Earlier quoted context omitted.
If you run your editor in a terminal, how do you do things like ctrl+click on a compiler error in the terminal and have the file opened in your editor at the correct line?
People who prefer the terminal don't click on things much. Vanilla Vi users would use :make to populate the location list, and then :cn or :cp to navigate back and forth. :cope to open up the quick fix window where you can use all your regular VI keybindings to navigate. Enter opens the location under the cursor in your previous VIM split. There are also plenty of plugins that add inline diagnostics. It's common to u…
Nvui: A NeoVim GUI written in C++ and Qt
121–130 of 145 posts
Re: Nvui: A NeoVim GUI written in C++ and Qt
#122The window animations are really nice: https://github.com/rohit-px2/nvui/blob/main/assets/display/v... I wonder if it's possible to reduce duration slightly. Personally I find animations useful and a great improvement to UX but I prefer as short durations as possible. I also set 0.5x animation duration / scale on Android and it makes it feel much snappier, but don't like outright disabling them.
Re: Nvui: A NeoVim GUI written in C++ and Qt
#123Earlier quoted context omitted.
People who prefer the terminal don't click on things much. Vanilla Vi users would use :make to populate the location list, and then :cn or :cp to navigate back and forth. :cope to open up the quick fix window where you can use all your regular VI keybindings to navigate. Enter opens the location under the cursor in your previous VIM split. There are also plenty of plugins that add inline diagnostics. It's common to u…
Vanilla vi users don’t have :make, :cn, :cp, or :cope.
Re: Nvui: A NeoVim GUI written in C++ and Qt
#124Earlier quoted context omitted.
Happy to see they finally ported from vulcan to openGL[1], but it's not released yet. https://github.com/neovide/neovide/issues/491
> Happy to see they finally ported from vulcan to openGL Why are they doing this? And why does it make you happy? I don't know much about the difference, but from what I've seen it seems like a lot are going the other way (OpenGL -> Vulkan). For example, isn't Godot 4 going to be primarily on Vulkan whereas the current version is all OpenGL?
The author complained that using Vulkan and the skulpin library “greatly increased the difficulty for some platforms of installing the correct graphics drivers”
https://old.reddit.com/r/neovim/comments/mvoimq/is_there_any...
Re: Nvui: A NeoVim GUI written in C++ and Qt
#125Earlier quoted context omitted.
People who prefer the terminal don't click on things much. Vanilla Vi users would use :make to populate the location list, and then :cn or :cp to navigate back and forth. :cope to open up the quick fix window where you can use all your regular VI keybindings to navigate. Enter opens the location under the cursor in your previous VIM split. There are also plenty of plugins that add inline diagnostics. It's common to u…
If I'm understanding you correctly that means you have to do your compilation from within vim. Isn't that constraining at times?
Or, :tag FunctionName (which has completion) to jump to a symbol.
Or, forward incremental search to jump to a string in a file.
I also have a plugin to invoke fzf, (\tb to search buffers and \t to search for files by name), but I don't use it that often.
VIM has many tools to navigate through text. Everyone's got their own preferred methods.
Re: Nvui: A NeoVim GUI written in C++ and Qt
#126Earlier quoted context omitted.
If I'm understanding you correctly that means you have to do your compilation from within vim. Isn't that constraining at times?
I don't always use :make. Navigating manually is fast: Specific lines is just :NN, jumping to an open buffer is just :b substr . Or, :tag FunctionName (which has completion) to jump to a symbol. Or, forward incremental search to jump to a string in a file. I also have a plugin to invoke fzf, (\tb to search buffers and \t to search for files by name), but I don't use it that often. VIM has many tools to navigate throu…
Re: Nvui: A NeoVim GUI written in C++ and Qt
#127What's up with the huge cursor in insert mode in some of the GIFs[0]? [0] https://github.com/rohit-px2/nvui/blob/main/assets/display/v...
Re: Nvui: A NeoVim GUI written in C++ and Qt
#128Earlier quoted context omitted.
I believe the best practice is to use a dedicated "media" branch for screenshots/gifs/webp. Then you can use them on your readme like this . You can rewrite history on the media branch so the files don't accumulate whenever you update them. I found this idea here: https://medium.com/@minamimunakata/how-to-store-images-for-u...
That’s still going to be included in a standard clone, though at least it makes it possible to do a partial clone and exclude that branch. rjzzleep is right to point out the wiki repository as a good place to store such things, still being a Git repository so that it need not be tied to GitHub, but there’s also the option these days of editing the README in GitHub’s web interface and uploading the images or videos th…
Also about the dithering, I'm aware that the GIFs look horrible, but that was not how they looked when I recorded them, I don't know if it was Github's compression but they look a lot worse when uploaded.
Re: Nvui: A NeoVim GUI written in C++ and Qt
#129The window animations are really nice: https://github.com/rohit-px2/nvui/blob/main/assets/display/v... I wonder if it's possible to reduce duration slightly. Personally I find animations useful and a great improvement to UX but I prefer as short durations as possible. I also set 0.5x animation duration / scale on Android and it makes it feel much snappier, but don't like outright disabling them.
Hi! I'm the developer for nvui (didn't realize this post was made, never used this forum before). The animation durations and a few other things about them are customizable if you look into :h nvui-multigrid and :h nvui-cursor. As for the GIFs, I didn't expect them to come out badly (don't know if it was compression, but they didn't look that bad when I uploaded them. I'll look into making a "media" branch.
Anyway, the default animation durations are IMO too long, at least the cursor animation, I couldn't make the window animations work, wonder if it's related to that error message.
[edit] nevermind, I see there's a released build so I'll just use that and go the patchelf route
Re: Nvui: A NeoVim GUI written in C++ and Qt
#130Earlier quoted context omitted.
Hi! I'm the developer for nvui (didn't realize this post was made, never used this forum before). The animation durations and a few other things about them are customizable if you look into :h nvui-multigrid and :h nvui-cursor. As for the GIFs, I didn't expect them to come out badly (don't know if it was compression, but they didn't look that bad when I uploaded them. I'll look into making a "media" branch.
Hi and thanks! I'm a NixOS user and sloppily created a package but when I run I get "qt.qpa.wayland: EGL not available", probably an issue with my build. Anyway, the default animation durations are IMO too long, at least the cursor animation, I couldn't make the window animations work, wonder if it's related to that error message. [edit] nevermind, I see there's a released build so I'll just use that and go the patch…
:NvuiCursorAnimationDuration 0.1
That'll reduce the duration to 0.1 seconds. The animation also runs at a specified frametime in ms (divide 1000 by FPS), default frametime is 10ms (so 100FPS). You can modify this using
:NvuiCursorFrametime 5, for example, for a 5ms frametime (200FPS).