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Html editing.
Date: 30/7/2010
I'm making a serious effort to use Scribe's HTML editing in day to day use. So far I've resolved a number of issues that made it unusable and it's now just merely clunky as hell. Things I've yet to sort out:
  • Home/End don't work.
  • I still get a bunch of asserts pop up when I delete text.
  • Enter with a selection doesn't do anything.
  • There are some stray spaces creeping in here and there.
  • No way to set a HTML signature yet. Although there are HTML reply/forward formats.
  • The HTML output has a lot of redundant style information in the elements. e.g. the anchor tags have explicit styles for "blue" and "underlined". I will eventually remove those on save. I'm working towards have a default style sheet, which most likely will exist as a 'default.css' in the resources folder. This means that yes, you could edit that to change the default appearance of HTML email in Scribe.
  • Also it doesn't yet allow you to reply to someone's else HTML email in HTML... it converts their email to text... adds that to your HTML reply template and then gives that to the editor. Although I'm working on a new DOM field called "BodyAsHtml" that you can use in the reply format to get the source email's HTML correctly formatted. It's unknown how arbitrary HTML email will work inside the editor. For instance, there is no way of editing tables at all, but it should render ok.
  • Oh yeah, and no inline spell checking like the text mode compose control. It's taken a long time to get that working right, and HTML adds a whole other level of complexity to it. But you know I'll find a way right!
  • Doesn't support paste/working with images at all.
  • Can't break out of the quoted text to put inline replies in.
And it's probably buggy buggy buggy. But I have sent a few HTML emails this week.

Update: Btw it's hilarious trying to reply to Outlook emails. Such pretty well formed HTML.
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i.Ftp on SourceForge
Date: 26/7/2010
As hinted I'm slowly moving to having my apps hosted on SourceForge. Starting with i.Ftp:

https://sourceforge.net/projects/i-ftp/

It has the latest release, v2.20, in source and binary form, a screenshot+icon, svn etc. I guess i.Mage is next.

There was no reason is keeping all my open source stuff on a private SVN server. If I had a catastrophic data crash or passed away it would just disappear. Morbid thoughts I know, but you get them occasionally. Anyway it's getting better, 2 projects down... um... er lots to go.
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Gtk Progress
Date: 30/6/2010


:D

Most of the keyboard and mouse functionality is working. Painting windows is much improved. The skin engine is painting controls. Overall things are quite functional, but there are still broken things, like combo boxes on dialog seems to mess things up. And the account preview just seems to hang and go nowhere.
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It's Scribe Jim... but not as we know it.
Date: 25/6/2010
The GTK port boots... at least to something that resembles the main screen. So far I've had lots of build issues, crashes, asserts, missing functions and memory overwrites. But seeing the main screen for the first time is a milestone of sorts. The missing icons will be path issues. The menu... uh who knows. But it's getting there.


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Lgi back on SourceForge
Date: 23/6/2010
I've got sick of hosting Lgi privately and making source releases every other year, and so I've uploaded the latest code to SourceForge and I'm going to just use that from here on in.

Some of my other apps may follow. I've structured the Lgi checkout to have a trunk and branches sub-folders which I think is fairly standard usage with svn. There is no auto-conf yet under Linux but I'd be interested in someone providing one as I build on the Linux/Gtk+ port.

Hooray for open source! :-)
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Lgi/Gtk/Linux/Mac
Date: 18/6/2010
The GTK port lives. I've got it to a point where I can put a window, with menus, toolbar and splitter on screen and everything is behaving reasonably correctly. So now I need to add some keyboard support and then slowly throw more and more complex code at it and find / fix bugs.

The big problems were getting Lgi's layout engine to work within the GTK layout engine. Ug... that was hard. But I got there eventually. Main issue was GTK layout wasn't even working because I borked up the configure signal due to a lack of understanding signal propagation.

The next big issue was getting the equivalent of "PostMessage" working with GTK. Which ended up having a stack overflow question.

Finally the images weren't loading. But that really was just a matter of hacking at the GMemDC class till it understood the GdkImage format and returned the right stuff through it's methods.

We could be close to both new Mac and Linux releases soon... this month? Maybe. Mac build is working but I still have those hateful non-virtual thunk errors when I compile with _DEBUG defined in debug mode. So far looks like a gcc compiler bug from what I read on the interwebs.

Developing code for the Linux port in Visual Studio is nice though :-) I seriously enjoy that IDE/Debugger combination, it still kills anything on the Linux + Mac platforms. And of course I do compile / run the code on Ubuntu to test things that I'm not sure about. I even valgrind'd it a bit while I was over there. I ❤ valgrind.
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