I am certain wtherion could be run as a VSCode extension, although implementing it would mean supporting another interface for saving, opening files, etc. I currently don't want to add that to the codebase, but in the future I would be interested in it.
Csongor Matěj Plch <[email protected]> ezt írta (időpont: 2024. ápr. 17., Sze, 12:24): > > Hello > > Nice work! I have an idea, how about replacing XTherion with a Visual > Studio Code extension? Let's skip the part where we develop a whole > new editor, we could just use an existing editor, and enhance it with > a capability to run Therion compilation and with an integrated > wtherion for scrap editing. Do you think it would be possible to run > wtherion in such a way? > > Matěj > > po 15. 4. 2024 v 22:26 odesílatel Csongor Zih <[email protected]> > napsal: > > > > Hi everyone! > > > > I have an update to share regarding wtherion, which you hopefully > > remember is my project for a web-based Therion map editor to replace > > XTherion's map editing capabilities: > > https://github.com/daem-on/wtherion > > > > I just spent the last two weeks rewriting the UI of wtherion, which > > was originally a fork of a vector editing application, migrating the > > parts that used jQuery to Vue. The canvas library and most of the > > editing logic are the same, this change just means the editor UI can > > be even more dynamic, complex and useful than before. This eliminated > > a lot of unnecessary or overly complex code left from the vector > > editor, and I hope in the future this will make it easier to maintain > > and add new features to. > > > > Some of the more visible changes include: > > - New layout and new UI styles > > - Shortcuts icons for common actions > > - Keybinds can be configured (this is not persisted yet) > > - All select lists (including points/symbols) have preview images > > - UI language can be changed at runtime > > - New rendering capabilities > > > > This last one I'm especially happy about, it's a step towards actual > > WYSIWYG editing, although that is not planned for this project. > > Currently you can see, in real time, while editing, what your 'slope', > > 'pit' or 'overhang' lines might look like when compiled. The main > > limiting factor here is performance, since I don't know how capable > > the average user's hardware will be, I tried to keep it optimised, and > > I added a toggle for it in the toolbar. > > > > I'm planning on releasing a 1.0 version of wtherion in the future, but > > I would like to hear feedback on this development version, which can > > be reached at beta.wtherion.daemonw.com (this is also linked in the > > GitHub repo). If you have suggestions on how it should work > > differently, if it's not working well for your workflow, or if you > > find a bug, please let me know here, or create an issue on GitHub. > > > > I can't make any guarantee as to the timeline of development, or how > > quickly I'll respond. Admittedly, I haven't worked on this project > > very actively in the last two years, but right now I want to spend > > more time on it. > > > > The scope of the project hasn't really changed, but I'd be interested > > to work on other projects that plan to replace the whole of XTherion, > > or even replace text based editing. > > > > Csongor > > _______________________________________________ > > Therion mailing list > > [email protected] > > https://mailman.speleo.sk/listinfo/therion > _______________________________________________ > Therion mailing list > [email protected] > https://mailman.speleo.sk/listinfo/therion _______________________________________________ Therion mailing list [email protected] https://mailman.speleo.sk/listinfo/therion
