Re: [Bf-committers] Syntax Highlighting Alternate Languages

2011-08-03 Thread Jonathan Smith
That seems to make more sense. Thanks for clarifying that.

Cheers,
Jonathan

On Wed, Aug 3, 2011 at 5:40 AM, Dalai Felinto dfeli...@gmail.com wrote:

 from what I recall ...

 Out of curiosity, Is it legal to sell a python add-on to Blender,
  since it links to the blender python api?
 If it's only a python add-on (which I believe it's) then it's legal.
 If it involves changes in the Blender code it's legal BUT you need to share
 the changes made in Blender base code.

 The question is not selling but distributing it, regardless of value
 afaik.

 --
 Dalai

 2011/8/2 Jonathan Smith j.jay...@gmail.com

  Out of curiosity, Is it legal to sell a python add-on to Blender, since
 it
  links to the blender python api?
 
  I remember a discussion about it but can't remember what the outcome was.
  Maybe Someone else can enlighten me. I personally have no problem with
 it,
  but I just wanted to check.
 
  Jonathan
 
  On Tue, Aug 2, 2011 at 1:04 AM, Sinan Hassani sinan.hass...@gmail.com
  wrote:
 
   @Campbell
  
   I'm actually trying to sell the plugin. If I sell enough copies I would
  be
   more than happy to re-license it under GPL.
   Not saying what enough copies is at this time, I just released the
   plug-in today.
  
   For info about this plug-in:
  
  
 
 http://www.sinsoft.com/2011/08/edit-blender-text-files-using-external.html
  
   A video of the plug-in in action:
  
   http://www.youtube.com/watch?v=hGMFDmbR9U8
  
  
   Sinan
  
  
   Hi SInan, could you give a link to the post?
   We could have this builtin to blender since we have an to edit
   external images and it seems useful.
  
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Re: [Bf-committers] Syntax Highlighting Alternate Languages

2011-08-02 Thread Jonathan Smith
Out of curiosity, Is it legal to sell a python add-on to Blender, since it
links to the blender python api?

I remember a discussion about it but can't remember what the outcome was.
Maybe Someone else can enlighten me. I personally have no problem with it,
but I just wanted to check.

Jonathan

On Tue, Aug 2, 2011 at 1:04 AM, Sinan Hassani sinan.hass...@gmail.comwrote:

 @Campbell

 I'm actually trying to sell the plugin. If I sell enough copies I would be
 more than happy to re-license it under GPL.
 Not saying what enough copies is at this time, I just released the
 plug-in today.

 For info about this plug-in:

 http://www.sinsoft.com/2011/08/edit-blender-text-files-using-external.html

 A video of the plug-in in action:

 http://www.youtube.com/watch?v=hGMFDmbR9U8


 Sinan


 Hi SInan, could you give a link to the post?
 We could have this builtin to blender since we have an to edit
 external images and it seems useful.

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Re: [Bf-committers] Syntax Highlighting Alternate Languages

2011-08-02 Thread Dalai Felinto
from what I recall ...

Out of curiosity, Is it legal to sell a python add-on to Blender,
 since it links to the blender python api?
If it's only a python add-on (which I believe it's) then it's legal.
If it involves changes in the Blender code it's legal BUT you need to share
the changes made in Blender base code.

The question is not selling but distributing it, regardless of value
afaik.

--
Dalai

2011/8/2 Jonathan Smith j.jay...@gmail.com

 Out of curiosity, Is it legal to sell a python add-on to Blender, since it
 links to the blender python api?

 I remember a discussion about it but can't remember what the outcome was.
 Maybe Someone else can enlighten me. I personally have no problem with it,
 but I just wanted to check.

 Jonathan

 On Tue, Aug 2, 2011 at 1:04 AM, Sinan Hassani sinan.hass...@gmail.com
 wrote:

  @Campbell
 
  I'm actually trying to sell the plugin. If I sell enough copies I would
 be
  more than happy to re-license it under GPL.
  Not saying what enough copies is at this time, I just released the
  plug-in today.
 
