but I seem to get drawn back in, hence, why I am asking, if not, no problem, I do see your busy with other wonkey fixes it seems, but, I've had a go myself and cannot figure it out.

Other then that, excellent work

Kind regards

T
Title: Re: Wonkey Update
Post by: round157 on June 17, 2021, 23:01:16
Quote from: Terry on June 17, 2021, 20:57:48
Hi there,


New user of Wonkey? Welcome to the forum!

Wonkey looks so versatile and reliable. In fact, iWasAdam is very professional. I guess that the user base will be enlarged quickly!

Title: Re: Wonkey Update
Post by: iWasAdam on June 18, 2021, 10:41:38
I'll see what can be done - question for you; what was the spec of the android device
Title: Re: Wonkey Update
Post by: Xaron on June 18, 2021, 10:52:16
Quote from: iWasAdam on June 09, 2021, 08:30:41
Here's a question to any interested persons - or not interested.

What would YOU like from an IDE?

Tabs to spaces, PLEASE! Without that any IDE is unusable for me.

It's a must, having it in our coding guidelines and for a reason. You can imagine how ugly code can look when one does this and the other does that. And no, that everyone uses tabs is NOT a solution because it simply doesn't work when using space bar by accident.
Title: Re: Wonkey Update
Post by: Aurel [banned] on June 18, 2021, 13:42:28
what ..there is no tabs  ;D
Title: Re: Wonkey Update
Post by: iWasAdam on June 18, 2021, 13:58:04
wonkey editor (wide) is very advanced - wide 2 a bit more so:
on the left if the wide2 editor showing tabs and hidden stuff, and the (current) prefs dialog showing tab details. Wide will also notify if there are mixed tabs/spaces and convert
(https://vjointeractive.files.wordpress.com/2021/06/screenshot-2021-06-18-at-13.52.47.png)

And info on the android front - the compiler devs are looking into it...
Title: Re: Wonkey Update
Post by: Terry on June 20, 2021, 13:08:26
Quote
And info on the android front - the compiler devs are looking into it...

Sorry for late reply to your question above.

Regarding the device, its not the fact I cannot get nothing on the device, that is okay when I put a default Android Studio build through.

It's when I initially build/update modules (Or run an app straight away and it starts to do the build) that the 'cannot find cpu-features.h' file error occurs.

There needs to be more detail in the docs, there is a quite a few NDK versions now, I think I downloaded about 4 from the Android SDK and, nothing changed, same error, and then I got tired of it, and from what I found in the win_env file, it only has "ndk-bundle" as an example of the path. And I'm getting the impression that now, that approach is done away with by google and now it's a 'side by side' setup, so a NDK version number is imperative.

If your Android guys are looking into it, I'll hold off trying something else, though I do appreciate any effort, because like I mentioned, Wonkey does seem to be what I'm after and I am floating back to it, so I will hold off moving along because I think Wonkey will be worth the effort, and obviously, less of a pain going native with Android Studio.

Kind regards

T
Title: Re: Wonkey Update
Post by: iWasAdam on June 20, 2021, 14:18:57
No problemo...

The android dev has some time free and is looking into this for you.

The .h erro has been confirmed - so this is good progress - We'll get this all sorted :)
Title: Re: Wonkey Update
Post by: Terry on June 20, 2021, 19:03:12
Thank you Adam, and please do say thank you to the android dev too please, I know it's not anyones fault, but unfortunately with the way google operate, when it comes to these things, after trying other android solutions which fail in other ways, documentation updates and even periodic tests of the setup are needed. I've had the same with GLBasic and even CerberusX which I never realised the author posts here.

Which if I can interrupt the topic for a minute, I had trouble with that as well (CerberusX), after setting up accordingly, I was receiving errors about licenses having to be accepted in the output window (And everything was done through the SDK Manager, so couldnt understand why it was complaining), which, I have had before when trying it, but managed to fix it by doing 'SDKManager.exe --licenses', and that fixed it, now after trying it, the same cropped up, so I called that, and it was met with an exception, ultimately, I couldn't build on that as well. Maybe the author should take a look at their android target from a blank canvas too.

