user-manual:ch02
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user-manual:ch02 [2024/04/29 16:14] – [Table of Contents] gaetan | user-manual:ch02 [2025/04/03 10:01] (current) – [Common panel handling] Tim | ||
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====== Table of Contents ====== | ====== Table of Contents ====== | ||
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- | ====== | + | ====== Handling |
===== Common panel handling ===== | ===== Common panel handling ===== | ||
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Normally, not all possible panels are actually present in the user interface. However, all panels are accessible through the Panels menu of GroIMP' | Normally, not all possible panels are actually present in the user interface. However, all panels are accessible through the Panels menu of GroIMP' | ||
- | The arrangement of all panels is called a panel _layout_. The menu Panels/Set Layout provides a set of predefined layouts | + | The arrangement of all panels is called a panel _layout_. The menu Panels/Set Layout provides a set of predefined layouts |
- | ===== Common panels ===== | + | See more documentation on: |
- | + | * [[:user-guide:common_panels|Common Panels]] | |
- | ==== File Explorer ==== | + | * [[:user-guide:panel_options|Panel options]] |
- | + | * [[:tutorials:import-object-in-groimp|Import data from Panels]] | |
- | GroIMP' | + | * [[:user-guide:more_panels|More Panels]] |
- | + | ||
- | **Figure 2.2. File Explorer** | + | |
- | + | ||
- | {{:user-manual: | + | |
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- | + | ||
- | If the file explorer is not already shown, open the panel via the Panel menu. As you will know it from your system' | + | |
- | + | ||
- | Files which already exist in your file system can be added to a project via the menu item Object/ | + | |
- | + | ||
- | In Figure 2.2, | + | |
- | + | ||
- | ==== Text Editor ==== | + | |
- | + | ||
- | GroIMP is equipped with a simple internal text editor. When you activate a source code or text file entry in the file explorer, it is opened in the text editor and can be edited. The usual editing operations (Cut& | + | |
- | + | ||
- | **Figure 2.3. Text Editor** | + | |
- | + | ||
- | {{:user-manual:texteditor.png}} | + | |
- | + | ||
- | + | ||
- | For some file types, additional actions are triggered when a file of that type is saved. For example, source code is compiled immediately. | + | |
- | + | ||
- | ==== Text Editor jEdit ==== | + | |
- | + | ||
- | If the jEdit-Plugin is installed, the [[http:// | + | |
- | + | ||
- | **Figure 2.4. Text Editor jEdit** | + | |
- | + | ||
- | {{: | + | |
- | + | ||
- | + | ||
- | ==== Image Explorer ==== | + | |
- | + | ||
- | Every image used within a GroIMP project, e.g., a colouring texture of a 3D material, is shown in the Image Explorer. Its structure is similar to the File Explorer. New images can be added to a project via the menu Object/New: Currently, this menu contains only the item From File which reads an existing image file into the project. All file formats which are supported by your installation of the Java Image I/O Framework are readable, these are at least Portable Network Graphics (`png`), JPEG and Graphics Interchange Format (`gif`). If a format you need is not supported by your installation, | + | |
- | + | ||
- | **Figure 2.5. Image Explorer, Material Explorer, Attribute Editor** | + | |
- | + | ||
- | {{:user-manual:imgmatattr.png}} | + | |
- | + | ||
- | + | ||
- | + | ||
- | ==== Attribute Editor ==== | + | |
- | + | ||
- | Another panel which you will encounter often is the attribute editor (Figure 2.5, | + | |
- | + | ||
- | Each attribute has a type, and each type brings up specific edit components in the attribute editor. For example, the radius attribute of circles or spheres is a numeric attribute and is editable through a simple input field. The orientation of a cylinder in 3D space is a 3D vector and, thus, it is editable through a set of three numeric input fields. Very complex attributes like 3D materials consist of several subattributes, | + | |
- | + | ||
- | In Figure 2.5, | + | |
- | + | ||
- | _`Colour 2`_ of the checkerboard is set to an image map. One could have chosen an RGB colour as for the first colour, a Checkerboard 2D as for the diffuse colour of the material, a simple constant colour, or some other valid type for this attribute. In GroIMP, there are many attributes whose values may be of a set of different types. For all these attributes, a button is shown in the attribute editor which pops up a menu to choose the desired type. Once a type has been chosen, the attribute value is set to this type, and appropriate edit components are created. They are shown within a minimizable subpanel. To minimize it (and to maximize it later on), click on its upper border where a small button is displayed. For example, the subpanel for the RGB components of the Opacity attribute is minimized in Figure 2.5. A double-click on the upper border maximizes the subpanel and minimizes all other panels. | + | |
- | + | ||
- | ==== Preferences ==== | + | |
- | + | ||
- | In the Preferences panel, you can configure some options of GroIMP and its plugins, see Figure 2.6, | + | |
- | + | ||
- | **Figure 2.6. Preferences Panel (Metal Look & Feel)** | + | |
- | + | ||
- | {{:user-manual:preferences.png}} | + | |
- | + | ||
- | + | ||
