Page 1 of 1

Hex Casting VSCode Extension

Posted: Fri Dec 09, 2022 9:16 pm
by [object Object]
Technically it's not a cool hex, but I've just published my VSCode extension, providing syntax highlighting and autocomplete for writing hexes.
Get it here!

Features

Image
  • Full syntax highlighting
  • Pattern autocomplete for Hex Casting, Hexal, and MoreIotas
  • C-style line and block comments
  • Snippets to speed up your workflow

Re: Hex Casting VSCode Extension

Posted: Wed Dec 14, 2022 11:36 pm
by Snazz
This looks really cool! I'll try it out

Re: Hex Casting VSCode Extension

Posted: Sat Jan 14, 2023 12:12 am
by MR_Spagetty
Would it be possible to add a preview kind of thing to show the full hex as you would draw it out with the staff?

Re: Hex Casting VSCode Extension

Posted: Sat Jan 14, 2023 12:27 am
by [object Object]
MR_Spagetty wrote: Sat Jan 14, 2023 12:12 am Would it be possible to add a preview kind of thing to show the full hex as you would draw it out with the staff?
Yes, and I sort of have plans for this, but it'd be a lot of work and I haven't done it yet. You can sort of do this now by using the `Copy Selection as BBCode` command, pasting the output into the post editor here, and previewing it.

Re: Hex Casting VSCode Extension

Posted: Sat Jan 14, 2023 12:36 am
by Twisted_Code
Neat! besides the preview idea, I think it would be nice to be able to just straight up export your code to pattern data format (or whatever you want to call the whole "NORTH_EAST qaq" serialization code)

Re: Hex Casting VSCode Extension

Posted: Sat Jan 14, 2023 12:39 am
by [object Object]
Twisted_Code wrote: Sat Jan 14, 2023 12:36 am Neat! besides the preview idea, I think it would be nice to be able to just straight up export your code to pattern data format (or whatever you want to call the whole "NORTH_EAST qaq" serialization code)
What would this be useful for, other than (possibly) importing the hex to ingame without having to draw it by hand (which isn't something I ever plan on supporting)?

Re: Hex Casting VSCode Extension

Posted: Sat Jan 14, 2023 1:31 am
by Twisted_Code
[object Object] wrote: Sat Jan 14, 2023 12:39 am
Twisted_Code wrote: Sat Jan 14, 2023 12:36 am Neat! besides the preview idea, I think it would be nice to be able to just straight up export your code to pattern data format (or whatever you want to call the whole "NORTH_EAST qaq" serialization code)
What would this be useful for, other than (possibly) importing the hex to ingame without having to draw it by hand (which isn't something I ever plan on supporting)?
Ah... good point. That is the use case I was thinking of, and I wasn't thinking of it in terms of "literally circumvents the core mechanic of the mod"

Re: Hex Casting VSCode Extension

Posted: Sat Jan 14, 2023 7:23 am
by MR_Spagetty
another suggestion i have is to allow for the user to enable or disable the spells/patterns from hexcasting addons in their workspace so that they don't accidentally get autocompleted when the user is working on a spell for something that doesn't have the addon that the patter came from

Re: Hex Casting VSCode Extension

Posted: Mon Jan 23, 2023 2:48 pm
by Twisted_Code
[object Object] wrote: Sat Jan 14, 2023 12:39 am
Twisted_Code wrote: Sat Jan 14, 2023 12:36 am Neat! besides the preview idea, I think it would be nice to be able to just straight up export your code to pattern data format (or whatever you want to call the whole "NORTH_EAST qaq" serialization code)
What would this be useful for, other than (possibly) importing the hex to ingame without having to draw it by hand (which isn't something I ever plan on supporting)?
what about going the opposite direction, i.e. reading a list of angles and decoding it into a human readable hex (like your Discord bot technically already can do, but it ain't called an INTEGRATED development environment for nothing)?
I'm not much more certain about the use case for this, mind you, but there were at least a few times where I found myself following the encoded angles of an executable Iota I had to try to remember which action it was, so...

Re: Hex Casting VSCode Extension

Posted: Sat May 13, 2023 11:27 pm
by [object Object]
MR_Spagetty wrote: Sat Jan 14, 2023 7:23 am another suggestion i have is to allow for the user to enable or disable the spells/patterns from hexcasting addons in their workspace so that they don't accidentally get autocompleted when the user is working on a spell for something that doesn't have the addon that the patter came from
Sorry for the delay. This is now possible as of v0.1.17 with the enabledMods config option.

Image