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License: The GNU Lesser General Public License
Storm - the world's best IDE framework for .netBy Theodor Storm KristensenCreate fast, flexible and extensible IDE applications easily with Storm - it takes nearly no code at all! |
C++ (VC9.0), C# (C# 2.0, C# 3.0, C# 4.0), VB (VB 8.0, VB 9.0, VB 10), .NET (.NET 3.5, .NET 4.0), WinXP, Vista, Win 7, Visual Studio (VS2008), GDI+, WinForms, Dev, Design
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Moonlite, my IDE that I created with Storm (still WIP)
In this chapter I will mostly cover Docking, Plugins and TextEditor, since they are the most advanced ones. I will not cover Win32 and TabControl.
The CodeCompletion relies on the TextEditor, and it really isn't as advanced as some may think. It's just a Control containing a GListBox, and the GListBox' items are managed by the CodeCompletion itself. The CodeCompletion handles the TextEditor's KeyUp event, and in that it displays members of the GListBox depending on what the user has typed in the TextEditor.
Every time it registers a key press, it updates a string containing the currently typed string by calling a method GetLastWord(), which returns the word that the user is currently on. How a string is splitted up in words is defined in the TextEditor as 'separators'. Everytime GetLastWord() is called, the CodeCompletion calls the native Win32 function 'LockWindowUpdate' along with the parent TextEditor's handle to prevent flickering as the OS renderers the TextEditor/CodeCompletion.
Actually the CodeCompletion does this when it auto completes a selected item in the child GListBox, too. Everytime the CodeCompletion registers a key that it doesn't recognize as a 'valid' character (any non-letter/digit character that isn't _), it calls the method SelectItem() along with a specific CompleteType.
Now, what is a CompleteType? You see, the CompleteType defines how the SelectItem() will act when auto completing a selected item in the GListBox. There are two modes - Normal and Parenthesis. When Normal is used, the SelectItem() method removes the whole currently typed word, Parenthesis, however, removes the whole currently typed word except the first letter. This might seem strange, but it is necessary when, for example, the user has typed a starting parenthesis. You might find yourself having a wrong auto completed word sometimes, too - this is where you should use Parenthesis instead of Normal as CompleteType. (You are able to define a custom CompleteType when you add a member item to the CodeCompletion)
Since the user defines the tooltip of member items theirselves, it is rather easy to display the description of items. When a new item is selected in the GListBox, a method which updates the currently displayed ToolTip to match the selected item's description/declaration fields. Since a normal TreeNode/ListBoxItem wouldn't be able to have multiple Tags, I created the GListBoxItem, which also contains ImageIndex for the parent GListBox' ImageList. The GListBoxItem contains a lot of values that are set by the user, either on initialization or through properties.
Each time the Control itself or its tooltip are displayed, their positions are updated. The formula for the tooltip is this: Y = CaretPosition.Y + FontHeight * CaretIndex + Math.Ceiling(FontHeight + 2) for Y. The setting of X is simply CaretPositon.X + 100 + CodeCompletion.Width + 2. The formula for the CodeCompletion's Y is the same as for the tooltip, however the X is different; X = CaretPosition.X + 100.
First I will start out with a Class Diagram to help me out:

As you can see, there's a lot of classes. A DockPane can contain DockPanels, and DockPanels are the panels that are docked inside the DockPane. A DockPanel contains a Form, DockCaption and DockTab. When a DockPanel's Form property is set, the DockPanel updates the Form to match the settings needed for it to act as a docked Form.
A DockCaption is a custom drawn panel. It contains two Glyphs - OptionsGlyph and CloseGlyph - both inheriting the Glyph class, which contains rendering logic for a general Glyph. The OptionsGlyph and CloseGlyph contains images that are supposed to have transparent background. A lot of people use very complex solutions for this, however I found a very, very simple and short solution:
/// <summary>
/// Represents an image with a transparent background.
/// </summary>
[ToolboxItem(false)]
public class TransImage
: Panel
{
#region Properties
/// <summary>
/// Gets or sets the image of the TransImage.
/// </summary>
public Image Image
{
get { return this.BackgroundImage; }
set
{
if (value != null)
{
Bitmap bitmap = new Bitmap(value);
bitmap.MakeTransparent();
this.BackgroundImage = bitmap;
Size = bitmap.Size;
}
}
}
#endregion
/// <summary>
/// Initializes a new instance of TransImage.
/// </summary>
/// <param name="image">Image that should have a transparent background.</param>
public TransImage(Image image)
{
// Set styles to enable transparent background
this.SetStyle(ControlStyles.Selectable, false);
this.SetStyle(ControlStyles.SupportsTransparentBackColor, true);
this.BackColor = Color.Transparent;
this.Image = image;
}
}As simple as that. A basic panel with transparent background, and of course an Image property - Bitmap.MakeTransparent() does the rest. Panel is indeed a lovable Control. As we proceed in this article you'll find that I base most of my Controls on Panel.
Well, the DockCaption handles the undocking of the DockPanel and the moving of the DockForm. Yeah, DockForm. When a DockPanel is undocked from its DockPane container, a DockForm is created, and the DockPanel is added to it. The DockForm is a custom drawn Form which can be resized and moved, and looks much like the Visual Studio 2010 Docking Form.
Since the caption bar has been removed from the DockForm, the DockCaption takes care of the moving. This is where Win32 gets into our way - SendMessage and ReleaseCapture are used to do this.
When a DockPanel is added to a DockPane, and there's already a DockPanel docked to the side that the user wants to dock the new DockPanel, the DockPane uses the already docked DockPanel's DockTab to add the new DockPanel as a TabPage. The user can then switch between DockPanels.
The DockTab inherits the normal TabControl, and overrides its drawing methods. This means that is completely customizable for the user and very flexible for us to use.
The Plugins library is one of the shorter, however it is probably the most complex too. Since the PluginManager class has to locate dynamic link libraries, check whether they are actual plugins, check if they use the optional plugin attribute and if they do, store the found information in an IPlugin, and add the found Plugin to the Form given by the user if it's a UserControl.
So basically, most of these processes happen in the LoadPlugins method. However, the LoadPlugins method is just a wrapper that calls LoadPluginsInDirectory with the PluginsPath set by the user. Now, the LoadPluginsInDirectory method loops through all files in the specific folder, checks whether their file extension is ".dll" (which indicates that the file is a code library), and then starts the whole "check if library contains plugins and check if the plugins has any attributes"-process:
This is done with the Assembly class, located in the System.Reflection namespace:
Assembly a = Assembly.LoadFile(file);Then an array of System.Type is declared, which is set to a.GetTypes(). This gives us an array of all types (class, enums, interfaces, etc.) in the assembly. We can then loop through each Type in the Type array and check whether it is an actual plugin by using this little trick:
(t.IsSubclassOf(typeof(IPlugin)) == true || t.GetInterfaces().Contains(typeof(IPlugin)) == true)Yeah - simple - this simply can't go wrong. Well, we all know that interfaces can't get initialized like normal classes. So, instead we use the System.Activator class' CreateInstance method:
IPlugin currentPlugin = (IPlugin)Activator.CreateInstance(t);Boom. We just initialized an interface like we would with a normal class. Neat, huh? Now we just need to setup the initialized interface's properties to match the options of the PluginManager and the current environment. This can by used by the creator of plugins to create more interacting plugins. When we've done this, we simply add the IPlugin to the list of loaded plugins in the PluginManager.
However, the plugins loaded by the PluginManager isn't enabled by default. This is where the user has to do some action. The user has to loop through all the IPlugins in the PluginManager.LoadedPlugins list, and call the PluginManager.EnablePlugin(plugin) method on it.
Now, if you have for example a plugin managing Form in your application, like Firefox for example, you can use the PluginManager.GetPluginAttribute method to get an attribute containing information about the plugin, if provided by the creator of the plugin.
The way this works, is by creating an object array and set it to the System.Type method GetCustomAttributes(). The variable "type" is set to be the plugin's Type property, which is set in the loading of a plugin.
object[] pAttributes = type.GetCustomAttributes(typeof(Plugin), false);Add it to the list of plugins:
attributes.Add(pAttributes[0] as Plugin); And when we're done looping, we'll finally return the list of found attributes.
Since I love my TextEditor, I will give you a little preview of what it's capable of. And it's not a little ;)
As you might have pictured already, this library has incredibly many classes/enums/interfaces/namespaces. Actually there's so many that I won't put up a class diagram, nor explain the links between all the classes.
The TextEditor is basically just a container of the class TextEditorBase, it is actually TextEditorBase that contains all the logic for doing whatever you do in the TextEditor. The TextEditor only manages its 4 TextEditorBases along with splitters when you've split up the TextEditor in 2 or more split views.
However, the TexteditorBase doesn't take care of the drawing, it simply contains a GDIPainter field which contains logic for rendering all the different stuff. Whenever drawing is needed, the TextEditorBase calls the appropriate rendering methods in the GDIPainter. The GDIPainter also contains a method named RenderAll which, as you might've thought about already, renders all the things that are supposed to be rendered in the TextEditor.
Since the different highlighting modes are defined in XML sheets, an XML sheet reader is required. The LanguageReader parses a given XML sheet and tells the parser how to parse each token it finds in the typed text in the TextEditor. A user does not use the LanguageReader directly, the user can either use the SetHighlighting method of a TextEditor, which is a wrapper, or use the TextEditorSyntaxLoader.SetSyntax method.
Unfortunately, I can't take credit for it all. I based it on DotNetFireball's CodeEditor, however the code were so ugly, inefficient and unstructured that it would probably have taken me less time to remake it from scratch than fix all these things. The code still isn't really that nice, however it is certainly better than before.
I should probably mention that DotNetFireball DID NOT create the CodeEditor. They simply took another component, the SyntaxBox and changed its name. Just for your information.
So, as you can see, (or, I certainly hope you can) it is a gigantic project, which is hard to manage, and I have one advice to you; don't do this at home. It has taken so incredibly much of time, not saying that I regret it, but really, if such a framework already exist, why not use it? Making your own would be lame.
Not saying this for my own fault, so I can get more users, I'm saying this because I don't want you to go through the same things as I did for such 'basic' things. (Not really basic, but stuff that modern users require applications to have)
So yeah, I suppose that this is it. The place where you say 'enjoy' and leave the last notes, etc. Yeah, enjoy it and make good use to it - and let me see some awesome applications made with this, please :)
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Last Updated: 16 Nov 2009 Editor: |
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