Author Topic: [AXE] Editor [WIP]  (Read 4486 times)

0 Members and 2 Guests are viewing this topic.

Offline TiMoW1337

  • LV1 Newcomer (Next: 20)
  • *
  • Posts: 9
  • Rating: +2/-0
    • View Profile
[AXE] Editor [WIP]
« on: November 25, 2013, 11:29:39 am »
Hello, I wanted to be able to create axe programs in the small font so I decided to make an editor.
My current version loads a fixed program and detokenizes it. Then you can edit it using the keyboard or some special menu's which insert tokens as strings.
When you want to save the program it searches through the program for know tokens and converts them before writing back to the program.
currently there are still a lot of TODO's:
                       - Add more tokens. (To the tokenizer and to the menu's).
                       - A program browser.
                       - Insert other programs.
                       - Copy / Paste
                       - Bookmarks
                       - Support for Axe tokens..
It's still a work in progress.

Offline ben_g

  • Hey cool I can set a custom title now :)
  • LV9 Veteran (Next: 1337)
  • *********
  • Posts: 1002
  • Rating: +125/-4
  • Asm noob
    • View Profile
    • Our programmer's team: GameCommandoSquad
Re: [AXE] Editor [WIP]
« Reply #1 on: November 25, 2013, 12:21:13 pm »
This looks interesting. But are the tokens case-sensitive? It might be easyer if they aren't.
My projects
 - The Lost Survivors (Unreal Engine) ACTIVE [GameCommandoSquad main project]
 - Oxo, with single-calc multiplayer and AI (axe) RELEASED (screenshot) (topic)
 - An android version of oxo (java)  ACTIVE
 - A 3D collision detection library (axe) RELEASED! (topic)(screenshot)(more recent screenshot)(screenshot of it being used in a tilemapper)
Spoiler For inactive:
- A first person shooter with a polygon-based 3d engine. (z80, will probably be recoded in axe using GLib) ON HOLD (screenshot)
 - A java MORPG. (pc) DEEP COMA(read more)(screenshot)
 - a minecraft game in axe DEAD (source code available)
 - a 3D racing game (axe) ON HOLD (outdated screenshot of asm version)

This signature was last updated on 20/04/2015 and may be outdated

Offline TiMoW1337

  • LV1 Newcomer (Next: 20)
  • *
  • Posts: 9
  • Rating: +2/-0
    • View Profile
Re: [AXE] Editor [WIP]
« Reply #2 on: November 25, 2013, 12:22:51 pm »
Currently they are case sensitive, but the plan is to make an algorithm to Lower the case.

Offline Streetwalrus

  • LV12 Extreme Poster (Next: 5000)
  • ************
  • Posts: 3821
  • Rating: +80/-8
    • View Profile
Re: [AXE] Editor [WIP]
« Reply #3 on: November 25, 2013, 01:17:22 pm »
Pretty easy to do actually. The caps and lowercase letters are at a fixed offset so a quick comparison + addition should do the trick. Otherwise, sounds good.

Offline Sorunome

  • Fox Fox Fox Fox Fox Fox Fox!
  • Support Staff
  • LV13 Extreme Addict (Next: 9001)
  • *************
  • Posts: 7920
  • Rating: +374/-13
  • Derpy Hooves
    • View Profile
    • My website! (You might lose the game)
Re: [AXE] Editor [WIP]
« Reply #4 on: November 25, 2013, 01:18:53 pm »
Looking interesting!
Are you planning on adding IDE-like features?

THE GAME
Also, check out my website
If OmnomIRC is screwed up, blame me!
Click here to give me an internet!

Offline TiMoW1337

  • LV1 Newcomer (Next: 20)
  • *
  • Posts: 9
  • Rating: +2/-0
    • View Profile
Re: [AXE] Editor [WIP]
« Reply #5 on: November 25, 2013, 01:22:53 pm »
Yes, I know the lower case is simple, I just need to implement it..

Which features?
Any suggestions are welcome.

Offline Streetwalrus

  • LV12 Extreme Poster (Next: 5000)
  • ************
  • Posts: 3821
  • Rating: +80/-8
    • View Profile
Re: [AXE] Editor [WIP]
« Reply #6 on: November 25, 2013, 01:24:07 pm »
Like build-and-run button. Axe has an API for compiling but you need to know some ASM or ask for the hex.

