Adding a new Torque Script Extension
by MrPhil (Philip Ludington) · in Torque Game Engine · 02/28/2005 (12:46 pm) · 26 replies
So I've started work on a Torque Script extension for Visual Studio .Net 2003. I've run into a major road block: .cs = C# file to Visual Studio. There maybe a way to get around this in VS but it scares me to think about.
So I'm thinking it might be a better idea to add a new extension that the Torque family can accept as a script file. I know little about the engine architecture I was hoping someone could give me a rough estimate of the effort that would be?
What would the new extension be you ask? Right now I'm favoring .tge but anyone kicking around a better extension then please let me know.
So I'm thinking it might be a better idea to add a new extension that the Torque family can accept as a script file. I know little about the engine architecture I was hoping someone could give me a rough estimate of the effort that would be?
What would the new extension be you ask? Right now I'm favoring .tge but anyone kicking around a better extension then please let me know.
About the author
My name is Philip Ludington, I'm a professional programmer by day and I dabble in game development by night. Learn more about my projects at www.MrPhilGames.com
#22
//.cs!=C#
Would be relatively easy to code a tool that inserts that tag for every .cs in a folder tree.
Bye, Berserk.
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02/23/2006 (8:37 pm)
What about a simple tag opening a Torque .cs script, like//.cs!=C#
Would be relatively easy to code a tool that inserts that tag for every .cs in a folder tree.
Bye, Berserk.
.
#23
02/24/2006 (8:32 am)
Not sure that you can attach a macro to the internals that VS uses to determine what editor to use on a file. Do you have experience with that? I pretty much stopped working on this effort when CodeWeaver (TorqueDev) hit the scene.
#24
It seemed a nice idea, so I posted.
By the way, VisualStudio editor "knows" comments, is it possible to parse them?
Maybe adding a specific comment parser, if comment begins with a ".cs!=C#" (case sensitive for better security) swith lexer.
Bye, Berserk.
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02/24/2006 (9:55 am)
No, it was just an idea.It seemed a nice idea, so I posted.
By the way, VisualStudio editor "knows" comments, is it possible to parse them?
Maybe adding a specific comment parser, if comment begins with a ".cs!=C#" (case sensitive for better security) swith lexer.
Bye, Berserk.
.
#25
02/24/2006 (11:31 am)
I understand what you are getting at. The problem I ran into was that VS seems to engage the language lexicon based on the files extension and I don't see how add a pre-process step to that internal process.
#26
01/13/2008 (7:20 am)
Well, I'm bummed that this never went any further. I can't uninstall c# because I'm also keeping track of XNA... but in the meanwhile I'm semi-screwed....
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