The next major version of Rubberduck is currently in [very] early development stages – saying that there is a lot of work ahead would be quite an understatement, but the skeleton is slowly taking shape, and things are looking very, very good.
Since the beginning of the project, Rubberduck’s user interface components (other than dialogs) have always been hosted in traditional, native dockable toolwindows. We built everything on top of the VBIDE editor, using Office CommandBar UI to simulate a status bar and make up for the lack of in-editor integration. Over the years this early design decision slowly became a burden: tearing down the many dockable toolwindows contributed to a pesky access violation crash on exit, low-level hooks for keyboard shortcuts constantly need to detach and re-attach as focus switches between the VBE main window and other applications, autocompletion/self-closing pairs was a nightmare to implement, and while the all-or-nothing approach to parsing made it so that we could always assume we were looking at valid VBA code that could be compiled, it also painted us into a corner where actually moving towards what we wanted Rubberduck to achieve by v3.0 would be extremely difficult, if not impossible.
Behold, the Rubberduck Editor
Rubberduck’s input was always driven by the Visual Basic Editor – now the code in the VBE is going to be output by Rubberduck. Of course, the code will go both ways, but now hidden attributes probably won’t need to be hidden anymore, and the editor can now be exactly what we envision it to be.
There will only be a single toolwindow that will host the editor and UI components like the Code Explorer. At this early stage my focus is entirely on the editor itself, but the idea is ultimately to get actual document tabs and a more practical and friendly docking manager.
Here’s what it looks like as of this writing:
The dropdowns don’t have a real item source yet, but the mock data gives a good idea of what it’s going to be like to edit VBA code with Rubberduck in the future.
Typing “Sub” and hitting the spacebar immediately completes the block and places a new folding node:
The faint dotted underline under “Sub” is a text marker; the editor has the ability to display various such markers at the exact desired position in the document, so we will be using them to show inspection results right there – with tooltips:
Hint-level results will be denoted with this dotted underline indicator; suggestion level will be a green squiggly underline, warnings a blue squiggle, and error level results will appear as red squiggles:
There will also be a new “ducky button” that pops up when the caret is on one such marker, and lets you pick a quick-fix in-place to address an inspection result:
The indenter still needs to be wired up, but this editor will ultimately indent your code as you type it. All the autocompletion features also need to be ported over to work here, and then we’ll want searchable and filterable IntelliSense, parameter info tooltips, and we’ll need to simulate the VBIDE “prettification” that occurs when a line is validated, so that
public sub becomes
Public Sub and identifiers take the casing they’re declared with.
We get an undo stack that can handle much more than 20 steps, and did I mention the status bar?
For now, all it does is report the current caret position in the editor, but Rubberduck 3.0 will be using it to report parsing progress, instead of the CommandBar button/label we’ve been abusing forever.
There will probably still be a command bar of some sort, but it will be part of the WPF/XAML managed UI; the old Rubberduck CommandBar will be decommissioned.
The one thing that’s 100% guaranteed to not happen in the new Rubberduck editor, is everything that needs to happen beyond design-time: there is no hook into the VBIDE debugger, so Rubberduck has no way of tracking the current instruction. As a result, the editor will be sadly useless in debug mode.
The editor work is just the beginning: Rubberduck 3.0 currently doesn’t even have a parser, let alone any inspections. In the next few months, the very heart of Rubberduck will be reworked to function with the new editor. It’s essentially like rewriting Rubberduck, but with an editor we fully control instead of one we constantly need to fight with.
Meanwhile v2.5.2 is approaching 25K downloads, and there’s quite a bit of work in 2.5.x that hasn’t been “officially” released yet, including everything that happened during a very successful Hacktoberfest 2022: we’ll be releasing v2.5.3 in the near future – stay tuned!