Searching for a Text Editor in VR
The text editor
Perhaps the most important component of a self editing system is the editor. I agonized over this for more than a year - which editor should I choose? There are already such a glut of high-class, super-sophisticated editors out there that programmers have had holy wars over them since before I was born! I was sure that even attempting to write one of my own was foolish, arrogant. So I scoured github and the web at large for any and all text editing libraries, packages, apps, programs, plugins, anything that could be appropriated for use in a realtime graphical system.
Grab full window’s pixels
Surely the easiest way to punt on this whole problem of text editing is to just grab a whole window’s pixels into a texture. Every redraw, pixels get updated. While this was almost good on a DK2 watching youtube, it’s still not really what we want.
- Pro: Use your favorite editor as is
- Con: Pixel copy is slow, and scales with window size
- Con: Not portable - too painful to maintain multiple paths
Hack up an editor from scratch
I whipped up a font atlas renderer, vowing to keep it simple. A terminal was trivial to implement at this point, and a tantalizing reward! But as soon as line breaks are involved… I’m out. Just not willing to put in that level of complexity yet.
Find an existing library
I came across Scintilla; probably the best fit for my needs. Daunted by its size, I kept looking. I never found anything smaller.
ScintillaGL - 5 years old with no updates. Good enough for Gargaj and Bonzomatic
codedit - I will have to look into this. Looks abandoned, but just about esactly what I want…
Editor plugin
Sublime Text allows for python plugins - could we grab pixels from there?
Port the whole terminal
Maybe if we could find a terminal emulator in pure OpenGL, we could get ncurses and vi and all kinds of wonderful stuff. emacs, ed, joe, nano… I was never really all that big into those, but I’m willing to take a dive in if it’ll get us an editor in VR.
But, the libraries too complex. The standard is too complex! Coloring, controls codes, etc… I don’t really want all that. I don’t want to deal with getting all that to build on multiple platforms. That is more time than I am willing to invest.
Write your own
So we’re back around to write your own again. Having invested enough time researching workarounds for spending enough time on an OpenGL text editor, I will now invest my time into implementing the new editor.
I think I want something separate as a control terminal, with some kind of shell. I’d like to hide and show these 2 interface components at will. I’m going to hijack the tab and backtick(`) characters for this purpose. They are spatially near the Escape key which I associate with a context-frame-popping action; a ‘jumping out’.
Controls
A cursor and arrow keys to move around in the source. Source is a list of lines, each sent as a string to the font renderer. No unprintable characters; ASCII. Delete and Backspace. Control-S to save.
A small function to translate mouse position into rows,columns lets us place the cursor woith the mouse. But selections? I don’t think I want to dive down that well just yet. Let’s see what we can do without them.
Error layer
Recompiling small shader code on each keystroke turns out to be quick and very satisfying when errors are displayed inline. Parsing the line numbers from OpenGL shader compiler error messages is easy, and thanks to GLSL’s #line directive, we can send a standard shader header/preamble and get line numbers specific to the snippet that’s edited.
More layers?
Syntax highlighting would be pretty cool. We could do something basic like highlighting keywords, but to get fully-featured syntax highlighting we’ll need an AST. Writing a lexer and parser is way out of scope for this project, and even getting LLVM to build is probably more work than I’m ready to invest now.
Success
It’s virtually featureless, but it works. Never meant as a replacement for other real editors, it’s only for hot edits and quick tweaks on working (or almost working) shader code. Great for debugging, your favorite editor is only a control-s away.