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
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