Deadcode: A code editor in D

Kingsley via Digitalmars-d-announce digitalmars-d-announce at puremagic.com
Sun Mar 8 13:33:42 PDT 2015


On Monday, 19 January 2015 at 20:41:11 UTC, Rikki Cattermole 
wrote:
> On 20/01/2015 1:48 a.m., Jonas Drewsen wrote:
>> On Sunday, 18 January 2015 at 22:00:51 UTC, Piotrek wrote:
>>> On Friday, 16 January 2015 at 21:19:08 UTC, Jonas Drewsen 
>>> wrote:
>>>> I have been working on an editor written in D for use with D 
>>>> for some
>>>> time now and have made a blog post about it.
>>>>
>>>> Any feedback or suggestions are welcome.
>>>>
>>>> http://deadcodedev.steamwinter.com
>>>>
>>>> Thanks
>>>> Jonas
>>>
>>> Hi,
>>>
>>> This is an impressive work. I's really nice to see a 
>>> presentation of
>>> how much help can be provided from the D editor and existing 
>>> language
>>> labiaries.
>>>
>>> I have several questions as well:
>>>
>>> 1. Was the libdparser integrated with extension system or is 
>>> it
>>> embedded in the core?
>>
>> Done with the extension system.
>>
>>> 2. What are the dependencies?
>>
>> sdl2, opengl, freetype, libdparse (if you want the extension 
>> for D
>> semantic)
>>
>> I am keeping an eye on some of the native D input/window 
>> libraries that
>> is being worked on in the hope of being able to replace the 
>> SDL2
>> dependency.
>
> Please file any enhancement requests for any Devisualization 
> projects you need. It would help me know what is needed of them 
> more.
>
>>> 3. How hard it would be to change the feel&look of the gui as 
>>> it is in
>>> conventional editors (Visual, MonoDeveop, GtCreator, 
>>> Eclipse). I mean
>>> menus, buttons, views etc?
>>
>> Would require some more views/controls to be created. The 
>> styling is
>> done through CSS sheets. A common subset of CSS keys are 
>> supported but
>> maybe a few more would be needed.
What is the purpose of the widgets in deadcode


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