Prototype turning into an open source text editor.
Hale is made all from scratch, only utilizing necessary platform libraries to do it's job.
There is some notation used in the following document.
P
in prototypeH
in handmade½
partially in handmade*
not yet implemented
α
alpha release (hopefully after the 11 days marathon, some features may be scaled down to their simpler versions)β
beta releaseγ
gamma release
Some of these goals are motivated by my desire to learn and try new things. The most important goal is to provide a good and reasonable software that is written for hardware and with love.
Majestic goals follow (disclaimers apply):
- MIT license - Good license to use in various legal settings.
- No build system - Just a
.bat
and shell scripts. Most of the build configuration in.h
files. - No dependencies - Goal is to not depend on any library. Standard library as an optional dependency.
- No OOP - It's not about neglecting OOP, but mostly about learning to see the code and the data differently.
- Use as component - Easy to embed whole or in parts in other code bases.
- Text and GUI - Text-mode is not dead. Definitely not in today's world of UX targeted at occasional users.
- Multiple OS - Windows at first (α), Linux and Mac (β) will follow.
There is a bit of ambiguity in my goals. It's correct that I want Hale to be both, a library and an application. However I believe the best way to create a library is to first make code that uses it. Therefore I focus to deliver an application at first.
By example: If you are familiar with Scintilla Editing Component (a popular text editing component), you might also know SciTE - Scintilla Text Editor (example editor using Scintilla made by the same author).
The codebase is split into logical modules.
½|α
Platform - Platform layer support for Windows.H|α
Foundation - Basic types and general-purpose containers and operations with them.H|α
Document - Editing and managing documents.P|α
Scope - Scope-based configuration.P|α
Bracket - Directory-based configuration.P|α
Shell - Shell integration.P|α
UI/Application - Top-level UI management.P|α
UI/Window - Top-level windows.P|α
UI/Panel - Window layout.P|α
UI/Model - Glue between models (Document, Bracket, Shell) and UI.½|α
Lua - Lua scripting and configuration.
Although I don't want the core of the editor to contain any "real" features, but rather a foundation for building them, there are still some properties of the system, that can be propagated.
Some other features come from the prototype itself and are lesser versions of what I would like to achieve. However, in order to deliver a working product as soon as possible, I use them as a good placeholder.
P|α
Platform font rendering - Or better: optional platform font rendering. ClearType, for instance, doesn't deal well with some great fonts like Fira Mono or Nitti. FreeType, stb_truetype or distance field font rendering might do a much better job (usually thanks to it's configuration). User has to have that choice for optimal reading experience.½|α
Unicode support - 7 bits is not enough. This document itself uses a good portion of Unicode blocks, even though it's entirely in (a bit broken, but) English.½|α
Multiple cursors - Editing with multiple cursors and selections at once.*|β
Large files - Opening and editing extremely large files (16 exbibytes; 2⁶⁴ bytes)½|α
Syntax annotation and highlighting - Currently via TextMate-like grammars, however custom parsers are planned to replace this functionality.P|α
Brackets - A different take on projects and project-based configuration (along with Scope-based configuration).P|α
Scope-based configuration - Allows you to set different visual and behavioral configuration based on current state of application, window, panel, model, bracket or document.P|α
Shell integration - Specialized terminal emulator embedded into the application.½|α
Lua scripting - A general purpose scripting for prototyping and makeshift extensions.
To not spoil it all, here are a few secret features.
*|β
C++ Scribe - A secret feature.*|β
Streams - A secret feature.