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Final touches on the script editor


Josh

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I've been working with "Klepto2" to integrate the Scintilla text control into the new Leadwerks editor. Scintilla is very powerful and feature-rich, but is somewhat insane to work with. You've got to have a Scintilla expert onboard to integrate it successfully, which we fortunately do.

 

Previously, I was relying on calls to a Debug:Stop() function to control breakpoints. This was hard-coded into your script program, and breakpoints could not be dynamically added or removed. Since Scintilla gives us the ability to edit breakpoints in the editor, I rewrote the debugging interface to give control to provide more communication between the application and the debugger. Breakpoints can now be added and removed as the program is running. You can also pause the program at any time from the editor and see where the code is executing.

 

The script editor includes a great debugger that lets you view the entire contents of the Lua virtual machine. As a finishing touch, I added in some icons from Microsoft's Visual Studio icon pack. As a programmer, the result is something I really like working with:

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We think having a professional-grade code IDE integrated in the editor will provide a smoother and more seamless user experience, so you don't have to switch back and forth with third-party IDEs.

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That looks really nice. Are we by chance able to mouse over a variable to see it's value?

Not yet. There's a few things I'd like to add in the future, like connecting entities in the debugger to entities in the editor. But I think this is good for the initial release.
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This is top notch, now I'm scripting blind in lua. Also GLSL i'm doing "blind".

So consider me as sold.

There's no way to debug GLSL, but this does add line numbering, code folding, autocompletion, and you can see the results of the shader as soon as you hit F5. It makes shaders really fun to code.

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Guest Red Ocktober

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flight levels above the current scripting altitude... great werk...

 

--Mike

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All looking quite interesting. I've been working a lot the past two weeks with Unity and UDK editors doing the same things. When using Leadwerks you appreciate the simpler and more open layouts without having tons of stuff in your face but miss basic features like this. Looking forward to having the best of both worlds.

 

I have a question about the scripting. Are app level events going to be easily available? So we can script map loading...well pretty much everything from start to finish?

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