Kind regards

T
Title: Re: Wonkey Update
Post by: iWasAdam on June 21, 2021, 05:46:14
no problem. my core task is to get the editor working to my liking and the documentation and other stuff follows ofn from that. but it's alway good to hear about issues and potential ways to make 'YOUR' life simpler :)
Title: Re: Wonkey Update
Post by: iWasAdam on June 22, 2021, 12:49:06
theming is now completed  8) but I need to add the save/load routines. but it's nice to use and simple

So I went on a bug hunt and also had a real good look at what other are doing with their IDE's and what I came up with is this little doohicky...
Completely unfinished but I think you know exactly where I'm going with this ;)
(https://vjointeractive.files.wordpress.com/2021/06/screenshot-2021-06-22-at-12.44.51.png)
Title: Re: Wonkey Update
Post by: Derron on June 22, 2021, 13:21:05
Ensure for proper ellipsis on long file/folder names.
Or optional: multiline labels

ensure to use a proper ellipsis ("..." vs "...")

mylo...ngname.

vs

my super long
name with spaces

vs

my super long na
me with spaces

vs

mylongn...


bye
Ron
Title: Re: Wonkey Update
Post by: iWasAdam on June 23, 2021, 11:57:56
added ability to play and view directly from the browser. also added scaling, so you can rescale icon sizes to fit

Went and checked unity and unreal and a few other ide's system for the final look :)

You can select different core files and WIDE2 will do the rest for you \o/

(https://vjointeractive.files.wordpress.com/2021/06/screenshot-2021-06-23-at-11.54.13.png)
Title: Re: Wonkey Update
Post by: zelda64bit on June 23, 2021, 16:00:02
It will have support for visual programming, similar to the blueprints of unreal 4
Title: Re: Wonkey Update
Post by: iWasAdam on June 24, 2021, 04:41:24
not at this stage - maybe in the future, but dont bet on it
Title: Re: Wonkey Update
Post by: iWasAdam on June 24, 2021, 07:36:05
starting to write new examples...

Here's is a shader collection with miniui.

In the background you can also see Wide2 with assets browser pointing to the shader folder and showing the result
(https://vjointeractive.files.wordpress.com/2021/06/screenshot-2021-06-24-at-07.31.51.png)
Title: Re: Wonkey Update
Post by: iWasAdam on June 25, 2021, 11:17:22
Some custom drawn buttons with animation - very short code :)


ctrls.Style = 3
ctrls.AddCustomButton( 10,16, 10,4, Color.VicLiver, "", _playImage )
ctrls.AddCustomButton( 10,20, 10,4, Color.VicLiver, "", _optionsImage )
snip
Case 3
If ctrls.ControlOver = ctrl Then
canvas.Color = color * 1.1
Else
canvas.Color = color * 0.8
End If
canvas.DrawRect( x, y, width, height, _buttonImage )

'we use GetImageX because there is a conflict with GetImage and mojo
If ctrls.GetImageEx( ctrl ) Then
If ctrls.ControlOver = ctrl Then
canvas.Color = Color.XamOrange
canvas.DrawRect( x+Rnd(-5,5), y+Rnd(-5,5), width, height, ctrls.GetImageEx( ctrl ) )
Else
canvas.Color = Color.VicSea
canvas.DrawRect( x, y, width, height, ctrls.GetImageEx( ctrl ) )
End If
End If


(https://vjointeractive.files.wordpress.com/2021/06/screenshot-2021-06-25-at-11.13.24.png)
Title: Re: Wonkey Update
Post by: iWasAdam on June 25, 2021, 12:08:47
Asset browser now supports image previews of assets - which will make finding stuff super simple...  ^-^
(https://vjointeractive.files.wordpress.com/2021/06/screenshot-2021-06-25-at-12.06.43.png)
Title: Re: Wonkey Update
Post by: iWasAdam on July 06, 2021, 12:20:14
more news. got the windows version operational \o/

