Hi Tim.

Currently commands are loaded after rubric. So RubSmalltalkEditor can't use
them directly.

2018-08-21 13:03 GMT+01:00 Tim Mackinnon <tim@testit.works>:

> AH - this makes sense then that SystemCommands is in its own Repo then
> (although all these tiny repos get quite difficult the track so you can
> understand where/how to contribute).
>
> This leads to another question - if I stick my commands for extend
> selection and jump to keyword in SystemCommands - is the load order such
> that RubSmalltalkEditor can safely access those commands (I know that for
> Calypso its ok, but can I reference those commands in the older
> RubSmalltalkEditor). Otherwise I will need to put the guts of my commands
> in the RubSmalltalkCodeMode which is shared by al editors (but it feels a
> bit too generic place for textMorph navigation stuff).
>
> Tim
>
>
>
> On 21 Aug 2018, at 05:48, Esteban Lorenzano <esteba...@gmail.com> wrote:
>
> Hi,
>
> On 20 Aug 2018, at 00:39, Denis Kudriashov <dionisi...@gmail.com> wrote:
>
>
> 2018-08-19 23:12 GMT+01:00 Tim Mackinnon <tim@testit.works>:
>
>> Thanks Denis - I guess for now I can put the methods in
>> RubSmalltalkEditor so that the playground can operate and then my Calypso
>> plugins can also reference that code too (if class methods).
>>
>> Is the idea that playground will become part of Calypso too?
>>
>
> No.
> What we can try to achieve is to reused Commander everywhere. So these
> SystemCommands will be reused by different tools.
>
>
> Yes, this is what we are targeting, to have a centralised command library
> that manages all system commands (so we do not need to duplicate code all
> around).
> With enough time to implement, all tools will use same command mechanism.
>
> Esteban
>
>
>
>> If so, I can add the methods I need as an extension (although I guess
>> this won’t work as the keyboard mapping for playground in one method and
>> not extensible like Calypso which uses pragmas).
>>
>> I’ll do something as a pr and we can figure it out.
>>
>> It’s worth saying, that for my Calypso plugins I’ve had to abuse your
>> mechanism a bit as the simple #execute mechanism doesn’t give me access  to
>> the text morph to control the cursor. I was able to do it though via the
>> prompting mechanism (I just don’t show any ui prompt).
>>
>> Tim
>>
>> Sent from my iPhone
>>
>> On 19 Aug 2018, at 14:28, Denis Kudriashov <dionisi...@gmail.com> wrote:
>>
>> Hi.
>>
>> I dont't know answer to your question. But for the note:
>> Calypso was needed to override existing way to spawn implementors/senders
>> and so on. So I added subclass of RubSmalltalkEditor - ClyTextEditor which
>> overrides required methods.
>> So if you will put new methods into the RubSmalltalkEditor then Calypso
>> will be able to use them.
>>
>> 2018-08-19 16:55 GMT+01:00 Tim Mackinnon <tim@testit.works>:
>>
>>> Hi I’m trying to work out the best way to cope with the fact that we are
>>> in a hybrid place where the Playground is using an RubSmalltalkEditor but
>>> Calypso has its own mechanisms for editing code.
>>>
>>> I have commands that should/can work in both the playground as well as
>>> code method editor (in Calypso).
>>>
>>> Previously my code lived in RubSmalltalkEditor and Nautilus was using
>>> that too - but now I’m not sure where to put some reusable methods that use
>>> RBParser and the AST to find the best place to position your cursor.
>>>
>>> I can make a class method on RubSmalltalkEditor and Calypso commands
>>> could reference that (but that feels wrong somehow). I could make some
>>> extension methods on RBParser and both places reference that - but then who
>>> should own the extension method (as I think RubSmalltalkEditor is lower
>>> level and Calypso is then loaded on top).
>>>
>>> Anyone have some good suggestions?
>>>
>>> Tim
>>>
>>
>>
>
>
>

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