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cdin

A small, fast, keyboard-driven text editor. Vim-style modal editing is on by default. The core is C; everything else is Lua you can read and change. cdin License Pre-release

Stable


What it is

cdin started as a fork of lite. The fork kept what made lite interesting — a tiny C runtime, a Lua editor on top, and a clean boundary between the two — and built from there.

The C layer handles the window, the renderer, and the SDL bindings. It doesn't know anything about documents, keybindings, or plugins. The Lua layer, loaded at startup from data/, is the actual editor. This means you can change how almost anything works — commands, keybindings, UI behavior, syntax highlighting — without recompiling. The binary is just a host.

cdin editor screenshot

Vim-style modal editing is built in and on by default. Every buffer opens in Normal mode, and a coloured pill in the status bar shows which mode you are in. If you've used vim the basics transfer directly. The full key set is documented in cdin-x, where the plugin lives.

Philosophy

The codebase is meant to be readable. You should be able to find the edit loop, understand what it does, and change it. Functions are short. Modules are small. There are no clever abstractions that require you to know the whole project before touching any of it.

Features belong in plugins. The core does the minimum that every editor needs. Anything optional is an extension, read and written in its own repository (cdin-x) and installed from inside the editor, so none of it needs the core to change.

Startup time and memory use matter. The renderer only redraws what actually changed. Background tasks are coroutines, not threads. An idle cdin draws almost nothing and uses almost no CPU.

Features

A build is not feature-equivalent to a full install. This is what ships in the mandatory bundle, and it is enough to be a usable editor:

  • Modal editing (Normal / Insert / Visual) built on the vim model
  • Ex command line (:w, :q, :e, :new, :cd, :!cmd, and more)
  • The extension manager (Ctrl+Shift+M): browse, search, install and remove everything below from inside the editor
  • A default theme
  • File creation and editing

These come from cdin-x and are optional:

  • Project tree with git status markers (Ctrl+\, F3)
  • Multi-tab management (Ctrl+Tab, Ctrl+T)
  • Find and replace (Ctrl+F), project-wide search (Ctrl+Shift+F), autocomplete
  • Session restore (Ctrl+Shift+R)
  • The command palette (Ctrl+Shift+P), fuzzy file finder (Ctrl+P) and the open-file / open-folder prompts (Ctrl+O, Ctrl+Shift+O)
  • Syntax highlighting — the mechanism is the runtime's, every language definition is an extension
  • Themes beyond the default one

None of those keystrokes does anything until you install the extension that owns it. Splits and panes are not on that list: Alt+Shift+J/L/I/K and the pane commands are the runtime's, because laying out a window needs no extension.

Install them from the manager: it downloads the one extension you pick, not the repository. Without them the editor is a plain text editor with vim keys — deliberately usable, not crippled, and no keystroke does nothing. The mechanisms those workflows are built on (core.command_view, the command and keymap registries, the project scanner) are part of the runtime and are always there.

Configurable through your own init.lua — plain Lua, no DSL.

Quick start

make needs a cdin-x checkout, because the mandatory set a runnable editor requires — vim mode, the extension manager, the default theme, the fonts — lives there.

git clone https://github.com/m-mdy-m/cdin-x    # a sibling of cdin
git clone https://github.com/m-mdy-m/cdin
cd cdin

# build (requires gcc, make, SDL3, Lua 5.4)
make

# run in the current directory
./build/linux-release/cdin .

# or open a file
./build/linux-release/cdin path/to/file.c

make bin compiles the binary alone and needs no cdin-x — that is the target to use when you are only touching C.

See Building from Source for dependencies and platform-specific notes. There's also a Python script if you prefer not to use make directly:

python3 scripts/cdin.py build-install

Documentation

Start at docs/ — it has the reading order.

Using it

  • Getting Started — running it, the first screen, what a build includes and what you have to add
  • Command Reference — every command the runtime registers and every key it binds
  • Configuration — every config key, and the one that decides where your plugins live
  • Extensions — what a build contains, the manager panel, installing, and where everything lands
  • Troubleshooting — build and runtime failures

Making things

Working on the editor

Extensions themselves — the command palette, find file, the project tree, tabs, search, git, the themes, and vim mode — are documented in cdin-x, which is where the code for them lives — including how to write a theme, a language definition or a plugin.

Scripts

All build, install, and asset tasks go through one entry point:

python3 scripts/cdin.py [command]
Command Does
build Compile from source
install Install binary + data + desktop integration
build-install Build then install in one step
update Download the latest release from GitHub
uninstall Remove an installation
gen-icon Regenerate icons from scripts/icon.svg
gen-logo Regenerate data/core/rootview/logo.lua

Run with no arguments for an interactive wizard. Full documentation is in scripts/README.md.

License

GNU GPL v3 or later — see LICENSE. Third-party components retain their respective licenses; see NOTICE.

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lightweight text editor

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