  For info about this plug-in:
 
 
 http://www.sinsoft.com/2011/08/edit-blender-text-files-using-external.html
 
  A video of the plug-in in action:
 
  http://www.youtube.com/watch?v=hGMFDmbR9U8
 
 
  Sinan
 
 
  Hi SInan, could you give a link to the post?
  We could have this builtin to blender since we have an to edit
  external images and it seems useful.
 
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[Bf-committers] Syntax Highlighting Alternate Languages

2011-08-01 Thread Sinan Hassani
FYI: I wrote a plug-in now that lets you edit Blender text files using 
External Text Editor. So if your external text editor has highlighting 
for files it should deal with this issue.
The plugin has been tested internally (under Windows) and I believe it 
should be one of the solutions to this issue.

This is not the place to talk about this, plug-in is not free, however 
if anyone interested please see blenderartists script section for more 
details about plugin.


SInan
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Re: [Bf-committers] Syntax Highlighting Alternate Languages

2011-08-01 Thread Campbell Barton
Hi SInan, could you give a link to the post?
We could have this builtin to blender since we have an to edit
external images and it seems useful.

On Tue, Aug 2, 2011 at 6:03 AM, Sinan Hassani sinan.hass...@gmail.com wrote:
 FYI: I wrote a plug-in now that lets you edit Blender text files using
 External Text Editor. So if your external text editor has highlighting
 for files it should deal with this issue.
 The plugin has been tested internally (under Windows) and I believe it
 should be one of the solutions to this issue.

 This is not the place to talk about this, plug-in is not free, however
 if anyone interested please see blenderartists script section for more
 details about plugin.


 SInan
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[Bf-committers] Syntax Highlighting Alternate Languages

2011-08-01 Thread Sinan Hassani
@Campbell

I'm actually trying to sell the plugin. If I sell enough copies I would be more 
than happy to re-license it under GPL.
Not saying what enough copies is at this time, I just released the plug-in 
today.

For info about this plug-in:

http://www.sinsoft.com/2011/08/edit-blender-text-files-using-external.html

A video of the plug-in in action:

http://www.youtube.com/watch?v=hGMFDmbR9U8


Sinan


Hi SInan, could you give a link to the post?
We could have this builtin to blender since we have an to edit
external images and it seems useful.

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Re: [Bf-committers] Syntax Highlighting Alternate Languages

2011-07-27 Thread Benjamin Tolputt
On 27/07/2011 2:52 PM, Matt Ebb wrote:
 On Wed, Jul 27, 2011 at 2:49 PM, Sinan Hassani sinan.hass...@gmail.comwrote:
 I use GameKit and this feature would be very useful. It would also be
 nice to add HLSL and Cg highlighting in addition to Lua and GLSL. Some
 people are using blender2ogre plugin with GameKit and therefore use the
 Blender text editor to write Ogre materials which might include both
 HLSL and GLSL shaders (using Ogre unified shader mechanism). So syntax
 highlighting of other languages would be very useful.

 Yep, there are other examples such as Renderman SL, too.

 Perhaps it would be better if such functionality could be accessible via the
 python API so people could write their own types of syntax highlighting
 independently. At least defining a list of common keywords to highlight
 would be nice!

 Not a terribly high priority request though in my personal opinion.

I'm pretty sure that putting the parsing code into the Python layer
would slow the syntax highlighting code quite dramatically and, as such,
is not likely to get the core team approval (let alone be appreciated by
the users). I like the idea of that kind of flexibility, but the code is
currently quite low level  speedy (integer comparisons from a char
array). The speed hit to jump up to Python (with the string passing,
Python string comparisons, and return path) is most likely going to rule
this out almost completely.

