Working on a GuiEditor
by Stefan Beffy Moises · in Torque Game Engine · 04/19/2002 (7:10 am) · 6 replies
Hi folks,
our ToRK member Thomas Braun is currently working on a GuiEditor where you've got a nice tree view of all the fields and functions in GUI and Mission files.
So far you can browse this tree, edit and save the files and navigate through the source (it's windows only for now since it's in VB).
Anyhow, our current plan is to integrate the ConsoleDoc functionality to enable like a context sensitive help or even auto-complete function (reference with all fields, functions, etc. automatically generated from the engine source), which would be a HUGE help for working on GUI stuff.
We'll keep you informed on the status of this project!
Here's a screen of the current beta.
our ToRK member Thomas Braun is currently working on a GuiEditor where you've got a nice tree view of all the fields and functions in GUI and Mission files.
So far you can browse this tree, edit and save the files and navigate through the source (it's windows only for now since it's in VB).
Anyhow, our current plan is to integrate the ConsoleDoc functionality to enable like a context sensitive help or even auto-complete function (reference with all fields, functions, etc. automatically generated from the engine source), which would be a HUGE help for working on GUI stuff.
We'll keep you informed on the status of this project!
Here's a screen of the current beta.
About the author
#2
a little update on the GuiEditor... it now has a basic auto-complete functionality for object names as you can see here... It uses the referenece text files generated by ConsoleDoc and lists the available objects in this little "intelly sense" popup.
The next features to be (possibly) implemented are
- "object fields" area (edit/view all fields of a specific object)
- auto-complete ("intelly sense") for functions, fields, etc.
Hm, yeah, I agree, the best way would be to integrate these functionalities into the existing in-engine gui editor, but that would be much more work ...
Anyhow, the in-game gui editor actually *has* a list of all available objects and you *can* edit all the object's fields e.t.c. ... so it's simply a very handy tool and Thomas is very good in VB and wanted to play around with it - so why not do it? :-)
We'll keep you informed about the progress...
Cheers!
EDIT: btw, you can download the actual alpha-development-version here.
You'll need the latest Microsoft VB6 runtime files, though...
04/24/2002 (6:29 am)
Hi there,a little update on the GuiEditor... it now has a basic auto-complete functionality for object names as you can see here... It uses the referenece text files generated by ConsoleDoc and lists the available objects in this little "intelly sense" popup.
The next features to be (possibly) implemented are
- "object fields" area (edit/view all fields of a specific object)
- auto-complete ("intelly sense") for functions, fields, etc.
Hm, yeah, I agree, the best way would be to integrate these functionalities into the existing in-engine gui editor, but that would be much more work ...
Anyhow, the in-game gui editor actually *has* a list of all available objects and you *can* edit all the object's fields e.t.c. ... so it's simply a very handy tool and Thomas is very good in VB and wanted to play around with it - so why not do it? :-)
We'll keep you informed about the progress...
Cheers!
EDIT: btw, you can download the actual alpha-development-version here.
You'll need the latest Microsoft VB6 runtime files, though...
#3
- If I was working on this, especially in VB, it would be a horrible piece of sourcecode to read, but I would be willing if it did get released =).
05/21/2002 (12:02 pm)
Now, is the source going to be released at some point? =)- If I was working on this, especially in VB, it would be a horrible piece of sourcecode to read, but I would be willing if it did get released =).
#4
Well, I have to ask Thomas concerning the source, but I guess it'll be no big deal to release it if anybody's interested... watch this place... ;-)
05/21/2002 (12:06 pm)
Did you try it? How do you like it?Well, I have to ask Thomas concerning the source, but I guess it'll be no big deal to release it if anybody's interested... watch this place... ;-)
#5
05/23/2002 (9:09 pm)
I finally got to try it =) I like it
#6
-Tim aka Spock
05/24/2002 (2:42 am)
I don't mean to put down your program or say anything negative about it so don't take this the wrong way, but what is the point of it? From looking at the screenshots I didn't see anything special. I'm not trying to be a smarta** or anything, I am serious.-Tim aka Spock
Associate Ben Garney
What made you decide not to work on or rewrite the existing in-game GUI editor? It seems like that would be a more elegant solution, especially since you wouldn't need to worry about porting it or otherwise fiddling about...