Storm - the world's best IDE framework for .net

Vestras

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attachment.php

Moonlite, my IDE that I created with Storm (still WIP)

Introduction

I'm currently making an IDE application called Moonlite. When I started coding it, I looked for good, already existing code for creating IDEs. I found nothing. So when I was almost done with it (I'm not done with it yet, because of this framework taking all my time), I figured that I found it rather unfair that everyone should go through the same as I did for making such an application. (It took me 8 months of hard work - about 7 - 10 hours a day - to create this. Not because the main coding would've taken that long but because I had to figure how to do it and what was the most efficient solution) So I started Storm, and now that it is finished, I'm going to present it to you! :)

Notices

Please note that I did this of my own free will and my own free time. I would be happy if you could respect me and my work and leave me a comment on how to make it better, bug reports and so on. Thank you for your time :)

Using the code

Using the code is a simple task, simply drag-drop from the toolbox when you have referenced the controls you want, and that should be it. However, for those who want a more in-depth tutorial, go to the folder "doc" in the package and open "index.htm".

How it works

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.

  • CodeCompletion
  • Docking
  • Plugins
  • TextEditor

CodeCompletion

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.

UPDATE: the CodeCompletion is now contained in the TextEditor library!

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.

Docking

First I will start out with a Class Diagram to help me out:

attachment.php

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:

Code:
    /// <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.

Plugins

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:

Code:
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:

Code:
(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:

Code:
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.

Code:
object[] pAttributes = type.GetCustomAttributes(typeof(Plugin), false);

Add it to the list of plugins:

Code:
attributes.Add(pAttributes[0] as Plugin);

And when we're done looping, we'll finally return the list of found attributes.

TextEditor

Since I love my TextEditor, I will give you a little preview of what it's capable of. And it's not a little ;)

attachment.php

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.

UPDATE: Since I have now gone through ALL source code and documentated and updated it to fit my standards, I claim this TextEditor my own work. However, the way I do things are still the same as the original, therefore I credit the original creators.

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.

Conclusion

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 :)
Planned Updates

  • Add AutoHide feature to Storm.Docking;
  • Add Designer support to Storm.Docking;
  • Remake the TabStrip from scratch.
 

Attachments

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  • Storm.TextEditor.png
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  • Moonlite preview.png
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Samael88

Evil always finds a way
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Are you saying that you have created a thing that allows for easier creation of a custom IDE?

Can it be used to create a custom language as well or is it specific to one language? If so, what language?
 

Vestras

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Are you saying that you have created a thing that allows for easier creation of a custom IDE?

Can it be used to create a custom language as well or is it specific to one language? If so, what language?

Yes, I am :) You can definitely create custom languages, this is done via XML. Take a look at some of the XML Language Sheets (.vsx), you can learn from them.

But really, it features a lot of languages, I'm nearly sure it has yours too :) (If you're not making your own, that is)
 

Samael88

Evil always finds a way
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I will definately try this when I have the time and skill for it :)
Currently I don't think that I am good enought of a programmer to take use something like this though:eek:
 

Vestras

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I will definately try this when I have the time and skill for it :)
Currently I don't think that I am good enought of a programmer to take use something like this though:eek:

Well I made documentation for it, so that everyone can use it ^___^ Go to the doc folder and open index.htm :)

That should guide you through everything in the process of using the different Controls.
 

Samael88

Evil always finds a way
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I will take a look at it when I am feeling a bit better, currently I am a bit limited in my functionality:eek:
Who would have guessed that lack of sleep + swineflu vaccine was a bad combo:p

Btw, nice job:) This is really something, I knew you where a good programmer but this is really amazing:) Keep up the good work dude:thup:
 

Vestras

Retired
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I will take a look at it when I am feeling a bit better, currently I am a bit limited in my functionality:eek:
Who would have guessed that lack of sleep + swineflu vaccine was a bad combo:p

Btw, nice job:) This is really something, I knew you where a good programmer but this is really amazing:) Keep up the good work dude:thup:

Wow, thanks, one of the first times I got to know that :)
Lol, funny, I have swine flu too xD
 

Tru_Power22

You can change this now in User CP.
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Downloading Now.

Ok, I finished reading the documentation. There is a lot of cool stuff you can do with this. Props man!
 

Lyerae

I keep popping up on this site from time to time.
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Any chance for an online version of the documentation? I can't quite download anything at the moment... Or for awhile...
 

Vestras

Retired
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You may want to thumbnail the image.

Yeah, I'll do that in the next release.

Downloading Now.

Ok, I finished reading the documentation. There is a lot of cool stuff you can do with this. Props man!

Thanks dude :)

Any chance for an online version of the documentation? I can't quite download anything at the moment... Or for awhile...

Yeah, when I'll release the next version I'll include some online documentation.
 

quraji

zap
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Can you resize those images or put them in spoilers or something? They're stretching my widescreen..

Also, I'm wondering (taken from another thread):
Luckily for you I'm releasing my Storm framework which is a framework for creating IDEs, however in the license it says that you cannot use it for any project that will compete with my IDE, Moonlite.

So I can use your IDE framework, but I can't use it to make an IDE?
 

codemonkey

Code monkey not crazy, just proud.
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Moonlite is an IDE for SC2 and WC3, so you just can't make an IDE for those 2 languages out of it.
 
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No, you right, technically their scripting syntaxes. JASS is really "Just another scripting syntax". But that doesn't mean you can't make an IDE for them.

He's saying Warcraft is not a scripting language.

Jass is Warcraft's scripting language, I think he is just getting technical.
 

quraji

zap
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He's saying Warcraft is not a scripting language.

Jass is Warcraft's scripting language, I think he is just getting technical.

Yes.

I just don't get the point of that kind of agreement ("you may not make an IDE that competes with mine"), because at any time you could add a feature to yours and make mine a breach of the agreement.
 
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