Preferences View

About Truespace Archives

These pages are a copy of the official truespace forums prior to their removal somewhere around 2011.

They are retained here for archive purposes only.

Preferences View // Archive: Tech Forum

1  |  

Post by mendrak // Jun 10, 2006, 3:04am

mendrak
Total Posts: 18
In the libraries window, the Preferences button gets you to a view a stacked preferences that apply to various parts of the system.


How did those get there? What makes them appear and disappear?


If I close one (by accident) is the only way to get it back to reset my context?


Is there a way for a script to have preferences?


What I was thinking about is to have some preferences that can be adjusted for a script I am writing, but not making the user have a link editor window to adjust those settings - using preferences instead.


I've seen those preferences windows appear when in full view (which is where I like to be when I'm simply modeling), but I don't understand the rules.

Post by Alien // Jun 10, 2006, 7:47am

Alien
Total Posts: 1231
pic
Is there a way for a script to have preferences?

I seem to remember hearing/reading somewhere that there is a way, but as I've never tried it I'm not sure, I'm also kinda fuzzy on the details. Incase you read this before someone who knows more about it replies, try encapsulating it, then inserting it in a library, then try dragging it from the library into the preferances thing in the stack. Don't know if it'll work, but it's worth a try. :)

Post by trueBlue // Jun 10, 2006, 8:14am

trueBlue
Total Posts: 1761
pic
What I use alot to teach me scripting is the Macro Record. I recorded a macro to turn the bridge On, Off, Auto. I edited the buttons to use a script within the properties. I have not tried this yet but I believe you could make this script into a Toolbar. Maybe "Stan the Man" could say a few words on this.

Post by Cayenne // Jun 10, 2006, 10:38am

Cayenne
Total Posts: 144
pic
here is a button which has the commands trueBlue supplied in his LE button object.

Import this to a library.

Drag it to an existing toolbar.

Ctrl drag it from the toolbar and it can then be placed to suit.

Save the layout and the button will be there for use.


It was made by dragging an existing button from the button library to the LE and the commands were copied from the properties of trueBlues objects buttons to the part of the button which says Command.

the other text for help and name and bitmap etc was changed accordingly to suit.


the other buttons were made as copies, data and commands changed then saved to a library and dragged to the new button.

When all the three buttons were all in one place the tool bar was saved to a library again.


Most if not all commands can be changed into buttons in this way and added to existing toolbars as new buttons.


Drag some of the buttons from the button library to the LE and you can study how they are made.

Post by Alien // Jun 11, 2006, 2:37am

Alien
Total Posts: 1231
pic
http://homepage.ntlworld.com/alien42/smilies/respect4.gif
This thread ought to be stickified, or that info put in the FAQ.
<edit>
Is it possible to get panels [I think that's the right term] to appear in the main window as well, like the object info panel, or does that require programming knowledge & the SDK?
</edit>

Post by Cayenne // Jun 11, 2006, 7:32am

Cayenne
Total Posts: 144
pic
To show the objects info panel , you could add the object info panel from the library to an empty scene, .

In the LE Use the detach in the objects title bar options.

Use ctrl and Drag this out of the stack view, (it will be in objects tab) to leave it either floating or docked.

Save the blank scene as a project

then the panel will always be part of a scene that is created when loading the new created project template.

Post by mendrak // Jun 12, 2006, 1:44pm

mendrak
Total Posts: 18
Thanks for the responses.


The technique for making a toolbar entry makes sense and the macro record trick is really useful trueBlue.


A few more questions though.


- How did the bitmaps get picked? Were they already in the system or were they bundled when the RsObj was saved?


- I didn't understand the comments about the object info panel. I thought the object info panel was only available in the model view, so I didn't know what you mean about "... add the object info panel from the library to an empty scene ..."


- What's the difference between the "Objects" tab, the "Preferences" tab, and the "Tools" tabs?

Post by trueBlue // Jun 12, 2006, 3:34pm

trueBlue
Total Posts: 1761
pic
- How did the bitmaps get picked? Were they already in the system or were they bundled when the RsObj was saved?

Double Click on the Bitmap in the BridgePrefsButton panel in the LE. A Bitmap panel should open and you can drag an image onto the existing image to change it. Within the Bitmap panel if you right click inside one of the libraries you can import, export, rename etc... into that library. If you right click on one of the libraries title bar you can import a whole folder of images. I would suggest a 30x 30 pixel size image for toolbars to conform with most other toolbars.

- I didn't understand the comments about the object info panel. I thought the object info panel was only available in the model view, so I didn't know what you mean about "... add the object info panel from the library to an empty scene ..."

You can find the "Object information" panel in the Libraries...Objects/Script objects. I believe Norm created this and a more official one is planned in the future.

- What's the difference between the "Objects" tab, the "Preferences" tab, and the "Tools" tabs?

In the Artist's Guide click on one of the icons in the Icon Guide and you will be linked to the page where the information about that icon is.


Preferences are context-sensitive and always display information
about the currently active window at the top of
the stack.



The Objects aspect acts as a kind of history stack for recently
selected or manipulated objects. In this aspect you
can quickly view and edit the values of attributes for recently
manipulated objects.



If you select the Tools aspect you can adjust the attributes
of currently active tool. The image on left shows the attributes
of the &#8220;Material Picker&#8221; tool.

Post by mendrak // Jun 16, 2006, 2:22am

mendrak
Total Posts: 18
Thanks for the response


I played with the bitmaps and tested how to add my own. When you export the RsObj file it must embed the bitmap in it.


I played with the object info script (pretty useful) but I didn't understand what the "Detach" command did for me. I was able to Ctrl-Drag the item out of the "Object" window with or without doing that command.


I hadn't realized I could use that Icon Guide like that. Excellent tip.


Is there a way for me to indicate a "current tool" as a script (maybe by doing a custom widget?) and so cause a window to appear in the tool aspect?
Awportals.com is a privately held community resource website dedicated to Active Worlds.
Copyright (c) Mark Randall 2006 - 2024. All Rights Reserved.
Awportals.com   ·   ProLibraries Live   ·   Twitter   ·   LinkedIn