That said, in terms of the priority request, I'm willing to do the
low-level code stuff myself. This isn't a request for other developers
to code something for me, it is a request to pre-check whether it is
worth putting the code together myself. It is contained in perhaps two
files, there are no changes to the API required, and it is very close to
a copy/paste job with alternate means of detecting comments, strings,
and special strings. The changes are small, there is no performance
penalty, and the upside is (for people like myself) quite high. If I
cannot get approval for this - I don't think integrating Python would be
worth mentioning ;)

-- 
Regards,

Benjamin Tolputt

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Re: [Bf-committers] Syntax Highlighting Alternate Languages

2011-07-27 Thread Sergey I. Sharybin
Hi,

I'll agree that at least it should be patch which would allow to easily 
define new highlighting schemes. There are several ways how this could 
be done. Easiest way is defining set of keywrds. That's like current 
highlighting works.

But supporting new languages not only relates on syntax highlighting. 
Current editor is optimized for text blocks and python files. I mean 
all that indentation things we've got atm. I suppose there should be 
another indentation policy for GLSL shader files. And such rules also 
should be configurable from language definition rules. Probably it'll 
require re-implement scripts attaching to SpaceText and which could be 
triggered on different events -- like Enter key pressed or so. Then 
all per-language indentation/code style/etc could be implemented as 
small handlers for such kind of events.

And i've also got ideas of attaching scintilla editor here 
(http://www.scintilla.org/). It allows to define custom renderer which 
could be opengl renderer so probably it wouldn't be so difficult to 
adopt it for Blender. And if it would:

- We'll have fully configurable editor in terms of highlighting schemes, 
code stylie behavior and so
- It'll be pretty simple to add new custom languages (but not via 
python, it'll uses XML, iirc).
- It's more like _normal_ text editor than current text editor in 
Blender. SpaceText is a very basic text editor.

-- 
With best regards, Sergey I. Sharybin

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Re: [Bf-committers] Syntax Highlighting Alternate Languages

2011-07-27 Thread Tom Edwards
There's no reason to keep the keywords list as a Python var. Who needs 
constant access to it? It can be converted to a native C 
vector/array/whatever immediately. Any highlighting extension that isn't 
scriptable isn't worth doing IMO.

On 27/07/2011 9:25, Benjamin Tolputt wrote:
 I'm pretty sure that putting the parsing code into the Python layer 
 would slow the syntax highlighting code quite dramatically and, as 
 such, is not likely to get the core team approval (let alone be 
 appreciated by the users). I like the idea of that kind of 
 flexibility, but the code is currently quite low level  speedy 
 (integer comparisons from a char array). The speed hit to jump up to 
 Python (with the string passing, Python string comparisons, and return 
 path) is most likely going to rule this out almost completely. That 
 said, in terms of the priority request, I'm willing to do the 
 low-level code stuff myself. This isn't a request for other developers 
 to code something for me, it is a request to pre-check whether it is 
 worth putting the code together myself. It is contained in perhaps two 
 files, there are no changes to the API required, and it is very close 
 to a copy/paste job with alternate means of detecting comments, 
 strings, and special strings. The changes are small, there is no 
 performance penalty, and the upside is (for people like myself) quite 
 high. If I cannot get approval for this - I don't think integrating 
 Python would be worth mentioning ;) 
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Re: [Bf-committers] Syntax Highlighting Alternate Languages

2011-07-27 Thread François T .
I have been using Notepad++ a lot in my previous company, and we were using
LUA with custom function, and it was really easy to add as well. Our program
at compile time was generating the needed XML, and put it in the notepad++
folder. It was very handy indeed.
I think notepad++ is based on scintilla as well !!!

And actually I wonder if Blender couldn't reload external file automatically
each time it as been saved on the harddrive, so we could use it external
editor ? Even sending a hint to Blender via python maybe to run the script ?


cheers,

F.


2011/7/27 Tom Edwards cont...@steamreview.org

 There's no reason to keep the keywords list as a Python var. Who needs
 constant access to it? It can be converted to a native C
 vector/array/whatever immediately. Any highlighting extension that isn't
 scriptable isn't worth doing IMO.

