Author Topic: TokenIDE - TI-BASIC IDE  (Read 85473 times)

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Offline Deep Toaster

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Re: Tokens
« Reply #225 on: June 21, 2011, 06:59:49 pm »
Awesome I love drag-n-dropping files onto open apps :D




Offline merthsoft

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Re: Tokens
« Reply #226 on: June 22, 2011, 09:03:41 am »
Yeah, that's something I've wanted to add for a while, I just never got around to it. Ideally, I should be able to make it so you can drag images on to it, and it'll open up the image editor, too.
Shaun

Offline defmenge

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Re: Tokens
« Reply #227 on: June 27, 2011, 08:17:24 am »
Nice update! It's a lot easier to work with it now. ;)

However, I noticed it started getting very slow when my project got bigger. Could you add a way to toggle retokenization on/off, so it doesn't get so slow when typing in big projects? Right now, every change causes TokenIDE to retokenize the whole program, which takes about 4 seconds for me, rendering it unresponsive during that time. It gets kind of annoying after some time and it would be nice to have a checkbox or something similar to turn instant tokenization on and off.
Spoiler For DROD8x:
Status: Pre-Alpha "ROACHIE" - Progress: 20%
[=====] Graphics: 100% (full greyscale tileset)
[==== ] Tilemapping: 80% (maps load successfully, additional tile data not implemented yet)
[=    ] Storage formats: 20% (planned: segmentable holds, composed of levels, made of up to [presumably] 8x8 rooms)
[==   ] Monsters: 40% (roaches and roach queen AI working; planned: eyes, wubbas, golems and possibly more)
[     ] Gameplay Elements: 0% (walls and floors only)
[     ] GUI: 0% (very bare in-game GUI)
[=    ] Editor: 20% (integrated basic editor)
Project is currently on hold due to lots of homework and tests.

Offline merthsoft

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Re: Tokens
« Reply #228 on: June 27, 2011, 02:57:31 pm »
Sure, I can work on that. Other people have noticed the same thing, too.
Shaun

Offline Deep Toaster

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Re: Tokens
« Reply #229 on: June 27, 2011, 03:06:29 pm »
Is there some way to tokenize just the current line?




Offline merthsoft

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Re: Tokens
« Reply #230 on: June 27, 2011, 08:57:22 pm »
You can copy the line and open a tab and paste it in there.
Shaun

Offline merthsoft

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Re: Tokens
« Reply #231 on: June 28, 2011, 08:39:16 pm »
Alright, I've made some changes. First off, I've removed the "bytes" pane, since I think it's mostly useless now that there's the Tokens pane. I've also added a "live update" switch to the Tokens pane. When this is checked, the Tokens pane will update once you've stopped typing for half a second. If that seems too long or short, let me know. I'll probably make it a setting eventually. I've also added a "line numbers preview" tool (Ctrl+L) until I'm smart enough to get a real text editor in there. Here's a screen shot:

I've been googling around trying to find a good solution, but everything either uses a billion P/Invokes, or GTK, neither of which I really feel like dealing with. I might have to craft my own, which I tried a little bit, but with no real successful attempts. I'll keep working on it as I find motivation. I guess what I want to know from you guys is what should I work on next:
- Line numbers/syntax highlighting
- Matrix/List editors
- String/Y-Vars support

Let me know. I might not take do what you suggest, but it'll be taken into consideration. As always, the download link is:
http://merthsoft.com/Tokens.zip
Shaun

Offline defmenge

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Re: Tokens
« Reply #232 on: June 29, 2011, 05:05:08 pm »
Good job on this update, now I can finally work on DROD8x again without having to wait 3 seconds to type a single character. :P
Thank you a lot for this great program, I'd certainly +1 you if I could! xP
« Last Edit: June 29, 2011, 05:05:37 pm by defmenge »
Spoiler For DROD8x:
Status: Pre-Alpha "ROACHIE" - Progress: 20%
[=====] Graphics: 100% (full greyscale tileset)
[==== ] Tilemapping: 80% (maps load successfully, additional tile data not implemented yet)
[=    ] Storage formats: 20% (planned: segmentable holds, composed of levels, made of up to [presumably] 8x8 rooms)
[==   ] Monsters: 40% (roaches and roach queen AI working; planned: eyes, wubbas, golems and possibly more)
[     ] Gameplay Elements: 0% (walls and floors only)
[     ] GUI: 0% (very bare in-game GUI)
[=    ] Editor: 20% (integrated basic editor)
Project is currently on hold due to lots of homework and tests.

Offline XVicarious

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Re: Tokens
« Reply #233 on: June 29, 2011, 05:20:12 pm »
What about the token in Axe "appv" which takes place of 2nd + 8?
and:
var (2nd + 7)
grp (2nd + 9)

If I knew how the token XML file was structured and about the hex codes etc I could add them myself, but I really have no clue about that.

Offline Deep Toaster

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Re: Tokens
« Reply #234 on: June 29, 2011, 05:25:15 pm »
Alright, I've made some changes. First off, I've removed the "bytes" pane, since I think it's mostly useless now that there's the Tokens pane. I've also added a "live update" switch to the Tokens pane. When this is checked, the Tokens pane will update once you've stopped typing for half a second. If that seems too long or short, let me know. I'll probably make it a setting eventually. I've also added a "line numbers preview" tool (Ctrl+L) until I'm smart enough to get a real text editor in there.

Awesome updates! Downloaded :D

- Line numbers/syntax highlighting

That.




Offline merthsoft

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Re: Tokens
« Reply #235 on: June 29, 2011, 05:30:51 pm »
Thanks guys :)
jkag: I'll add those in.
Shaun

Offline XVicarious

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Re: Tokens
« Reply #236 on: June 29, 2011, 05:34:35 pm »
Thanks, and possibly could you add support for subscripted numbers on Pic and Str variables? To make it a little more cross compatible with other IDEs (namely tiDE)?

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Re: Tokens
« Reply #237 on: June 29, 2011, 05:39:59 pm »
What's subscripted in Strs and Pics?




Offline XVicarious

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Re: Tokens
« Reply #238 on: June 29, 2011, 05:41:22 pm »
The number like this: Str₃

Offline Deep Toaster

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Re: Tokens
« Reply #239 on: June 29, 2011, 05:45:23 pm »
Isn't that written as Str3 on the calculator?