In-Torque Script Editor
by Fenrir Wolf · in Torque Game Engine · 12/02/2003 (11:31 am) · 8 replies
Hi, just wondering if anyone else is having trouble using this resource?
I downloaded the latest HEAD of Torque about two days ago, and added the changes that were documented in the script editor resource. I recompiled and then placed the TorqueIDE scripts where they needed to go. Everything looks good, I don't see any errors on the console, but something odd is happening.
The script editor works perfectly -- until I load a mission. Once I do that, using Alt-F11 brings up the script file dialog, but only some of the files in the list respond to clicking. I also can't close/resize/move the window around at all. If I dbl-click on one of the scripts I can select, I get the editor window. The buttons all work, but I can't actually edit the script. The window also does not move/resize/close/etc.
Anyone else having this issue?
I downloaded the latest HEAD of Torque about two days ago, and added the changes that were documented in the script editor resource. I recompiled and then placed the TorqueIDE scripts where they needed to go. Everything looks good, I don't see any errors on the console, but something odd is happening.
The script editor works perfectly -- until I load a mission. Once I do that, using Alt-F11 brings up the script file dialog, but only some of the files in the list respond to clicking. I also can't close/resize/move the window around at all. If I dbl-click on one of the scripts I can select, I get the editor window. The buttons all work, but I can't actually edit the script. The window also does not move/resize/close/etc.
Anyone else having this issue?
#2
It can be a problem with the miniCanvas also, as the chat hud doesn't get placed into the minicanvas like it should.
12/02/2003 (12:22 pm)
My guess is it is the chat hud that is the problem. Depending on your resolution, the chat hud has an invisible component that covers the upper left corner of the screen while you are in the game.It can be a problem with the miniCanvas also, as the chat hud doesn't get placed into the minicanvas like it should.
#3
Need to find a good way around this problem - popDialog and pushDialog aren't something that can be intercepted and thrown in the miniCanvas easily (unless you have a good idea, Harold?)
12/02/2003 (12:33 pm)
Nod - forgot to mention that. Same with the PlayerList (in TZ, it's on by default - it's always in my road.)Need to find a good way around this problem - popDialog and pushDialog aren't something that can be intercepted and thrown in the miniCanvas easily (unless you have a good idea, Harold?)
#4
I say it "works mostly" because closing the windows doesn't have any effect. The game returns to normal execution (the mouse moves my viewpoint and such), but the dialogs stay on screen. Hitting alt-f11 again just opens a new file selector. This behaves the same for both the file dialog and the actual editor dialog itself.
This is a real cool resource, which is why I'm interested in getting it working. :)
12/02/2003 (1:14 pm)
Harold, that's it. I went into the dialog editor and resized the gui frame that encapsulates the chat dialog and violia -- the editor works mostly as expected. Of course, now my chat hud is all squished in the top right, but at least I now know what's causing this.I say it "works mostly" because closing the windows doesn't have any effect. The game returns to normal execution (the mouse moves my viewpoint and such), but the dialogs stay on screen. Hitting alt-f11 again just opens a new file selector. This behaves the same for both the file dialog and the actual editor dialog itself.
This is a real cool resource, which is why I'm interested in getting it working. :)
#5
I may have broken something with my last update to the windowmanager (what internally tracks all the IDE's windows - and when you close the IDE, it's supposed to handle killing windows. Just a couple o' scripts and $globals to handle it), and doing a destroy() is no longer working properly. I'll check it out :-)
12/02/2003 (2:20 pm)
It still has quirks in it :-) I may have broken something with my last update to the windowmanager (what internally tracks all the IDE's windows - and when you close the IDE, it's supposed to handle killing windows. Just a couple o' scripts and $globals to handle it), and doing a destroy() is no longer working properly. I'll check it out :-)
#6
12/02/2003 (3:55 pm)
I'll work with the popDialog and pushDialog and get it working with the miniCanvas
#7
12/02/2003 (10:26 pm)
Thanks Harold, much appreciated :-)
#8
12/03/2003 (7:12 am)
I haven't updated the resource yet with the changes, but Harold has a patch for the miniCanvas pop/push issue over in the Resource now.
Torque Owner Davis Ray Sickmon, Jr
Default Studio Name
I've seen an issue with closing a window from time to time - normally it happens when I have an editor window open and am hacking on the ScriptEditor.cs. When it re-compiles, I loose the ability to close ScriptEditor windows until I totally close out Torque and come back in. Figured that one was only something that would happen to the guy writing it ;-)
Ya know... go into the UI editor, and check to make sure that for some reason the shapenamehud isn't ending up in front of the editor window for some reason. Also, as a short term fix, switch to using the miniCanvas instead - the game will run in a window on the IDE's "desktop", and editor windows will open up on the IDE desktop. See if you can edit files properly then.