 On 27/07/2011 9:25, Benjamin Tolputt wrote:
  I'm pretty sure that putting the parsing code into the Python layer
  would slow the syntax highlighting code quite dramatically and, as
  such, is not likely to get the core team approval (let alone be
  appreciated by the users). I like the idea of that kind of
  flexibility, but the code is currently quite low level  speedy
  (integer comparisons from a char array). The speed hit to jump up to
  Python (with the string passing, Python string comparisons, and return
  path) is most likely going to rule this out almost completely. That
  said, in terms of the priority request, I'm willing to do the
  low-level code stuff myself. This isn't a request for other developers
  to code something for me, it is a request to pre-check whether it is
  worth putting the code together myself. It is contained in perhaps two
  files, there are no changes to the API required, and it is very close
  to a copy/paste job with alternate means of detecting comments,
  strings, and special strings. The changes are small, there is no
  performance penalty, and the upside is (for people like myself) quite
  high. If I cannot get approval for this - I don't think integrating
  Python would be worth mentioning ;)
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Re: [Bf-committers] Syntax Highlighting Alternate Languages

2011-07-27 Thread François T .
hum I guess that's what meant Sergey with Scintilla :p my bad !!!



2011/7/27 François T. francoistarl...@gmail.com

 I have been using Notepad++ a lot in my previous company, and we were using
 LUA with custom function, and it was really easy to add as well. Our program
 at compile time was generating the needed XML, and put it in the notepad++
 folder. It was very handy indeed.
 I think notepad++ is based on scintilla as well !!!

 And actually I wonder if Blender couldn't reload external file
 automatically each time it as been saved on the harddrive, so we could use
 it external editor ? Even sending a hint to Blender via python maybe to run
 the script ?

 cheers,

 F.



 2011/7/27 Tom Edwards cont...@steamreview.org

 There's no reason to keep the keywords list as a Python var. Who needs
 constant access to it? It can be converted to a native C
 vector/array/whatever immediately. Any highlighting extension that isn't
 scriptable isn't worth doing IMO.

 On 27/07/2011 9:25, Benjamin Tolputt wrote:
  I'm pretty sure that putting the parsing code into the Python layer
  would slow the syntax highlighting code quite dramatically and, as
  such, is not likely to get the core team approval (let alone be
  appreciated by the users). I like the idea of that kind of
  flexibility, but the code is currently quite low level  speedy
  (integer comparisons from a char array). The speed hit to jump up to
  Python (with the string passing, Python string comparisons, and return
  path) is most likely going to rule this out almost completely. That
  said, in terms of the priority request, I'm willing to do the
  low-level code stuff myself. This isn't a request for other developers
  to code something for me, it is a request to pre-check whether it is
  worth putting the code together myself. It is contained in perhaps two
  files, there are no changes to the API required, and it is very close
  to a copy/paste job with alternate means of detecting comments,
  strings, and special strings. The changes are small, there is no
  performance penalty, and the upside is (for people like myself) quite
  high. If I cannot get approval for this - I don't think integrating
  Python would be worth mentioning ;)
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Re: [Bf-committers] Syntax Highlighting Alternate Languages

2011-07-27 Thread Campbell Barton
+1 for using an existing text engine - at least seriously
investigating the possibility before extending blenders,

notepad++, geany, scite, eric, code::blocks all use scintilla.
Lots more I never used on their site:
http://www.scintilla.org/ScintillaRelated.html
Since they have win/gtk/qt/fox working I'd guess having OpenGLBLF
working is not so hard.

scintilla is pretty powerful, we may not even need something so
advanced (code folding for eg), but its the only one I know of thats
been ported to different systems like this.

On Wed, Jul 27, 2011 at 10:39 PM, François T. francoistarl...@gmail.com wrote:
 I have been using Notepad++ a lot in my previous company, and we were using
 LUA with custom function, and it was really easy to add as well. Our program
 at compile time was generating the needed XML, and put it in the notepad++
 folder. It was very handy indeed.
 I think notepad++ is based on scintilla as well !!!