Offline Sorunome

  • Fox Fox Fox Fox Fox Fox Fox!
  • Support Staff
  • LV13 Extreme Addict (Next: 9001)
  • *************
  • Posts: 7920
  • Rating: +374/-13
  • Derpy Hooves
    • View Profile
    • My website! (You might lose the game)
Re: [AXE] Editor [WIP]
« Reply #7 on: November 25, 2013, 01:25:11 pm »
or also easy listing/jumping between other programs in that project, indentation, listing subroutines

THE GAME
Also, check out my website
If OmnomIRC is screwed up, blame me!
Click here to give me an internet!

Offline Streetwalrus

  • LV12 Extreme Poster (Next: 5000)
  • ************
  • Posts: 3821
  • Rating: +80/-8
    • View Profile
Re: [AXE] Editor [WIP]
« Reply #8 on: November 25, 2013, 01:26:00 pm »
Yeah stuff like that. Look at ZStart's editor features (these are added to the default OS editor).

Offline Eiyeron

  • Urist McEiyolobster
  • LV10 31337 u53r (Next: 2000)
  • **********
  • Posts: 1430
  • Rating: +130/-10
  • (-_(//));
    • View Profile
    • Rétro-Actif : Rétro/Prog/Blog
Re: [AXE] Editor [WIP]
« Reply #9 on: November 25, 2013, 01:51:06 pm »
Oh and Syntax coloring!

Seriously, something like highlighting the matching End would be rad

Offline Streetwalrus

  • LV12 Extreme Poster (Next: 5000)
  • ************
  • Posts: 3821
  • Rating: +80/-8
    • View Profile
Re: [AXE] Editor [WIP]
« Reply #10 on: November 25, 2013, 02:07:13 pm »
Syntax highlighting is actually very possible with greyscale and text inverting..

Offline Hayleia

  • Programming Absol
  • Coder Of Tomorrow
  • LV12 Extreme Poster (Next: 5000)
  • ************
  • Posts: 3367
  • Rating: +393/-7
    • View Profile
Re: [AXE] Editor [WIP]
« Reply #11 on: November 25, 2013, 02:19:30 pm »
That looks great already : :D
May I suggest you to make "usual buttons" work, I mean make menus exactly like in the TI-OS (but if I understood correctly how your program works, they would insert characters, not tokens) ? Of course, that doesn't prevent you from adding other ways to write, but I think most of us are really used to those menus.
I own: 83+ ; 84+SE ; 76.fr ; CX CAS ; Prizm ; 84+CSE
Sorry if I answer with something that seems unrelated, English is not my primary language and I might not have understood well. Sorry if I make English mistakes too.

click here to know where you got your last +1s

Offline Streetwalrus

  • LV12 Extreme Poster (Next: 5000)
  • ************
  • Posts: 3821
  • Rating: +80/-8
    • View Profile
Re: [AXE] Editor [WIP]
« Reply #12 on: November 25, 2013, 02:30:27 pm »
Also make 2nd and Alpha work like Control/Shift/etc. on the comp.

Offline TiMoW1337

  • LV1 Newcomer (Next: 20)
  • *
  • Posts: 9
  • Rating: +2/-0
    • View Profile
Re: [AXE] Editor [WIP]
« Reply #13 on: November 25, 2013, 02:33:57 pm »
@Hayleia Later I will add another mode where you can use the original buttons, In the menu's the numbers of the tokens are the same as the TI-os numbers.
The current modes are numbers, alpha lower and alpha upper case.

For the grey scale syntax highlighting, is it possible to draw text to the backbuffer in AXE?

Offline Streetwalrus

  • LV12 Extreme Poster (Next: 5000)
  • ************
  • Posts: 3821
  • Rating: +80/-8
    • View Profile
Re: [AXE] Editor [WIP]
« Reply #14 on: November 25, 2013, 02:39:36 pm »
You should make a custom text routine for this. The default one is pretty slow as everything TI writes anyway. :P
Edit :
Syntax highlighting is actually very possible with greyscale and text inverting..
Lol why did I get downvoted on this ? XD
« Last Edit: November 27, 2013, 04:28:34 pm by Streetwalker »