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thomasvantroyen

first version of my Effect file editor

8 posts in this topic

That's a great start! I have been wanting such a lightweight editor for some time, but haven't put the effort into building one. Are you considering making this an open source project?

Here are a couple of comments / feature requests:[list=1]
[*]I couldn't get the auto-completion to work - any time I pressed alt it jumped to the menu.
[*]Can you add profiles for the individual shader types? I often write shaders in standalone files and then combine them myself in my engine...
[*]Similar to #2, the file extension *.hlsl would be a good addition too...
[/list]
It looks great so far, and I can't wait to see where you take it!
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It looks like the auto-complete features are Ctrl+Space not Alt+Space [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img]

A comment of my own (kinda picky though):

I don't like how you *have* to have the template FX file for the program to load, or when you create a new file to work with, it automatically uses the "new.fx" template rather than creates a blank space to work in.

It's a good start though, most of what is out there are syntax highlighters (e.g. NShader). I think one of the SlimDX devs was working on something that also had intellisense, but I don't think he ever released. So yeah, there's definately use out there for a lightweight editor (or VS plugin) that not only has highlighting, but auto-complete features and built-in compilation w/ error logging.
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I intend to make it resemble VS.NET so it feels familiar, so, code completion is Ctrl+Space indeed.

I'm not going to put a whole lot of effort in it, I'm a noob at DirectX and want to do game programming in the end.. But I'll work on it along the way as I acquire more need of features and when it's getting somewhere, I will put it in an opensource project some place. I'll let you know.

Your suggestions are very welcome, feature 2 of Jazon Z could use some elaboration about that particular use case, though. (remember: i'm a novice) I was thinking about a template choice dialog so, if I understand your request well, having specific templates for things like you mentioned, could be handy. (you may always send me some to elaborate)
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What I mean is that you are currently allowing the selection of each of the fx_y_z profiles, but not the individual shader program compile targets, such as cs_5_0 or vs_4_0 for example. I normally compile these individually in my D3D11 engine, so they are typically found in their own files (at least thats how I do it).
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Still working on it: it was a bunch of testlogic stitched together... so, during the weekends, I'm busy refactoring it into a decent piece of software and making about every aspect configurable through Xml. Don't expect wonders, I'm running low on spare time.

Pitty my life is stuffed with developing boring business software at daytime :)

Anyway, as soon as this batch of features is done, it's going public.. Then, I still have some big ideas, but I'll let it rest a bit then, see what the community thinks.
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How did you make the synatax highlighting work? Did you write that part yourself, or use something else?
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The central editing component is the open source "AvalonEdit", this provides easily configurable syntax highlighting based on regular expressions, very easy.

This project has grown, btw: [url="http://effected.codeplex.com"]http://effected.codeplex.com[/url]

If you need help, just contact me through the codeplex page or something...

greetings
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