 And actually I wonder if Blender couldn't reload external file automatically
 each time it as been saved on the harddrive, so we could use it external
 editor ? Even sending a hint to Blender via python maybe to run the script ?


 cheers,

 F.


 2011/7/27 Tom Edwards cont...@steamreview.org

 There's no reason to keep the keywords list as a Python var. Who needs
 constant access to it? It can be converted to a native C
 vector/array/whatever immediately. Any highlighting extension that isn't
 scriptable isn't worth doing IMO.

 On 27/07/2011 9:25, Benjamin Tolputt wrote:
  I'm pretty sure that putting the parsing code into the Python layer
  would slow the syntax highlighting code quite dramatically and, as
  such, is not likely to get the core team approval (let alone be
  appreciated by the users). I like the idea of that kind of
  flexibility, but the code is currently quite low level  speedy
  (integer comparisons from a char array). The speed hit to jump up to
  Python (with the string passing, Python string comparisons, and return
  path) is most likely going to rule this out almost completely. That
  said, in terms of the priority request, I'm willing to do the
  low-level code stuff myself. This isn't a request for other developers
  to code something for me, it is a request to pre-check whether it is
  worth putting the code together myself. It is contained in perhaps two
  files, there are no changes to the API required, and it is very close
  to a copy/paste job with alternate means of detecting comments,
  strings, and special strings. The changes are small, there is no
  performance penalty, and the upside is (for people like myself) quite
  high. If I cannot get approval for this - I don't think integrating
  Python would be worth mentioning ;)
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Re: [Bf-committers] Syntax Highlighting Alternate Languages

2011-07-27 Thread Lars Krueger
 Datum: Wed, 27 Jul 2011 18:25:23 +1000
 Von: Benjamin Tolputt btolp...@internode.on.net
 An: bf-blender developers bf-committers@blender.org
 CC: Matt Ebb m...@mke3.net
 Betreff: Re: [Bf-committers] Syntax Highlighting  Alternate Languages

 I'm pretty sure that putting the parsing code into the Python layer
 would slow the syntax highlighting code quite dramatically and, as such,
 is not likely to get the core team approval (let alone be appreciated by
 the users). I like the idea of that kind of flexibility, but the code is
 currently quite low level  speedy (integer comparisons from a char
 array). The speed hit to jump up to Python (with the string passing,
 Python string comparisons, and return path) is most likely going to rule
 this out almost completely.

How about something like vim does: do the matching in C, but set the parameters 
(i.e. regex strings) from a scripting language? Speed and flexibility at the 
same time.

 That said, in terms of the priority request, I'm willing to do the
 low-level code stuff myself. This isn't a request for other developers
 to code something for me, it is a request to pre-check whether it is
 worth putting the code together myself. It is contained in perhaps two
 files, there are no changes to the API required, and it is very close to
 a copy/paste job with alternate means of detecting comments, strings,
 and special strings. The changes are small, there is no performance
 penalty, and the upside is (for people like myself) quite high. If I
 cannot get approval for this - I don't think integrating Python would be
 worth mentioning ;)

While you're at this: How about auto-reloading from external files? Then people 
can use their external editor and blender automatically gets the changes.
-- 
Dr. Lars Krueger


Empfehlen Sie GMX DSL Ihren Freunden und Bekannten und wir
belohnen Sie mit bis zu 50,- Euro! https://freundschaftswerbung.gmx.de
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Re: [Bf-committers] Syntax Highlighting Alternate Languages

2011-07-27 Thread Peter K.H. Gragert
Hi,
I am fond of XEmacs and use it as scripting tool, highlighting etc..

THEN in a text part of Blender I open that to be build or changed file such
that the correct link is set.
If I now change the file in XEmacs (or what ever you use, I suppose) and
save it, it is seen by the text in Blender
and offers via a RED clickable reload, I do ,  and  one click more and the
script is 'forced' to run.

Works perfectly!

