I’ve also just noticed that uckelman-working@3054 hasn’t been merged into trunk either. I’ll merge that manually into my stuff. Don’t worry about merging it into trunk, I’ve made too many changes.
Any particular reason for this restriction? You can start games while editing a module, so why not edit a module once a game has started?
On the other hand, I am not 100% sure I like the ‘Edit Module’ option on the File Menu like that. It just seems to be asking for trouble. I think I would prefer a ‘Module Editor’ option in the Tools menu.
I’m also thinking the PlayerWindow should probably be closed when the EditorWindow opens - You are ‘in’ one or the other.
As Ben pointed out, that could be catastrophic if you change something during
a game accidentally. I think we don’t want to open up that possibility, as
it only gives normal users an additional way to be unhappy.
It’s a one-line change in PlayerWindow if we want that. I have a weak
preference for having it under File, because (following Rodney) that
might encourage casual users to try it.
Why? If we did that, then you wouldn’t be able see what the PlayerWindow
looks like as you work on a module. I’d find that annoying.
My main problem with that is if that if no module is loaded, then it doesn’t Edit a Module at all, but opens the module Editor from where you must again select ‘File → Edit Module’ again.
Anyway, I have committed my basic changes in swampwallaby-merge@3061 - Back to you. This turns EditorWindow into a base class for ModuleEditorWindow and ExtensionEditorWindow.
One job I haven’t finished - The Load/New Extension options on the File menu should be disabled when the module is dirty. This needs a change in ConfigureTree and a way of passing the editing state back to the ModuleEditorWindow.
Are you objecting to (1) the name of the menu item in the player, (2) the
fact that it takes an extra click, (3) both, or (4) something else?
Great, thanks.
Don’t expect any progress from me before Thursday evening—right now I’m
preparing slides for a talk I give tomorrow at an event which looks like
it will last for about 13 hours.
Basically (1) - The item is called ‘Edit Module’ in the File menu, but when no module is loaded, it doesn’t Edit a Module and it doesn’t open, close or manipulate any Files.
Brent.
Brent Easton
Analyst/Programmer
University of Western Sydney
Email: b.easton@uws.edu.au
That’s the easiest of the bunch to repair. Can you suggest a better name?
“Module Editor”? (Though if it’s called that, it should probably go under
Tools…)
Just a reminder that when I test the release I’ll be randomly clicking menu items (simulating users) while recording a logfile. so if there’s an item in Tools which could screw up a logfile then it may not pass testing
The ‘Module Editor’ command in tools would be disabled when a game is in progress.
I think just the one will do - If a module is already loaded, then ‘Module Editor’ will open the Editor editing the current module.
If a module is not already loaded, then ‘Module Editor’ opens the basic Editor window where you can then choose either Open or New from the File menu.
I still like the idea of having the -edit option open the Editor directly and having a seperate runfile for it as developers will probably use this. But we also have the ‘Module Editor’ option handy on the Tools menu of the Player where people can find it easily.
I have fixed up a few things in swampwallaby-merge@3072
Added Save and SaveAs accelorator keys
Fixed missing ‘Component Help’ menu option in unloaded editor
Added Close support, but have not yet written the close code
That’s all I have time for this morning. Feel free to take over if you have time.
Tasks remaining:
implement ModuleEditorWindow.close()
implement ExtensionEditorWindow.close()
Track dirty status of ConfigureTree and callback to owning Editor if state changes. Use this to turn off Extension options in ModuledEditorWindow File menu when ConfigureTree is dirty.
Cheers,
Brent.
Brent Easton
Analyst/Programmer
University of Western Sydney
Email: b.easton@uws.edu.au