To see the list of all available commands use Ctrl+X
shortcut.
- Author: Martin Dorazil
- Version: 0.9
- Download: https://travisdp.itch.io/tine
- Source code: https://github.com/travisdoor/tine
- Compiler: https://github.com/travisdoor/bl
- Discord: https://discord.gg/cmDSGMhwYT
- Introduction: https://youtu.be/vE9m_v0OPqE
- RemedyBG workflow: https://youtu.be/2JmT6_gce8g
- Repeat mode & macros: https://youtu.be/8FxoyvfCiOc?si=zEccV3FbVi8l6yvx
Language | Syntax Highlight | LSP |
---|---|---|
BL | YES | NO |
C | YES | YES |
C++ | YES | YES |
Markdown | YES (basic) | NO |
GLSL | YES | NO |
- Lightweight single executable distribution.
- Fast keyboard oriented navigation.
- Project structure with search in files.
- Simple UI.
- Simple integration of RemedyBG and RAD Debugger.
- Macro system.
- Relative line nubers.
Tine is a simple text/code editor initially designed as a main work tool just for me, so I did only things I needed, but after some time it turned out it might be useful and helpful for others.
The main goal of this editor is to keep the focus on the text editing and not be distracted too much by buttons, tabs, menus, and animations. So there is almost no UI. Text navigation and the editor interactions are strictly designed for keyboard use (since I hate moving my hand during typing and using the mouse); however, some basic mouse support was added after some time (mostly for cases like a quick presentation of code to colleagues and similar things).
I mostly use C/C++ at work so the editor is designed to be used with those languages.
I used Emacs a lot so my Ctrl key is remapped to CapsLock. I think such Control key position is way better and ergonomic, so consider do the same. Default Tine keybinding is a lot about pressing Control. Also right hand touch-type home position is used as a base for the cursor movement (arrows can be used too).
My default working OS is Windows, so the editor was designed according to it. However, porting to other platforms might be possible since the language API used for the editor supports also Linux and Mac. I just didn't spend too much time implementing features like hot-load and process execution there.
- Martin Dorazil (travis) SUPPORT
- bovacu
Tine editor is actively developed on Windows and only Windows executable is currently available on https://travisdp.itch.io/tine. However, it's possible to compile Tine also for Linux and mac from the source code, but there might be some incomplete stuff and issues. See the developer section.
The editor is distributed as a single small executable containing all the data needed. I
recommend putting the executable into a separate directory because the default configuration
file default.proj
and projects
directory will be automatically generated for you next
to the executable.
Default configuration file default.proj
will be created in ~/.tine
directory together with
projects
folder.
Default configuration file default.proj
will be created in ~/.tine
directory together with
projects
folder.
The default configuration of the editor can be found in default.proj
file. This file is created
automatically on the first run. Use open-default-config
command to open it.
To enable some advanced features as "grep search" you need to create a new project file located
in projects
directory (use open-projects-directory
to open the disk location in your file
explorer). Each project is represented as a single configuration file with .proj
extension.
In general, a project file should contain at least ;include
section with a project root
directory path and ;include_file_extensions
section. You also might need to override some
settings from the default.proj
configuration. For more details see documentation in the
default.proj
file (open-default-config
command).
To open projects from the projects
directory use Ctrl+Shift+O
or open-project-command
.
Each file open in the editor is represented as a single unique buffer. There are some special buffer kinds like Messages (containing log of all notifications and errors) or Shell (containing output of the last executed shell command or build) existing without any actual file on the disk.
Various editor features are implemented as "modes".
Command: run-command
Shortcut: Ctrl+X
The most fundamental mode serving as an entry point to all editor features. All possible interactions with the editor are build as commands. You can execute any command you want by choosing one from the command list.
Use fuzzy-search for a quick lookup.
Command: goto-line
Shortcut: Alt+G
Move the cursor in current editor to the line number.