Peter
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Re: [Bf-committers] Syntax Highlighting Alternate Languages

2011-07-27 Thread François T .
yes, would be good to have auto-reload though.
this is good when you someone else or another program is changing the file,
so you can be aware you are not in sync anymore with what is on the
harddrive. But for people writing script like you, the option of auto-reload
can be nice I guess

F.


2011/7/27 Peter K.H. Gragert pkhgrag...@gmail.com

 Hi,
 I am fond of XEmacs and use it as scripting tool, highlighting etc..

 THEN in a text part of Blender I open that to be build or changed file such
 that the correct link is set.
 If I now change the file in XEmacs (or what ever you use, I suppose) and
 save it, it is seen by the text in Blender
 and offers via a RED clickable reload, I do ,  and  one click more and the
 script is 'forced' to run.

 Works perfectly!

Peter
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Re: [Bf-committers] Syntax Highlighting Alternate Languages

2011-07-27 Thread Benjamin Tolputt
On 27/07/2011 10:50 PM, Campbell Barton wrote:
 +1 for using an existing text engine - at least seriously
 investigating the possibility before extending blenders,

I'll be flat out honest with you, I can easily do what is needed to
simply extend Blender's current highlighting. I do not have the time
available to alter Blender in a fundamental manner such as is being
suggested with regex parsers, user-defined syntaxes, and alternate
foundation for the text window. If someone else wants to take it on (and
it doesn't wind up another Duke Nukem Forever feature); I am more than
happy to let others get it done.

My sole purpose in suggesting this was to get buy-in from the core
developers. My time is limited enough as it is and adding the
integration of some user-configurable mechanism with or without new
libraries is beyond the effort I can dedicate. If the change being
approved requires it to be a fundamental overhaul - I cannot do it, and
therefore I have my answer. If a minor change is acceptable, I can get
that done relatively easily myself.

 scintilla is pretty powerful, we may not even need something so
 advanced (code folding for eg), but its the only one I know of thats
 been ported to different systems like this.

I'll be honest, I love using Scite on Windows (on OSX, the requirement
on X11 makes it too painful to use, like GIMP). I don't have anywhere
near the development time to integrate the library  have it load syntax
definitions, let alone test it on all the platforms. I'm not saying it
wouldn't be great to have that, I am simply saying that if that is what
is needed for this feature - you are going to need someone else to get
it done.

-- 
Regards,

Benjamin Tolputt

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Re: [Bf-committers] Syntax Highlighting Alternate Languages

2011-07-27 Thread Jonathan Smith
I wonder if there would be a way to open this up to python scripting, that
way addons could be created for syntax highlighting in any language the user
would want.

 Since at this time Gamekit has not yet been added to Blender, I don't see
any point in including Lua highlighting. However if you wanted to work on it
in anticipation of Gamekit being added that would be great!

Cheers,
Jonathan

PS. This is all just my opinion, I'm not a Blender Developer.

On Wed, Jul 27, 2011 at 12:11 PM, Benjamin Tolputt 
btolp...@internode.on.net wrote:

 On 27/07/2011 1:07 PM, Kent Mein wrote:
  It sounds like a good reason to me for it to be included. Assuming it
  doesn't create any conflicts, I don't see any reason why this wouldn't
  be something to include, unless it has some external library
  requirements that makes blender more complicated and or it add's quite
  a bit to the file size. If there are conflicts I'm sure they can be
  worked around.

 Well, so long as the syntax highlighting sticks only to the basics
 (comments, strings, numbers, built-in variables/functions, and
 keywords), it only requires a couple of extra functions in the
 text_draw.c file  to use the showsyntax short as an index value as
 opposed to a boolean one. The code is actually quite basic, but the core
 development team needs to buy into the concept to make it worthwhile.

 Quite simply put, there isn't much point in writing the extension if
 everyone needs to patch  compile Blender themself. Not everyone has a
 native compiler (I would bet a vast majority of users don't) and the
 code in question is native, so not just a patch to the Python UI code.
 I'm trying to make things easier not just for myself but for everyone
 using the Blender text view for alternate scripting languages.

