VSCode Extension for Cerberus

adamredwoods

New Member
Joined
Jun 23, 2017
Visual Studio Code extension for Cerberus Programming Language

To use, download the VSIX file (you don't need all the files there, just the VSIX), then in VSCode select the Extensions Tab and click the 3-dot menu and "Install from VSIX". Select the VSIX file.
You may need to click the reload prompt in the corner. Afterwards, find the extension configuration and set the transcc path for your system.

To build, find the command menu (control-shift-p) and type Cerberus to select which build you would like. Hotkeys can be assigned. The extension offers configuration for build arguments. For now it only builds whichever file you current have active/selected.

If you would like to expand on the language highlights, feel free to make a PR in GitHub.

v0.9.0 - initial commit (updated! 8/25)

Features:
- syntax highlighting (it's not perfect, because VSC uses regex expressions and it becomes a bit cumbersome. Will try to improve.)
- support for multiple build targets, and customizable arguments
- supports the monkey extension
- mac/win/linux

TODO:
- enable "main" file for projects
 
Last edited:

Phil7

Active Member
3rd Party Tool Dev
Joined
Jun 26, 2017
I tried the installation of the vsix file and got this error:
Corrupt ZIP: end of central directory record signature not found
 

adamredwoods

New Member
Joined
Jun 23, 2017
Ok, please try again. It seems there were a couple problems with widows. It's now working on my test machine: Windows 10, VSCode 1.30.1.
 

adamredwoods

New Member
Joined
Jun 23, 2017
For build scripts do you mean custom target? I can add that.

I was thinking about debuggers, but I wasn't sure how Cerberus handles them currently. For now, I'd say it's not a priority over MiniB3D (unless I need it).
 

Pengwin

New Member
Joined
Aug 16, 2019
For build scripts do you mean custom target? I can add that.

I was thinking about debuggers, but I wasn't sure how Cerberus handles them currently. For now, I'd say it's not a priority over MiniB3D (unless I need it).
I built a standalone debugger for BlitzMax, years ago. Unfortunately, I no longer have the source. However, if I recall correctly, it was fairly straightforward. I have looked at doing a debugger in VS Code myself, but I get very confused every time I try to work it out.
 

adamredwoods

New Member
Joined
Jun 23, 2017
VS Code can show markdown built-in. So we could create a Cerberus command that pops up the markdown file. I know the docs are written in cerberus-down, but they can be converted with a regex script.

It is possible to create a custom tree view, but that's a lot of overhead, as it'd have to parse files to build the tree.
https://github.com/microsoft/vscode/blob/master/extensions/npm/src/npmView.ts

Debugging is a bigger issue, but there seems to be support for it. Currently, it is possible to control-click on the error in the output, and it will take you directly to that line and file.
 
Top Bottom