jEdit's Console plugin allows you to integrate a shell into the interface. This shell is scriptable via jEdit's quite extensible macros. So we have two macros, one to initialize the compiler shell, and another to re-compile once initialized.
First macro:
//Initiate the compiler
runCommandInConsole(view,"System","/path/to/fcsh");
runCommandInConsole(view,"System","mxmlc ... very long list of arguments for your compile :P ...");
Recompile macro, bound to Ctrl-Enter:
runCommandInConsole(view,"System","compile 1");
This makes me a very happy boy! I have verified that these instructions should work on Windows, too (as I'm doing this on Linux).
2 comments:
I made some makefiles for Flex, so you can do this...
jEdit.saveAllBuffers(view,false);
runCommandInConsole(view,"System","cd /work/game");
runCommandInConsole(view,"System","make sleep rundebug");
The 'sleep' target waits a second for the 'saveAllBuffers' to finish, as the script tends to run off without waiting for anything to happen.
The rundebug target updates the debug build and then invokes the debugger.
These are all available from here...
http://flex2cpp.sourceforge.net/
The actual project applies a C preprocessor to the sources, for all the evil fun that implies.
There are also instructions there for making jEdit recognize the errors and warnings and pop them up in the 'Error List' plugin automatically.
Hi David,
Wow, that's some pretty nice stuff! I have thought a preprocessor for flex would come in handy sometime, and it feels good to see industrial-strength build tools being used in the Flash world!
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