It's also now being used/tested as my daily code editor - so I am watching and catching and fixing anything I find as it happens :)

I've taken the asset view, used the same base code to create a library - where you can use a whole load of resources, palettes, fontsprites, etc. I am going to include lots of resources here from my own backups

extending support and viewing:
(https://vjointeractive.files.wordpress.com/2021/07/screenshot-2021-07-06-at-12.00.47.png)
Title: Re: Wonkey Update
Post by: Terry on July 07, 2021, 18:47:50
Hi there Adam

I've just been over and had a look through the git repository and have seen what looks like a fix to my issue with Android, is it all cleared up now?

It says that it's been updated to Android 30, but the docs are still showing 24, as well as it still mentions the ndk-bundle path when now the NDK downloads are a side by side setup when it comes to versions, so from the Android SDK, which NDK version do I have to download to get it all running.

Thought I'd ask instead of downloading gig upon gig of stuff and getting frustrated with it. :)

Kind regards

T
Title: Re: Wonkey Update
Post by: iWasAdam on July 09, 2021, 04:33:10
sorry for  not getting back sooner.  >:(

Yup, I believe the devs have made changes to the android base to deal with the issues you had.

unfortunately I have no experience with android so can't suggest the best way to download. Usually it is a case of seeing which module was updated and just download that. But i think this is compiler related? So download the modified 'wake' and rebuild from there...
Title: Re: Wonkey Update
Post by: zelda64bit on August 08, 2021, 15:15:43
For when the new version with support for windows 7?
Title: Re: Wonkey Update
Post by: Selfuniverse on October 12, 2021, 00:36:01
Wonkey is a very good name design! With a name like that I can see a great future with millions of Wonkey basic developers. Thank you very very much for continuing monkey 2! Was pretty disheartened from what went on with Monkey 2. I have grown to love Monkey 2 and really want to make awesome games and other things with it. Looks like I will be switching to Wonkey!

Have an awesome day!
Title: Re: Wonkey Update
Post by: Baggey on October 12, 2021, 19:31:57
I havent read all the threads but where can i try Wonkey!?

Ive just moved to BlitzMAX_NG  8)

It's one of many languages ive tried including PlayBasic! It's the Best ive tried so far Blitz2D, BlitmaxPlus, Blitzmax, BlitzMAX_NG etc there's a theme going on here there all BASIC BLITZMAX ;D

Why not just keep improving that!  :-[

Making it better than C! and Delphi!  :-\

Baggey
Title: Re: Wonkey Update
Post by: round157 on October 12, 2021, 23:38:23
Quote from: Selfuniverse on October 12, 2021, 00:36:01
Wonkey is a very good name design!

Hello.....welcome to the forum.
Yes, the name looks good. I agree. 
Title: Re: Wonkey Update
Post by: round157 on October 12, 2021, 23:53:52
Quote from: Baggey on October 12, 2021, 19:31:57
I havent read all the threads but where can i try Wonkey!?



Hi...the main software developer(iWasAdam) can tell you the information of Wonkey but this developer may not come to the forum daily.
Title: Re: Wonkey Update
Post by: Baggey on October 16, 2021, 10:58:03
Quote from: iWasAdam on June 09, 2021, 08:30:41
Here's a question to any interested persons - or not interested.

What would YOU like from an IDE?

Ive been writing Emmulation core's in Z80, 6502, 6510. Im finding sometimes id like to replace a variable or rename a function! But cuz it's in say maybe a 1000 lines of code it's a bugger to alter!

Id like to see a Find "certain text" and Replace with another "Certain txt" Function, at the click of a button :D

Ive written a program todo it anyway's. But it would be nice built in.  8)

Id also like to be able to alter all colors and save them as a theme ie, "My own Dark Theme" and be able to alter Icons also.

