On Thu, Dec 20, 2012 at 7:44 AM, Benjamin Tolputt <[email protected]> wrote: > On 20/12/2012, at 3:23 AM, Dalai Felinto wrote: > >> - Ton, I remember more than once Campbell suggesting exactly that (to wrap >> scintilla instead of reinventing the wheel). It's definitively not to >> address only the syntax highlight problem. They are quite a few advantages >> that come with it. >> (Fyi gamekit IDE also uses scintilla) > > In fact this was the reason that my Lua/GLSL syntax highlighting was to be > rejected last time I checked with the list. Campbell wanted a more complete > solution rather than it being done piecemeal and I didn't/don't have the time > to develop and maintain Blender changes that large in scope. > > Can we get a consistent position on this so we can plan for it please? It's > disconcerting that Campbell tells us to hold off on piecemeal solutions but > Ton states that Campbell's position is not desired for Blender. I suppose > that is what this list is for, but it's not often Campbell & Ton are at > opposite ends of the spectrum on an issue :) > > -- Ben
The issue I see here is integration since we've been stung quite a few times by poor library integration and this isn't like an image format - it has to work with our drawing code, events and have an undo system. Nevertheless scintilla has been designed to be integrated into other apps and has backends for qt/win32/gtk/cocoa so I'm sure that part can be made to work well. So I don't think we can give a yes/no answer without seeing Justin's work and review. Regarding size, without any lexers - scintilla.a is 364k on my system, 120k compressed, (tested with v3.2.3) -- - Campbell _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