 --
 Regards,

 Benjamin Tolputt


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Re: [Bf-committers] Syntax Highlighting Alternate Languages

2011-07-27 Thread Jonathan Smith
Never mind, I just read the other thread, which has already been discussing
this...

On Thu, Jul 28, 2011 at 10:08 AM, Jonathan Smith j.jay...@gmail.com wrote:

 I wonder if there would be a way to open this up to python scripting, that
 way addons could be created for syntax highlighting in any language the user
 would want.

  Since at this time Gamekit has not yet been added to Blender, I don't see
 any point in including Lua highlighting. However if you wanted to work on it
 in anticipation of Gamekit being added that would be great!

 Cheers,
 Jonathan

 PS. This is all just my opinion, I'm not a Blender Developer.


 On Wed, Jul 27, 2011 at 12:11 PM, Benjamin Tolputt 
 btolp...@internode.on.net wrote:

 On 27/07/2011 1:07 PM, Kent Mein wrote:
  It sounds like a good reason to me for it to be included. Assuming it
  doesn't create any conflicts, I don't see any reason why this wouldn't
  be something to include, unless it has some external library
  requirements that makes blender more complicated and or it add's quite
  a bit to the file size. If there are conflicts I'm sure they can be
  worked around.

 Well, so long as the syntax highlighting sticks only to the basics
 (comments, strings, numbers, built-in variables/functions, and
 keywords), it only requires a couple of extra functions in the
 text_draw.c file  to use the showsyntax short as an index value as
 opposed to a boolean one. The code is actually quite basic, but the core
 development team needs to buy into the concept to make it worthwhile.

 Quite simply put, there isn't much point in writing the extension if
 everyone needs to patch  compile Blender themself. Not everyone has a
 native compiler (I would bet a vast majority of users don't) and the
 code in question is native, so not just a patch to the Python UI code.
 I'm trying to make things easier not just for myself but for everyone
 using the Blender text view for alternate scripting languages.

 --
 Regards,

 Benjamin Tolputt


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 Bf-committers mailing list
 Bf-committers@blender.org
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[Bf-committers] Syntax Highlighting Alternate Languages

2011-07-26 Thread Benjamin Tolputt
tl;dr:
-
I would like to add alternate language syntax highlighting to Blender
(Lua for myself  GLSL for other Blender users at this time). My
examination of the code indicates no RNA extras are needed and minimal
code change, but if I make a patch to allow it - will it be accepted by
the core development team?

Full Detail:
-
I, and others I know  have worked with, use Blender as as part of a
pipeline for game development  prototyping. As I'm sure the core
development team is aware, Python is not the primary scripting language
of choice for professional (or even most indie) game development due to
a number of problems that are not worth discussing for this issue,being
irrelevant to the question I'm asking.

Of note is the MIT-licensed GameKit being developed by (among others)
Erwin Couman, a principle developer/maintainer of physics  related
functionality in Blender. It allows loading a .blend file straight out
of a Blender  playing the resulting game, with game logic being
embedded either in (a subset of) the game logic nodes, embedded scripts,
or a combination of both. In other words, for basic prototyping, it is
possible to simply use Blender  the GameKit engine to get something up
 running for testing/demonstration purposes. Well worth a look for
anyone who hasn't yet seen it.

As alluded to earlier, GameKit does not use Python for embedded scripts
but instead uses Lua. I'm not going to debate the subjective
benefits/drawbacks of Lua compared to Python as, regardless of that
debate, Lua is far more commonly used in games, game engines, and
GameKit in particular. The issue is simply that Blender, while allowing
entry of Lua scripts (being just text) is slightly less pretty about
it as syntax highlighting is for Python only in the current code.

To allow Lua syntax highlighting is relatively simple from my
examination of the code (a couple more functions to determine
Lua/GameKit built-in vars, functions, etc, a minor refactor of the
txt_format_line function,  a small UI alteration to handle showsyntax
as a number rather than a straight boolean - none of which even need an
RNA change). The reason I write an email first rather than just
providing a patch is that I am somewhat reluctant to write code that
will be ignored by the core development team. Like the missing modelling
tools, no-one really wants to write code that they get told will be
discarded in short order.

