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Re: Pure e4 application with GEF [message #1414983 is a reply to message #1414787] |
Mon, 01 September 2014 19:54 |
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Sorry for not having answered yet. I was quite busy the last couple of days.
Yes, if you want to use Draw2d/GEF (MVC) 3.x or Zest 1.x you will be bound to use the 3.x compatibility layer. Because of its dependencies it is not possible to use GEF 3.x in native e4 applications (and we will not be able to change this because it would make API breaking changes necessary). We are targeting native e4 support with the new GEF4 components (see https://bugs.eclipse.org/bugs/show_bug.cgi?id=372171), which will also be usable in a standalone scenario (even outside of Eclipse).
May I ask what your motivation for this migration step is? Do you require any specific e4 functionalities?
PS: The forum is the better place for such kind of questions anyway. But again, sorry for not having responded yet.
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Re: Pure e4 application with GEF [message #1694983 is a reply to message #1414983] |
Mon, 11 May 2015 08:14 |
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FWIW, it is certainly possible to use Draw2D alone in a pure e4 app, it's just GEF that has the dependency on the compatibility layer. I'm actually using GEF4 geometry in my model layer with v.3 Draw2D for the figures, which will help make the transition easier when GEF4 has full e4 support. For the moment, I am still running my GEF3 editor in an old eclipse app. I did have a stab at migrating GraphicalEditor to e4, but put it in the too hard basket.
Colin Sharples
CTG Games Ltd
Wellington, New Zealand
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Re: Pure e4 application with GEF [message #1705432 is a reply to message #1705071] |
Sat, 15 August 2015 10:20 |
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I would not recommend to use Draw2d in this context. GEF4 is based on JavaFX and GEF4 FX for rendering purposes, so it will not make a transition easier if you use the old rendering technology.
Actually, GEF4 can already be used standalone (all Eclipse UI-dependencies are clearly separated), so using it in a native e4 app should be no problem. The only dependency the "core" has on the platform is org.eclipse.core.commands, for which no e4 counterpart existed (and I am not sure if this has changed so far).
As laid out before, only the UI-integration layer we provide is still based on the compatibility layer.
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