Command: open-file
Shortcut: Ctrl+O
Open the file from disk.
Command: open-project
Shortcut: Ctrl+Shift+O
Open project from projects
directory.
Command: quick-open
Shortcut: Ctrl+P
List recursively all files in the project directories specified in project config ;include
section.
Only editable project files (with extensions listed in ;include_file_extension
section) will
be present in the list.
Use fuzzy-search for a quick lookup.
Command: search-file
Shortcut: Ctrl+S
Search in the current focused file buffer. All matching locations are dynamically highlighted
as you type. Use Ctrl+K
or Ctrl+L
(or arrows) no jump between resuts, Enter
to jump back
to the editor at the found match location or Escape
to cancel the search.
The search currently does not support regex and match detection is not case sensitive.
Use Ctrl+Enter
to show search results in split buffer.
To replace found results use Ctrl+R
shortcut.
Command: search-in-project
Shortcut: Ctrl+Alt+S
Search text recursively in all files included in the projec as you type.
Use Ctrl+Enter
to show search results in split buffer.
Command: repeat
Shortcut: Ctrl+Number
Repeat mode can be used to repeat any following command N times. Number of invocations can be specified right after pressing Ctrl; you can use Ctrl+X to show list of all command which can be repeated or directly invoke such command using shortcut.
Command: shell
Shortcut: Alt+C
The shell
command serves as a simple command line probe executing any shell command in current project
directory. The shell exectutable might be adjusted in the config file. The output of shell execution is
shown in a separate buffer which is used also for the build
command output.
In addition errors and warnings (in format used by CL or Clang) are parsed; you can jump between reported
source locations by pressing Ctrl+.
and Ctrl+,
shortcuts (next-error
and prev-error
commands).
Experimental integration of LSP is available for C/C++ using clangd
LSP server. To make it work, you
need clangd
installed and available in system PATH
. You need to set use_lsp
to true
in project
or global configuration file to enable the integration. The compile_commands.json
file is supposed to
be placed in the project root directory (can be generated by CMake).
To use clang format tool on eddited documents, include the clang-format
executable location to your
system PATH
. The formatting configuration is supposed to be in project root directory.
Tine has simple RemedyBG integration where you can open current file location in the RemedyBG debugger and
set breakpoints. The remedybg
executable must be available in your system PATH
.
Tine provides simple way to record and repeat command sequence, use Alt+R (toggle-macro-recording) to start or stop recording mode. Recorded command sequence can be replayed by pressing F11 (replay-macro). In combination with repeat mode, this reature provides powerful way to do more complex repetitive text modifications.
Tine text editor is written in a custom language called Biscuit (https://github.com/travisdoor/bl). The latest master compiler version is required.
To compile debug version use:
blc -build
To compile release version use:
blc -build --release
Linux version currently does not support file hot-reload, other editor features should work. You might have to install some dependencies, here is the full list of libraries linked by the executable on my system:
libc.so.6
libm.so.6
libglfw.so.3
libxcb-util.so.1
libxcb.so.1
libGL.so.1
libpng16.so.16
libz.so.1
libbz2.so.1.0
libfreetype.so.6
libwayland-client.so.0
libXau.so.6
libXdmcp.so.6
libGLdispatch.so.0
libGLX.so.0
libbrotlidec.so.1
libffi.so.8
libbsd.so.0
libX11.so.6
libbrotlicommon.so.1
libmd.so.0
For Wayland support you'll need libglfw3-wayland
to be installed on your system.
MacOS version (on Apple Silicon) should be feature complete, however, not tested so much. Dependencies
might be installed using brew
package manager, you'll need development packages for:
glfw3
freetype2
png16
To creates self-contained application bundle use build-macos-app.sh
. This script creates release
version of the editor, and use dylibbundler
(installed via brew
) to resolve all dependencies
and packing them into the application bundle. Result can be found in tine-macos-arm64
directory.