[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

[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

[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 is

[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-fil

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

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

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

2011-07-26 Thread Matt Ebb
On Wed, Jul 27, 2011 at 2:49 PM, Sinan Hassani wrote: > 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

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 wrote: >> 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

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 hi

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 sur

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 scintil

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. > 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,

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 work

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 > An: bf-blender developers > CC: Matt Ebb > Betreff: Re: [Bf-committers] Syntax Highlighting & Alternate Languages > I'm pretty sure that putting the parsing code into the Python layer > would slo

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

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/

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

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 wan

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 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

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 wrote: > FYI: I wrote a plug-in now that lets you edit Blender text files using > External Text Editor. So

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

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

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 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