Re: [urho3d] Any IDE with full Angelscript support?

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Richard Bown

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Oct 29, 2013, 10:42:55 AM10/29/13
to Vladimir Andri, urh...@googlegroups.com
Hi there,
 
It's not a proper IDE but before I got distracted by building games in Unity I was implementing a 3D text editor IDE which allowed game component previewing and I had a plan that it would interface with Urho initially via AngelScript.  In fact it has a basic AngelScript exporter built already as a proof of concept IIRC.  I've not touched it for a few months and it's currently built in XNA/VS only - but I have been planning a MonoGame port and to continue with it at some point or other.
 
Demo of it here:
 
 
If there is any interest in continuing this work I could tidy it up and stick it up on bitbucket etc as a starting point.  Reasonable AngelScript syntax highlighting at least shouldn't be that difficult to implement but this might not give you the kind of close coupling you're after as I was aiming initially at least to use Urho purely as the build engine.  To be honest things started to get more complicated when you also start factoring in asset management as part of the build process.
 
Regards,
Richard
 


 
On Sun, Oct 27, 2013 at 4:48 PM, Vladimir Andri <dtr...@gmail.com> wrote:
Hello, does anybody know a good IDE with proper support for AS? I mean correct syntax highlighting (@), and most importantly, autocomplete (with #include support). Also, ability to point parser to engine API somehow.
I've tried C::B, IDEA + C++ plugins, Notepad++ + sourceCookifier plugin and some others. C::B supposed to support AS out-of-the-box, but I can't make it to autocomplete even in-file tokens.
This is a big issue for me, I'm not a skilled programmer and can't work on  big project notepad-style. I can get full autocomplete for python (in PyCharm with type hinting), but can't can't get it in strongly typed, C++-like language! Should I go with Lua\LuaJit instead? How full it's currently implemented?
Urho3d looks really promising, but after all that frustration I still  even  can't give it a try. 

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Niklas Rosenqvist

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Oct 29, 2013, 3:23:04 PM10/29/13
to urh...@googlegroups.com, Vladimir Andri
I'm using SublimeText 2 which has a syntax highlighter for AngelScript, it doesn't work for commenting though so I usually go with c++ highlighting which so far hasn't caused any troubles. It has semi-autocompletion from symbols and keywords in your files.

Vladimir Andri

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Oct 30, 2013, 12:27:14 PM10/30/13
to urh...@googlegroups.com, Vladimir Andri
Ok, after few days of figuring things out, following this post and testing all the IDEs I'm able to get full code assistance (including Urho3D API) in two IDEs: VS2008 and CodeLite.

Ta-dam!



To get full engine API support I wrote simple python script that converts API references file to header that can be included in IDE's project. Those two IDE both have option to parse certain headers without actual #include directive in your scripts. Just add generated ScriptAPI.h in 'force include' field in VS2008 project settings, or simply put it in 'includes' folder in CodeLite project (also you may want to enable Settings->Tag Settings->Colouring->Colour workspace tags).

Script and instructions:https://code.google.com/p/urho3d-api-converter/
I also recommend to read that post on Gamedev.net I linked above.

Lasse Öörni

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Oct 30, 2013, 12:37:20 PM10/30/13
to urh...@googlegroups.com, Vladimir Andri
Excellent work!

Chris Friesen

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Oct 31, 2013, 11:43:49 AM10/31/13
to urh...@googlegroups.com, Vladimir Andri
kind of twisted... i like it :)

weitjong

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Nov 7, 2013, 2:14:53 AM11/7/13
to urh...@googlegroups.com, Vladimir Andri
Hey, with some tweaks I managed to get the content assist on Eclipse IDE as well :)

weitjong

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Nov 8, 2013, 12:10:26 AM11/8/13
to urh...@googlegroups.com, Vladimir Andri
@Valdimir, I spotted a few issues in the generated header file.
- property can be 'writeonly' and 'readonly'. The former is not being handled.
- enumeration elements should be separated by commas instead of semicolons.
- T[][] case is unhandled (array of array of T).
- array template class and a few others symbols are not defined (at least that's the parser result from Eclipse IDE).

Instead of fixing those issues in Python which I am not familiar with (I am a Perl guy :-), I have enhanced ScriptCompiler executable to output the C header file based on your work. I hope you don't mind.

Here is a screenshot from Eclipse IDE.


Raster Ron

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Nov 8, 2013, 4:42:20 AM11/8/13
to urh...@googlegroups.com, Vladimir Andri

looks great weitjong.
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