January 17, 2015
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
This looks interesting. It would be really nice to be able to view the source for this, even if it comes with massive "beta quality, subject to change/incomplete" caveats everywhere.
January 17, 2015
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

Nice.

Atila
January 17, 2015
On Saturday, 17 January 2015 at 06:14:12 UTC, Jonas Drewsen wrote:
> Do you have some info/link to your editor?

I'm currently writing in D using GtkD (http://code.dlang.org/packages/gtk-d), and using Cairo to manage the text drawing.

It will not have a menu, just a console at bottom. I'm wanting it to be simple with some features that I like most and the keybindings that fit in my Dvorak layout better.

I'll release it at some point, but I want to polish more before that. :)

Matheus.
January 17, 2015
On Sat, 17 Jan 2015 06:34:10 +0000
Jonas Drewsen via Digitalmars-d-announce
<digitalmars-d-announce@puremagic.com> wrote:

> On Friday, 16 January 2015 at 21:41:39 UTC, ketmar via Digitalmars-d-announce wrote:
> > On Fri, 16 Jan 2015 21:32:32 +0000
> > Jonas Drewsen via Digitalmars-d-announce
> > <digitalmars-d-announce@puremagic.com> wrote:
> >
> >> It is currently only compiling on linux and I haven't tried to start it there. It is based on libsdl so I don't see much trouble in getting it to work.
> > so it's using it's own ttf renderer (or SDL_ttf)? ah, too bad
> > for
> > me. :-(
> 
> It is using SDL_ttf to render glyphs to fontmaps. I use these together with opengl in the text layout engine to get the final result.
> 
> 
> >> I'll probably open source it when it is out of beta.
> > may i ask why don't you go with open source from the start? i'm
> > not
> > insisting on anything, i'm just curious.
> 
> It started out on my own github server with a lot of expermentation that didn't make sense to share and it just wasn't a priority to open source it before it was ready.

i see. thank you for your answers.


January 17, 2015
On Saturday, 17 January 2015 at 13:32:37 UTC, MattCoder wrote:
> On Saturday, 17 January 2015 at 06:14:12 UTC, Jonas Drewsen wrote:
>> Do you have some info/link to your editor?
>
> I'm currently writing in D using GtkD (http://code.dlang.org/packages/gtk-d), and using Cairo to manage the text drawing.

It you have thoses dependencies already then why not use gtksourceview for the editor stuff? It took me quite some time to do that ie. undo/redo system, text layout, highlight system, navigation, text anchors, efficient text and line gapbuffers etc. You get that for free with gtksourceview.

> It will not have a menu, just a console at bottom. I'm wanting it to be simple with some features that I like most and the keybindings that fit in my Dvorak layout better.

The Menu button will be different in the final version and maybe hidden by default.
I am used to emacs keybindings myself but have designed it around being able to use either emacs, vi or standard bindings.

> I'll release it at some point, but I want to polish more before that. :)

I known the feeling :)
January 17, 2015
On Saturday, 17 January 2015 at 16:54:32 UTC, Jonas Drewsen wrote:
> It you have thoses dependencies already then why not use gtksourceview for the editor stuff?

Sure, but then I'd miss all the "fun", as you said below:

> It took me quite some time to do that ie. undo/redo system, text layout, highlight system, navigation, text anchors, efficient text and line gapbuffers etc. You get that for free with gtksourceview.

I'm liking to play around with all these stuff. I'm writing this editor very slowly, a bit every weekend or when I've free time. :)

Matheus.
January 18, 2015
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?
2. What are the dependencies?
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?

Cheers,
Piotrek

January 19, 2015
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.

> 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.



January 19, 2015
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.

March 08, 2015
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