Re: [Bf-committers] Syntax Highlighting Alternate Languages
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. ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Syntax Highlighting Alternate Languages
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. ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Syntax Highlighting Alternate Languages
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. ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] Syntax Highlighting Alternate Languages
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 ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Syntax Highlighting Alternate Languages
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 ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers -- - Campbell ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] Syntax Highlighting Alternate Languages
@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. ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Syntax Highlighting Alternate Languages
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 ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Syntax Highlighting Alternate Languages
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 ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Syntax Highlighting Alternate Languages
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 ;) ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Syntax Highlighting Alternate Languages
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 ;) ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers -- François Tarlier www.francois-tarlier.com www.linkedin.com/in/francoistarlier ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Syntax Highlighting Alternate Languages
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 ;) ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers -- François Tarlier www.francois-tarlier.com www.linkedin.com/in/francoistarlier -- François Tarlier www.francois-tarlier.com www.linkedin.com/in/francoistarlier ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Syntax Highlighting Alternate Languages
+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 ;) ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers -- François Tarlier www.francois-tarlier.com www.linkedin.com/in/francoistarlier ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers -- - Campbell ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Syntax Highlighting Alternate Languages
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 ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Syntax Highlighting Alternate Languages
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 ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Syntax Highlighting Alternate Languages
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 ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers -- François Tarlier www.francois-tarlier.com www.linkedin.com/in/francoistarlier ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Syntax Highlighting Alternate Languages
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 ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Syntax Highlighting Alternate Languages
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 ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Syntax Highlighting Alternate Languages
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 ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] Syntax Highlighting Alternate Languages
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 ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Syntax Highlighting Alternate Languages
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 ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Syntax Highlighting Alternate Languages
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 ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] Syntax Highlighting Alternate Languages
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 ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Syntax Highlighting Alternate Languages
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 ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers