Scintilla Static Library

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Re: Scintilla Static Library

Post by gnozal »

DoubleDutch wrote:That's a shame - any ideas when that was implemented - I'll add the last working dll to my app and load that if the 'openlibrary' fails.
The last 'all windows' compatible Scintilla is 2.02.
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Re: Scintilla Static Library

Post by yrreti »

DoubleDutch
I know it's not related to the topic but '
:?:
:?:
The link is good, but how does one enter something like this manually?
I've never seen a link written like this before.
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Re: Scintilla Static Library

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I don't think you can enter it manually... ;)

What do you think of the domain name?
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Re: Scintilla Static Library

Post by Vera »

DoubleDutch wrote:What do you think of the domain name?
¡ pǝǝpuǝ ǝɔıu ʎɹǝʌ 8)
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Re: Scintilla Static Library

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Update (PB4.5x version)

Changes :
- upgraded Scintilla to version 2.24 (thanks DoubleDutch !)
  Warning : due to some API calls like MonitorFromPoint(), Scintilla > 2.02 requires Win2000 as minimum OS.
  A (previous) version compatible with all Windows versions is still available : http://gnozal.ucoz.com/ScintillaStatic_450_v202.zip
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Re: Scintilla Static Library

Post by DoubleDutch »

due to some API calls like MonitorFromPoint(), Scintilla > 2.02 requires Win2000 as minimum OS
If anyone wants to try help fix this, so we can get a scintilla.dll and library that works on all Windows OS then please get in touch.
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Re: Scintilla Static Library

Post by ts-soft »

@DoubleDutch
can you compile a 64-bit static lib?
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Re: Scintilla Static Library

Post by DoubleDutch »

Sorry, I'm compiling it on an old version of Visual Studio (v2003) - so it is more 'compatible' with older systems - the latest VS doesn't.

If you join the Scintilla mail list, you could request it - I'm sure someone must have compiled it to x64. If you do get it, please send me a link. :)

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Last edited by DoubleDutch on Thu Feb 03, 2011 1:56 pm, edited 1 time in total.
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Re: Scintilla Static Library

Post by DoubleDutch »

I remembered that I have a vs2010 from the BizSpark system - Just booted up that machine and compiled with VS2010 command line x86, then again with command line x64. The files are different sizes so I think I've made a x64 version?

Here is the link to the zip that contains everything (vs2003 x64 vc6, vs2010x86 and vs2010x64 versions):
http://ɯoɔ.com/downloads/scintilla.zip

Please let me know how you get on.
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Re: Scintilla Static Library

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DoubleDutch wrote:Please let me know how you get on.
The download includes all version as DLL with importlib for dll but no static lib of scintilla :?

Greetings - Thomas
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Re: Scintilla Static Library

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ts-soft wrote:
DoubleDutch wrote:Please let me know how you get on.
The download includes all version as DLL with importlib for dll but no static lib of scintilla :?
Thomas, a friend of mine works as a developer, and he has tools to 'convert' a DLL to a LIB.
That's how I get the static libraries (converting the DLLs compiled by DoubleDutch).
He has no tools to convert an x64 DLL, though.
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Re: Scintilla Static Library

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ts-soft: If you know of some instructions to compile a static lib for scintilla x64 then if you post a link I'll try my best to get you it.
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Re: Scintilla Static Library

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DoubleDutch wrote:ts-soft: If you know of some instructions to compile a static lib for scintilla x64 then if you post a link I'll try my best to get you it.
thx, but this is a problem. I have do this before some years but in the moment i haven't a c++ compiler to do
this and no plan of settings.
If i doesn't find a solution, i can use memorymodule for this, there is no big difference to a dlltolib "static" lib :wink:
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Re: Scintilla Static Library

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ts-soft wrote:If i doesn't find a solution, i can use memorymodule for this, there is no big difference to a dlltolib "static" lib :wink:
Except that you can use the dlltolib "static" lib like any 'real' static library : you can use Import/ImportC/EndImport.
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Re: Scintilla Static Library

Post by Zach »

Would this be suitable for part of my games GUI?

I have been researching the best method for implementing my main text display/window (Shows all the world information / output to the player), especially looking for cross platform solutions that will allow me to output colored/styled text in any combination I deem necesarry... (There seems to be so little documentation/info on how GUI/Windowed programs with standard "Console" output windows get that functionality, like most MUD clients that support ANSI/custom coloring, mIRC client with its colored text support, etc..)

It seems like a Scintilla gadget may be the way to go, as it supports syntax highlighting features, and apparently can do multiple Font styles and foreground/background colors (on the same line I think/hope?). I was considering an EditorGadget but getting text colored like that looks like an involved process, that may not be cross-platform.. I also considered a WebGadget, and constantly reloading an HTML file with the new updated data but I have doubts that it will function like I want (scroll up/down with a buffered screen history), or that the refreshing itself wouldn't introduce visual side effects...

Seems like Scintilla gadget may be what I'm looking for.. Not much is said about it in the PB Help except a short example on loading a Scintilla Gadget. However I'm not sure what the difference between what's included in PB and what's in this Static library is... i.e Why would I choose the library over PB's internal gadget?

How easy would it be to learn how to send the appropriate commands to such a Gadget, to color & style text as you wish, on the fly? And one concern I have is that so far all examples of Scintilla gadgets that I have seen, such as the PB Help demo code, and the PB Editor itself, all seem to have a horizontal scroll-bar by default, even when it isn't needed... Can I turn that off for sure?? I only need a vertical scroll-bar for my game, as the display will only buffer a small amount of history for the player to "Scroll back up" if they wanted to re-read something. Can it do word-wrapping once a "defined" width-boundary for the screen is reached?

Hope I'm on the right track with Scintilla :? I want to solve this issue early on even though the GUI is only going to be a skeleton for the time being... The only other option I can think of would be to open a windowed screen (from the 2D library?) on my main program window, and manually code the display buffer, word wrapping, and color parsing character by character.. It took me forever to get that far in Dark Basic when I had to do that.. :|
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