Id also like access to High resoloution timmers ie, milli(), micro() and nano :-[. It would be nice to use them to define events ie, to mimic Interupts.

Looking forward to something a little different especially having greater access to sound files and altering them on the fly!

Baggey
Title: Re: Wonkey Update
Post by: zelda64bit on November 22, 2021, 16:33:02
When is a new update?. I still can't use it in window 7.
Title: Re: Wonkey Update
Post by: round157 on November 22, 2021, 16:48:11
Wonkey looks popular. Good! :)
Title: Re: Wonkey Update
Post by: iWasAdam on November 23, 2021, 12:05:57
thanks - it's coming along... although the other devs have been very quiet of late.

So what has been happening?
I busy working my way through sokol - why sokol I hear you ask?
Simple answer is Apple METAL! - The only way to future proof things is to have a metal core.

My other focus is to dump virtually all modules apart from the very base std, wonkey. SDL2 is being kept around as It is the only way to directly access audio and joystick stuff (unfortunately that adds 1.3bm. but maybe I can go on a pruning task later?)

Dumping all other modules means we are looking at lean and mean. it also means completely loosing mojo, mojo3d, (the unholy) mojx, opena, opengl, (the abomniation) tinyxml and litehtml

The modules haven't gone anywhere. they are just not being used for the new sokol stuff \o/

And... To Be Completely Honest - it's a total joy to work with. just the language, the core graphics and sound and no overheads. compile time for projects is around 1sec!

An example of this is accessing joysticks - which was always a pain in blitz/monkey2. The core is handled by sdl2 (similar to monkey2), but the new class I built to handle it - simples \o/


Namespace joystickCore
Using joystickCore

#Import "<sdl2>"
Using sdl2..



Enum Hat
Centered = 0
Up = 1
Right = 2
Down = 4
Left = 8
RightUp = Right | Up
RightDown = Right | Down
LeftUp = Left | Up
LeftDown = Left | Down
End


class SDLJoystick
Field _stick:SDL_Joystick Ptr[] = New SDL_Joystick Ptr[4]

field Active:bool[] = New bool[4]

field Count:int = 0


method New()
SDL_Init( SDL_INIT_JOYSTICK )
SDL_JoystickEventState( SDL_DISABLE )

Count = SDL_NumJoysticks() + 1

local id:int
For id = 0 Until Count
_stick[id] = SDL_JoystickOpen( id )
Active[id] = _stick[id] <> Null
Next
End method


method GUID:String( stick:int )
If stick < 0 Or stick > 3 Then Return "-"
If Not Active[stick] Then Return "-"

Local buf:byte[] = New Byte[64]
Local guid := SDL_JoystickGetGUID( _stick[stick] )
SDL_JoystickGetGUIDString( guid, Cast<libc.char_t Ptr>( buf.Data ), buf.Length )
buf[buf.Length-1] = 0
Return String.FromCString( buf.Data )
End method


method Name:string( stick:int )
If stick < 0 Or stick > 3 Then Return "-"
If Not Active[stick] Then Return "n/a"

Return SDL_JoystickName( _stick[stick] )
End method


method Update()
SDL_JoystickUpdate()
End method


method GetButton:bool( stick:int, button:int )
If stick < 0 Or stick > 3 Then Return False
If Not Active[stick] Then Return False

Return SDL_JoystickGetButton( _stick[stick], button )
End method


method GetAxis:int( stick:int, axis:int )
If stick < 0 Or stick > 3 Then Return 0
If Not Active[stick] Then Return 0

Return SDL_JoystickGetAxis( _stick[stick], axis )
End


Method GetBall:Vec2i( stick:int, ball:Int )
local ret:Vec2i = New Vec2i( 0, 0 )

If stick < 0 Or stick > 3 Then Return ret
If Not Active[stick] Then Return ret

SDL_JoystickGetBall( _stick[stick], ball, Varptr ret.x, Varptr ret.y )

