[Bf-committers] Text Editor - Scintilla Integration

Campbell Barton ideasman42 at gmail.com
Thu Dec 20 01:07:22 CET 2012


On Thu, Dec 20, 2012 at 7:44 AM, Benjamin Tolputt
<btolputt at internode.on.net> 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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