Transparent Text

Design & Implementation of a Win32 Text Editor

It's been almost three months since I posted the last Neatpad tutorial, and it's also been over a year since I started this project. During this time I have been steadily working on the migration to the Uniscribe API. Alot of issues have become apparent with the way I am rendering text in Neatpad, so this tutorial will hopefully highlight these issues and offer a solution. There isn't going to be any code-download this time as I will be incorporating the ideas presented here into subsequent tutorials (which will be about Uniscribe).

Unicode Text Processing

Design & Implementation of a Win32 Text Editor

The last tutorial presented an overview of the various encoding formats that are used to store Unicode text. It is now time to take this theory and apply it to Neatpad. Therefore the subject of this article will be Unicode text processing.

The image above shows Neatpad's new Encoding menu option - with a UTF-8 file displayed in all it's glory. At the top of this tutorial are a collection of Unicode files which you can use to test Neatpad's Unicode capability.

Introduction to Unicode

Design & Implementation of a Win32 Text Editor

The user-interface for the TextView has progressed enough to allow us to switch our attention back to the TextDocument. I am now concentrating on adding full Unicode support to Neatpad. Because Unicode is such a complicated subject I won't attempt to tackle it all at once so instead I will split the various aspects of Unicode across several tutorials.

64bit Scrollbars

How to create 64bit scroll ranges using standard Win32 scrollbars

Recently I have been rewriting part of my HexEdit application. One specific area was to properly handle 64bit file sizes (i.e. files that were over 4Gb in size). The problem I faced was not the loading of files this large, but the issue of initializing Win32 scrollbars with 64bit values. Seeing as I found a nice elegant solution to the problem I thought I would share the results of my work.

Margins and Long Lines

Design & Implementation of a Win32 Text Editor

This will probably be quite a short tutorial as the subject of margins is really quite simple to implement. This time around we will look at implementing a selection margin (complete with full-line selection), line numbers, line-indicator icons (e.g. like the breakpoint bitmaps in Visual Studio), and lastly the problem of long-line display.

Scrolling with the Mouse

Design & Implementation of a Win32 Text Editor

Originally I had planned to keep all of the mouse-related concepts together in one tutorial. The problem is, does mouse-scrolling belong in the mouse tutorial (part#5) or the scrolling tutorial (part#3)? In the end I've decided to make it a separate topic by itself. Actually it has worked quite well because it gives a good sense of progression between basic mouse selection (with no scrolling) and a fully working selectable, scrollable control.

Mouse Selection & Highlighting

Design & Implementation of a Win32 Text Editor

Mouse input has proven to be the most intricate and difficult to write part of Neatpad to date. It hasn't been helped by the fact that Neatpad now supports variable-width fonts, so in some ways I am still unsure if this extra complexity is a good thing or not (from a tutorial / learning point of view). However, if I had stuck with fixed-width fonts it would be quite a task for anyone to move from that limited capability to a fully variable-width display, so from that perspective I think I made the right decision...

Enhanced Drawing & Painting

Design & Implementation of a Win32 Text Editor

Welcome to the fourth installment of the "Design and Implementation of a Win32 Text Editor" article series! I realise that you were probably expecting a different tutorial this time around. However, it was only after starting to implement mouse selection and highlighting that I realised there wasn't proper support in the drawing "engine". I've decided to implement all of my text-output requirements in this one tutorial. So we will be covering tabbed-output, multi-coloured text (i.e. for syntax highlighting and selection highlighting) and the problem of ASCII control characters.

Remote Debugging using VMWare

How to debug a device-driver using WinDbg and VMWare

Introduction

There are two ways to debug a device-driver in Windows. The first is to install the driver on your development machine and run a local kernel-mode debugger such as SoftIce. Although SoftIce is a very powerful tool, debugging a driver on your development machine is not a good idea because you will be guaranteed to destroy all your work if the driver crashes the system. You really need to install your driver on a separate machine and use remote kernel-debugging with a null-modem serial cable to protect your development box.

Visual C++ Tips & Tricks

Lots of useful tips for using Visual C++

This section presents a collection of Visual C++ 6.0 tips which are often hard to find information about. All of the tips are useful in their own way, and many will work exactly as-is in Visual Studio .NET also, so take a moment to browse through the collection.

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