T3D Editor Multi-Monitor Experimentation
by Rene Damm · in Torque 3D Beginner · 05/20/2011 (4:05 pm) · 14 replies
T3D's editor is a huge improvement over TGEA's yet I don't think anyone isn't clearly finding shortcomings with its UI. Personally, two of my biggest gripes with it are the lack of being able to layout the UI more flexibly and the lack of a 4-view viewport.
Today, I dabbled around some with improvements for #1. Most notably it should be possible to move tool windows off the main window--especially when working with two monitors where you can conveniently place that stuff on the second monitor while keeping the scene almost fullscreen on the first.
So, going the most straightforward route there is ...
... gives you this ...

For a quick test, turns out it works reasonably well. The platform window setup could use some improvements to help the OS window manager a bit, the redundant GuiWindowCtrls inside the windows should go, and most importantly the tool windows of the other editors (terrain, forest, etc) should be integrated as well, plus it should save tool window geometries between sessions.
Looks quite straightforward though. Maybe... material for another resource :)
Today, I dabbled around some with improvements for #1. Most notably it should be possible to move tool windows off the main window--especially when working with two monitors where you can conveniently place that stuff on the second monitor while keeping the scene almost fullscreen on the first.
So, going the most straightforward route there is ...
new GuiCanvas( ToolCanvas1 ); new GuiCanvas( ToolCanvas2 ); ToolCanvas1.setWindowTitle( "Scene Tree" ); ToolCanvas2.setWindowTitle( "Inspector" ); ToolCanvas1.setContent( EWTreeWindow ); ToolCanvas2.setContent( EWInspectorWindow ); EWTreeWindow.canCollapse = false; EWInspectorWindow.canCollapse = false;
... gives you this ...

For a quick test, turns out it works reasonably well. The platform window setup could use some improvements to help the OS window manager a bit, the redundant GuiWindowCtrls inside the windows should go, and most importantly the tool windows of the other editors (terrain, forest, etc) should be integrated as well, plus it should save tool window geometries between sessions.
Looks quite straightforward though. Maybe... material for another resource :)
About the author
#2
Thats the awesome stuff and things. Now things will be easy and stuff... Better then ice cream.
EDIT: for more glitter and sparkles and things...
05/20/2011 (7:33 pm)
Quote:#1. Most notably it should be possible to move tool windows off the main window
Thats the awesome stuff and things. Now things will be easy and stuff... Better then ice cream.
EDIT: for more glitter and sparkles and things...
#3
05/21/2011 (8:11 am)
once again you show why you are my HERO!!
#4
Even without multiple monitors the ability to have them rearranged / behind the main view is nice for those of us on laptops... not giving up 20% of the view to those dialogs is a huge benefit!
06/17/2011 (1:51 am)
Yes, please!Even without multiple monitors the ability to have them rearranged / behind the main view is nice for those of us on laptops... not giving up 20% of the view to those dialogs is a huge benefit!
#5
It has some issues that need to be worked out but it's pretty sweet...
For anyone else wanting to try, find line 872 in EditorGui.ed.cs, comment out that GuiWindowCtrl::attach line, and add Rene's code from above and voila, multiple windows for the world editor!
As he mentioned the other editors don't support it yet but even like this it's a HUGE win I think...
06/17/2011 (9:59 am)
Just made this same change locally - LOVE IT.It has some issues that need to be worked out but it's pretty sweet...
For anyone else wanting to try, find line 872 in EditorGui.ed.cs, comment out that GuiWindowCtrl::attach line, and add Rene's code from above and voila, multiple windows for the world editor!
As he mentioned the other editors don't support it yet but even like this it's a HUGE win I think...
#6
06/17/2011 (2:26 pm)
This is a really awesome resource Rene. Good Job!
#7
It's really little more than an experimental change but I'd really like to turn this into a real resource where basically all the tool windows become true always-on-top windows that you can move anywhere. It's not a big change--just requires altering a few places that bring up the various tool windows.
Inspired by Ryan's editor video, I've also implemented 3DSMAX right-click context menus for the World Editor so you can right-click objects in the scene as you'd expect.
Just need to find the time to actually finish this stuff up and bundle it up.
Agree. Even though the collapsible windows at least help mitigate the problem, I think.
:)
06/17/2011 (3:18 pm)
Thanks guys :)It's really little more than an experimental change but I'd really like to turn this into a real resource where basically all the tool windows become true always-on-top windows that you can move anywhere. It's not a big change--just requires altering a few places that bring up the various tool windows.
Inspired by Ryan's editor video, I've also implemented 3DSMAX right-click context menus for the World Editor so you can right-click objects in the scene as you'd expect.
Just need to find the time to actually finish this stuff up and bundle it up.
Quote:not giving up 20% of the view to those dialogs is a huge benefit!
Agree. Even though the collapsible windows at least help mitigate the problem, I think.
Quote:once again you show why you are my HERO!!
:)
#8
06/18/2011 (12:43 am)
you're quickly becoming one of my favorite gg devs. :p
#9
06/23/2011 (7:55 pm)
awesome stuff rene
#10
I'd really love to be able to use this.. But when I execute your code the game crashes. I have been able to get it to work when pasting one line at a time into the console... but that's too much to have to do every time I start the engine.
Know of any way to fix this?
07/29/2011 (2:09 pm)
Great work, man.I'd really love to be able to use this.. But when I execute your code the game crashes. I have been able to get it to work when pasting one line at a time into the console... but that's too much to have to do every time I start the engine.
Know of any way to fix this?
#11
It ended up being the order for some reason.. I just reorganized to this:
For other artists that might come across this: Make sure you have the world editor open first. Otherwise this will just pop up 2 windows with black backgrounds.
07/29/2011 (2:22 pm)
10 minutes later I managed to get it to work.. I asked too soon :PIt ended up being the order for some reason.. I just reorganized to this:
new GuiCanvas( ToolCanvas1 ); EWTreeWindow.canCollapse = false; ToolCanvas1.setContent( EWTreeWindow ); ToolCanvas1.setWindowTitle( "Scene Tree" ); new GuiCanvas( ToolCanvas2 ); EWInspectorWindow.canCollapse = false; ToolCanvas2.setContent( EWInspectorWindow ); ToolCanvas2.setWindowTitle( "Inspector" );
For other artists that might come across this: Make sure you have the world editor open first. Otherwise this will just pop up 2 windows with black backgrounds.
#12
Ok, I've finally posted the 3DSMAX-style quad-menu thing as a resource. It's incomplete on the scripting side but it's a start.
@Matt
Interesting find. The snippet is definitely little more than an experimental change and I better not tell how many crashes I got from the Gui code (especially the piece of junk window grouping and collapsing code in GuiWindowCtrl) until it worked at least somewhat reliable.
Still, even with just a number script-only changes, I think this could be turned into something really useful and reliable.
08/14/2011 (9:09 am)
Hmm... reply notifications seem to be broken... missing lots of posts...Ok, I've finally posted the 3DSMAX-style quad-menu thing as a resource. It's incomplete on the scripting side but it's a start.
@Matt
Interesting find. The snippet is definitely little more than an experimental change and I better not tell how many crashes I got from the Gui code (especially the piece of junk window grouping and collapsing code in GuiWindowCtrl) until it worked at least somewhat reliable.
Still, even with just a number script-only changes, I think this could be turned into something really useful and reliable.
#13
Great work Rene ++
08/14/2011 (10:49 am)
will have to give this a try. always hated not being able to move the tool windows out of the editing windowGreat work Rene ++
#14
08/19/2011 (3:21 am)
Nice work Rene. Thumbs up!
Torque Owner Stephen
GearedMind Studio