TheTom wrote:Btw. I've also played with the idea of using something similar to QML a Javascript based GUI language used inside Qt Quick. This would enable us to use Qt Designer for creating dialogs which would be a lot easier to use than handcrafted SVG dialogs. Currently this is just an idea with some unresolved issues Eg. even though QML syntax is similar to Nasal it is not possible to create a valid Nasal file which is valid QML at the same time. To use QML we would need a preprocessor which modifies the QML files to become valid Nasal files.
sounds like an interesting idea - but that would require a pretty complex QML/JS parser in the first place, right ?
Maybe there's a way to extend the Qt Designer (or Inkscape) via some script/plugin to add some basic text editing support, so that custom FG-specific Nasal scripts can be directly added instead of QML/JavaScript ?
The QML idea sounds really interesting, but implementing it sounds definitely more complicated than using your existing SVG parser and extending it to support embedded/included Nasal script section...
Otherwise, we'd certainly end up implementing a "full" JavaScript parser in Nasal
So, personally, I'd probably prefer extending some existing GUI/SVG editor like Inkscape via a custom script to add basic Nasal scripting support.
It seems that Inkscape is similarly extensible as Blender, even via scripts: http://wiki.inkscape.org/wiki/index.php ... extensions