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Author Topic: LateralGM Theming  (66,654 Views)
Offline (Unknown gender) Goombert

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Posted on: May 07, 2013, 03:30:48 AM



I am making several improvments to LGM.

1) You can select whether to use the Swing theme, native themes including specific built in GTK themes on Linux, the default will be the same it has always been, Swing
2) Preferences Dialogue with ability to choose the theme, customize code editor highlighting or select several preconfigured themes, and configure other editors
3) Script Editor Context Menu
4) Drag and Drop actions context menu
5) Run, debug, and find and replace buttons on toolbars, with icons
6) Added extensions windows
7) Context Menu and improvements to game information window
8) Object Information Frame added, and works %100
9) Drag and Drop is toggleable
10) Merged JoshEdit branch into main repository

Leave me any suggestions while I'm still at it :P
Offline (Unknown gender) TheExDeus

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Reply #1 Posted on: May 07, 2013, 07:02:56 AM
I thought you hated LGM.
Offline (Unknown gender) Goombert

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Reply #2 Posted on: May 07, 2013, 09:47:52 AM
Hate is a strong word, really only its bloated runtime, but I noticed that it cuts the Ram usage down significantly if you switch on the native theme, LGM doesn't use up more than 60mb's for some reason for me when I have it on? Also be aware, you don't have to use my new icon pack, two are preinstalled mine and the original and then you can also set your own from the preferences panel I've added.

Offline (Unknown gender) TheExDeus

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Reply #3 Posted on: May 07, 2013, 02:48:26 PM
Can we get the .jar? Like who maintains the .jar that we get after we do "python install.py"?
Offline (Unknown gender) IsmAvatar

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Reply #4 Posted on: May 07, 2013, 07:59:50 PM
To date, the jar is maintained by me. Anybody who has package repository access is allowed to build a custom version of LGM, maintain a link to it, and update the package url to point to their new url. I'm not sure where the package repository is hosted or who all has access to it, but I could try to find out.
At any rate, nobody has shown interest in building their own LGM, so it's always been mine.
Offline (Unknown gender) TheExDeus

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Reply #5 Posted on: May 08, 2013, 11:40:35 AM
It doesn't seem that Robert commits to LGM's GIT. So I don't know where to get his changes.
Offline (Unknown gender) Goombert

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Reply #6 Posted on: May 08, 2013, 04:29:15 PM
Get them from my fork Deus, but be aware I am changing things quite rapidly, I already made the resource tree draggable and dockable like events :P
Offline (Unknown gender) IsmAvatar

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Reply #7 Posted on: May 08, 2013, 04:44:33 PM
Robert maintains his own fork and periodically submits pull requests in the official LGM repository. Currently I'm sitting on one of his pull requests because it does not meet the quality/legal requirements for me to pull.
So while pulling from his fork may get you the very latest bleeding edge stuff he's got, I can't speak for how legally compatible it will be with enigma. Build and ship at your own risk.
Offline (Unknown gender) TheExDeus

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Reply #8 Posted on: May 08, 2013, 08:07:42 PM
I'll wait then. Wanted the theme thing for ages though. Happy that someone got around doing it.
Offline (Unknown gender) Goombert

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Reply #9 Posted on: May 09, 2013, 10:58:20 AM


Don't worry Deus I will be done soon enough, I just finished adding the Object Info window cheeseboy asked me to, so if anybodies got any simple requests for me before my commit gets to big, let me know  :)
Offline (Unknown gender) TheExDeus

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Reply #10 Posted on: May 09, 2013, 02:00:56 PM
Maybe you could fix that god forsaken script editor bug as well. Image explaining the bug is here: https://dl.dropboxusercontent.com/u/21117924/lgm_bug.png

What it does is remove any use for the auto-complete function when your script is longer than a few lines.

edit: I guess I will explain a little further.
When your script is 100 lines, then scrolling down 20 lines (so the first line number is 20) and showing the auto-complete box the box will be 20 lines above the selected line (where it should be). The bug should be easy to fix by adding one number, but I don't want to learn how to Java right now, so I can't be bothered (and apparently no one else can, as the bug is ages old and I have informed everyone about it).
Offline (Unknown gender) Goombert

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Reply #11 Posted on: May 09, 2013, 04:25:16 PM
Nope I know exactly what you are talking about. This is going to be 1.7 and in 1.8 I am going to merge JoshEdit, then in 1.9 I am making some updates to the plugin, and then 2.0 will be stable with all the bug fixes. So don't worry I am already on it as soon as I finish 1.7, and the later versions will come much quicker. The merging of JoshEdit will fix all that, so no worries  :)

Also be aware I am adding the option to toggle D&D, you will just hit edit on an event and code window will popup :)
Offline (Unknown gender) zesterer

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Reply #12 Posted on: May 12, 2013, 10:33:48 AM
If there is one thing I could suggest, it would be making it easier for people who dont like using the mouse much - keyboard shortcuts, and the annoying "Delete Resource" dialogue boxed should be smaller, or maybe appear next to the mouse. I often go outdoors with my laptop and do coding, and having to move the touchpad constantly when my fingers are on the keyboard is somewhat annoying.

As to other things:
-Glitches with the script editor - when code lines are longer than the page, all hell breaks loose. Vertical scrolling is also a bit iffy.
-Maybe intergrating the ENIGMA compile window into the IDE itself? I noticed there is simply LOADS of space left on the top toolbar, even on low-res screens. Maybe a simple version of the compile window could be put there with a percentage bar or something? Maybe you just need to press a button to make it 'pop' out into the normal windowed version?
-An ability to define the location for the GM manual. Many people have .pdfs of the GM documentation hanging around, and the help button actually being able to link to it would be very helpful.

This may sound obvious, but perhaps the MOST annoying thing about LGM is the lack of a built-in graphics editor. Its a lot of an ask I know, and a bit off-topic, but a very simple intergrated graphics editor, nothing fancy, would be so helpful. Either that, or better intergration with external ones. GIMP and KolourPaint tend to play up a bit when used in conjunction with LateralGM.

Thanks for reading; I hope it was helpful,

Zesterer
Offline (Unknown gender) Goombert

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Reply #13 Posted on: May 12, 2013, 02:46:37 PM
1) that will be fixed in the next version, like I said already the current version uses JEdit which is Java's script editing component, which is very crappy, I am going to merge in the custom one Josh made from the branch JoshEdit in the 1.8, it has code folding markers styling all the bug fixes etc.
2) yes I want to do that as well including adding a context menu to it, however that is part of the plugin to the IDE, not the IDE itself so that cannot come in this build just yet I am also going to add compile and debug to the main toolbar
3) yes I have added context menus in as many places as I could
4) ill look into the manual thing, perhaps in 1.7, but I already have a hefty commit, but ill look into it
5) we already have an image editor, you didnt check it out when you installed LGM its part of a seperate branch, but I am also adding the options to preferences for you to set your external editors for code, sprites, backgrounds, and sounds

So yes to basically everything you just asked :)
Offline (Unknown gender) IsmAvatar

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Reply #14 Posted on: May 13, 2013, 09:10:17 PM
Hi zesterer!

Manual discussion is going on here: https://enigma-dev.org/forums/index.php?topic=1243

Graphics Editor: We've started a project for that exact purpose: https://github.com/IsmAvatar/JEIE
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