On Sunday, 8 March 2015 at 20:33:44 UTC, Kingsley wrote:
On Monday, 19 January 2015 at 20:41:11 UTC, Rikki Cattermole
wrote:
On 20/01/2015 1:48 a.m., Jonas Drewsen wrote:
On Sunday, 18 January 2015 at 22:00:51 UTC, Piotrek wrote:
On Friday, 16 January 2015 at 21:19:08 UTC, Jonas Drewsen
wrote:
I have been working on an editor written in D for use with
D for some
time now and have made a blog post about it.
Any feedback or suggestions are welcome.
http://deadcodedev.steamwinter.com
Thanks
Jonas
Hi,
This is an impressive work. I's really nice to see a
presentation of
how much help can be provided from the D editor and existing
language
labiaries.
I have several questions as well:
1. Was the libdparser integrated with extension system or is
it
embedded in the core?
Done with the extension system.
2. What are the dependencies?
sdl2, opengl, freetype, libdparse (if you want the extension
for D
semantic)
I am keeping an eye on some of the native D input/window
libraries that
is being worked on in the hope of being able to replace the
SDL2
dependency.
Please file any enhancement requests for any Devisualization
projects you need. It would help me know what is needed of
them more.
3. How hard it would be to change the feel&look of the gui
as it is in
conventional editors (Visual, MonoDeveop, GtCreator,
Eclipse). I mean
menus, buttons, views etc?
Would require some more views/controls to be created. The
styling is
done through CSS sheets. A common subset of CSS keys are
supported but
maybe a few more would be needed.
What is the purpose of the widgets in deadcode
Up to your imagination!
Personally I will probably use them to integrate 3rd party tools
or create small helpers in my day to day work that are currently
small bash/bat scripts. Using D for scripting this way would be
very nice imho.
Of course the editor itself can (and does) make use of such
widgets to show misc. info about you project state.
/Jonas