Return ret
End


Method GetHat:Hat( stick:int, hat:Int )
If stick < 0 Or stick > 3 Then Return Hat.Centered
If Not Active[stick] Then Return Hat.Centered

Return Cast<Hat>( SDL_JoystickGetHat( _stick[stick], hat ) )
End

End class


feel free to nick this is you want ;)
Title: Re: Wonkey Update
Post by: zelda64bit on November 23, 2021, 16:57:37
I would like to try sokol when the version for window 7 comes out. Will Sokol have software or metal-only support?
Title: Re: Wonkey Update
Post by: round157 on November 24, 2021, 00:32:15
Quote from: iWasAdam on November 23, 2021, 12:05:57
it's coming along...



Well done!
Title: Re: Wonkey Update
Post by: iWasAdam on November 24, 2021, 14:15:35
QuoteWill Sokol have software or metal-only support
Apple is metal - other platforms are OpenGL 3 ;)
- if I was to really get technical, my core thought would be to have a single shader language and translate to the other - luckily I have so far hidden them away so you don't need to think about them ;)

I am taking a bit of general time off with sokol so I can get a brand new audio core operational. There were some technical issues which had prooved nasty, but talking it over with other musicians/users they are very happy with the results. So things are moving forward but slowly as I write a brand new version of QasarBeach from the ground up. But using all the new tricks I picked up along the way. I think it will be end of the year when we see real results there - it's just a mess of audio at the moment. hehehe.

But it is coming along with metal/gl graphics with much smaller memory and system resources being used. See below:
(https://vjointeractive.files.wordpress.com/2021/11/screenshot-2021-11-24-at-14.12.27.png)

It might look primitive - but it's not ;) It's what the users want and also what I want. It's also a great way to make all the UI bits completely bomb proof too...

Title: Re: Wonkey Update
Post by: Baggey on November 26, 2021, 18:39:19
Quote from: zelda64bit on November 23, 2021, 16:57:37
I would like to try sokol when the version for window 7 comes out. Will Sokol have software or metal-only support?

Hopefully it's an .EXE install like BlitzmaxNG. and we just use the program  ::)

Baggey

AND! I AM REPEATINGMY SELF I THINK!  :-X
Title: Re: Wonkey Update
Post by: zelda64bit on November 27, 2021, 14:34:40
Quote from: Baggey on November 26, 2021, 18:39:19

Hopefully it's an .EXE install like BlitzmaxNG. and we just use the program  ::)

Baggey

AND! I AM REPEATINGMY SELF I THINK!  :-X
Title: Re: Wonkey Update
Post by: zelda64bit on November 27, 2021, 14:36:06
Quote from: zelda64bit on November 27, 2021, 14:34:40
Quote from: Baggey on November 26, 2021, 18:39:19

Hopefully it's an .EXE install like BlitzmaxNG. and we just use the program  ::)

Baggey

AND! I AM REPEATINGMY SELF I THINK!  :-X

I don't understand your message, you can explain yourself better. Maybe it's google translate's fault.
Title: Re: Wonkey Update
Post by: round157 on November 27, 2021, 15:03:50
Quote from: zelda64bit on November 23, 2021, 16:57:37
I would like to try sokol when the version for window 7 comes out.

Oh, the version for Windows 7. Microsoft doesn't support Windows 7 any more and therefore I believe that...........
Title: Re: Wonkey Update
Post by: Baggey on November 28, 2021, 21:08:45
Quote from: zelda64bit on November 27, 2021, 14:36:06
Quote from: zelda64bit on November 27, 2021, 14:34:40
Quote from: Baggey on November 26, 2021, 18:39:19

Hopefully it's an .EXE install like BlitzmaxNG. and we just use the program  ::)

Baggey

AND! I AM REPEATINGMY SELF I THINK!  :-X

I don't understand your message, you can explain yourself better. Maybe it's google translate's fault.

Hi, What i mean is you run one .EXE or setup file. You then use it just like BlitzmzxNG. Not Install it and need to do other things and find other programs to go with it. I like things nice and simple  :)