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Re: liteEditor - second try [Re: WretchedSid] #369281
05/03/11 10:19
05/03/11 10:19
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TechMuc Offline OP
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TechMuc  Offline OP
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I have a "Go To Decleration/Definition" Feature, yes.. See Minute 3:45 in the video.. You can call this "Go To Definition / Decleration" anywhere in the code where this object is called / used and it works for preprocessors / functions / datatypes and variables.
(please give me an answer, if this is not what you intend the editor to do)

Last edited by TechMuc; 05/03/11 10:26.
Re: liteEditor - second try [Re: WretchedSid] #369282
05/03/11 10:19
05/03/11 10:19
Joined: Oct 2004
Posts: 4,134
Netherlands
Joozey Offline
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Joozey  Offline
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I Would raise a hand, but your inbox is full ^^.


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Re: liteEditor - second try [Re: Joozey] #369283
05/03/11 10:24
05/03/11 10:24
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TechMuc Offline OP
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issue solved wink

Re: liteEditor - second try [Re: TechMuc] #369296
05/03/11 12:46
05/03/11 12:46
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Posts: 3,751
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WretchedSid Offline
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Originally Posted By: TechMuc
(please give me an answer, if this is not what you intend the editor to do)

Not exactly, but the screenshot was probably a bit misleading...

So, when I open a source file in Xcode, it shows in the top bar the files place in the file hierarchy (eg. Lite Foundation -> Sources -> LFString.c) plus the function where the cursor is currently in (or pragma or define).
This looks like this:



When I now click on the function in this top bar, it shows me a drop down list with all functions/pragmas/defines in the file which is really handy to get a overview of a new file or to jump to other functions especially in large files.

I don't want the whole bar but this one feature to jump to different locations in the file.
(I hope it was a bit clearer now)


Shitlord by trade and passion. Graphics programmer at Laminar Research.
I write blog posts at feresignum.com
Re: liteEditor - second try [Re: WretchedSid] #369314
05/03/11 14:15
05/03/11 14:15
Joined: Jun 2006
Posts: 2,640
Earth
Germanunkol Offline
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Very cool work.

I, too, like the extensive debugging. That rocks. Am I seeing that right: the editor displays the contents of the current object at runtime? That is - so - cool! That would've solved many of my problems much faster. How far does this go? Does it only work with engine objects or with my own structs as well?

Also the statistics are awesome.


Last edited by Germanunkol; 05/03/11 14:15.

~"I never let school interfere with my education"~
-Mark Twain
Re: liteEditor - second try [Re: Germanunkol] #369317
05/03/11 14:40
05/03/11 14:40
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TechMuc Offline OP
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Of course it works with any object you want - maybe the text object was a bad example.

Nevertheless keep in mind that it might take some time, that this works for 100% bug-free, as i do not have any access to the compiler data, i have to rely to the parse results, which might be missleading under some cirumstances and probably only works because the compiler doesn't do any optimizations wink

Re: liteEditor - second try [Re: TechMuc] #369326
05/03/11 15:45
05/03/11 15:45
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Posts: 2,640
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Germanunkol Offline
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Fair enough. It should still come in very handy...


~"I never let school interfere with my education"~
-Mark Twain
Re: liteEditor - second try [Re: Germanunkol] #369677
05/05/11 22:53
05/05/11 22:53
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TechMuc Offline OP
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Re: liteEditor - second try [Re: TechMuc] #369678
05/06/11 00:36
05/06/11 00:36
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TechMuc Offline OP
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@JustSid: There is a code jumper implemented, though i'll think about the implementation of the title bar (at least optional).

Re: liteEditor - second try [Re: TechMuc] #369910
05/09/11 02:06
05/09/11 02:06
Joined: Mar 2010
Posts: 75
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This looks soo good. When looking at features, I'm thinking that you might be a wizard.

If you'll release this as freeware, it will be fantastic.
Several things that you could add in:
1. Make middle mouse button click close file tab (easy to do, but for some reason not implemented in many IDE's)
2. Allow user to add compilers (i.e. to allow compiling .as3's with Flex)
3. If you have time, add a basic preprocessor (#define, #ifdef, macro). These are extremely usefull, but often not supported.

For other user-friendly things, you could use FlashDevelop for reference. It's wonderfull in that part.


Unfortunately, I've not worked with 3dGS for a while now, but it was fun
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