Question to the core developers then is are they willing to allow
alternate syntax highlighting in the text view? The default can (
should) always remain Python as it is the language used internally by
Blender, but being able to include alternate syntax highlighting is not
only beneficial to artists/developers using Blender as a tool in our
pipeline, but makes creating/editing GLSL materials and the like
included in Blender already a slightly easier/nicer experience.

-- 
Regards,

Benjamin Tolputt

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Re: [Bf-committers] Syntax Highlighting Alternate Languages

2011-07-26 Thread Kent Mein

On Jul 26, 2011, at 9:48 PM, Benjamin Tolputt wrote:

 tl;dr:
 -
 I would like to add alternate language syntax highlighting to Blender
 (Lua for myself  GLSL for other Blender users at this time). My
 examination of the code indicates no RNA extras are needed and minimal
 code change, but if I make a patch to allow it - will it be accepted by
 the core development team?

It sounds like a good reason to me for it to be included.  Assuming it doesn't
create any conflicts, I don't see any reason why this wouldn't be something to
include, unless it has some external library requirements that makes blender
more complicated and or it add's quite a bit to the file size.
If there are conflicts I'm sure they can be worked around.

Kent 
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Re: [Bf-committers] Syntax Highlighting Alternate Languages

2011-07-26 Thread Benjamin Tolputt
On 27/07/2011 1:07 PM, Kent Mein wrote:
 It sounds like a good reason to me for it to be included. Assuming it
 doesn't create any conflicts, I don't see any reason why this wouldn't
 be something to include, unless it has some external library
 requirements that makes blender more complicated and or it add's quite
 a bit to the file size. If there are conflicts I'm sure they can be
 worked around.

Well, so long as the syntax highlighting sticks only to the basics
(comments, strings, numbers, built-in variables/functions, and
keywords), it only requires a couple of extra functions in the
text_draw.c file  to use the showsyntax short as an index value as
opposed to a boolean one. The code is actually quite basic, but the core
development team needs to buy into the concept to make it worthwhile.

Quite simply put, there isn't much point in writing the extension if
everyone needs to patch  compile Blender themself. Not everyone has a
native compiler (I would bet a vast majority of users don't) and the
code in question is native, so not just a patch to the Python UI code.
I'm trying to make things easier not just for myself but for everyone
using the Blender text view for alternate scripting languages.

-- 
Regards,

Benjamin Tolputt


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[Bf-committers] Syntax Highlighting Alternate Languages

2011-07-26 Thread Sinan Hassani
I use GameKit and this feature would be very useful. It would also be 
nice to add HLSL and Cg highlighting in addition to Lua and GLSL. Some 
people are using blender2ogre plugin with GameKit and therefore use the 
Blender text editor to write Ogre materials which might include both 
HLSL and GLSL shaders (using Ogre unified shader mechanism). So syntax 
highlighting of other languages would be very useful.


Sinan
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Re: [Bf-committers] Syntax Highlighting Alternate Languages

2011-07-26 Thread Matt Ebb
On Wed, Jul 27, 2011 at 2:49 PM, Sinan Hassani sinan.hass...@gmail.comwrote:

 I use GameKit and this feature would be very useful. It would also be
 nice to add HLSL and Cg highlighting in addition to Lua and GLSL. Some
 people are using blender2ogre plugin with GameKit and therefore use the
 Blender text editor to write Ogre materials which might include both
 HLSL and GLSL shaders (using Ogre unified shader mechanism). So syntax
 highlighting of other languages would be very useful.


Yep, there are other examples such as Renderman SL, too.

Perhaps it would be better if such functionality could be accessible via the
python API so people could write their own types of syntax highlighting
independently. At least defining a list of common keywords to highlight
would be nice!

Not a terribly high priority request though in my personal opinion.

cheers

Matt
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