- | === Options for the Swing User Interface === | + | |
- | + | ||
- | The group UI Toolkit/ | + | |
- | + | ||
- | If you switch to another Look & Feel in the Preferences panel, the user interface will be redrawn immediately. However, changing the window decorations option only takes effect when a new window is opened. Also, there are Look & Feels which do not support window decorations. | + | |
- | + | ||
- | ==== Other Explorer Panels ==== | + | |
- | + | ||
- | Besides files and images, a variety of other object kinds is displayed within an explorer panel. For example, Figure 2.5, | + | |
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- | The main entity you work on in GroIMP is the _project_. A project may consist of various parts, e.g., files, source code, a scene (2D, 3D, or other), resource objects like data sets, 3D materials or the like. Several projects can be open at the same time, each in its own main window. | + | The main entity you work on in GroIMP is the //project//. A project may consist of various parts, e.g., files, source code, a scene (2D, 3D, or other), resource objects like data sets, 3D materials or the like. Several projects can be open at the same time, each in its own main window. |
You create a new project by choosing the menu item File/ | You create a new project by choosing the menu item File/ | ||
- | Saving of a project is done in the File menu too. Here, only GS and GSZ are available as file formats. The GS file format in fact consists of a set of files written in the folder containing the GS file: `graph.xml` contains the scene graph of the project, the folder `META-INF` some meta information about the files, and if there are files included in the project, they will be written in the folder (or subfolders) too. To avoid conflicts between different projects, it is mandatory to use an own folder for each project. | + | Saving of a project is done in the File menu, too. Here, only GS and GSZ are available as file formats. The GS file format in fact consists of a set of files written in the folder containing the GS file: `graph.xml` contains the scene graph of the project, the folder `META-INF` some meta information about the files, and if there are files included in the project, they will be written in the folder (or subfolders) too. To avoid conflicts between different projects, it is mandatory to use an own folder for each project. |
Contrary to the GS file format, the GSZ file format only consists of a single file. This file is actually a file in the common zip-format with special content: It contains all the files which comprise a project in the GS file format in a single zip archive. You can use standard zip tools to examine or even modify its contents. | Contrary to the GS file format, the GSZ file format only consists of a single file. This file is actually a file in the common zip-format with special content: It contains all the files which comprise a project in the GS file format in a single zip archive. You can use standard zip tools to examine or even modify its contents. | ||
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While working with an open project, there is one difference between projects in GS/GSZ file format: If you modify and save files (e.g., text files) contained in a GS project, they will be written to your file system immediately because the GS file format consists of a set of files in your file system. However, for a GSZ project, these files are written to an internal storage: Your modifications are persistently saved only when the whole project is saved. | While working with an open project, there is one difference between projects in GS/GSZ file format: If you modify and save files (e.g., text files) contained in a GS project, they will be written to your file system immediately because the GS file format consists of a set of files in your file system. However, for a GSZ project, these files are written to an internal storage: Your modifications are persistently saved only when the whole project is saved. | ||
+ | See more: | ||
+ | * [[: | ||
====== Import and Export Data ====== | ====== Import and Export Data ====== | ||
- | There are many file type supported in GroIMP. Find the complete list [[: | + | Many file types are supported in GroIMP. |
+ | See more: | ||
+ | * Find the complete list [[: | ||
+ | |||
+ | Tutorial: | ||
+ | * [[: | ||
+ | * [[: | ||
==== Import a Project ==== | ==== Import a Project ==== | ||
- | To import a file as project you need to click on //file>open...//. The list of supported project | + | To import a file as project you need to click on //File>Open...//. The list of supported project |
* gs | * gs | ||
* gsz | * gsz | ||
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==== Import an Object in the Graph ==== | ==== Import an Object in the Graph ==== | ||
- | To import an object you need to have a project open. Then in //object>Insert File// will help you select the object you want to import | + | To import an object you need to have a project open. Then, //Object>Insert File// will help you select the object you want to import |
An object is imported as a node in your project. It can be added under either the root of the project, or the RGGRoot. | An object is imported as a node in your project. It can be added under either the root of the project, or the RGGRoot. | ||
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==== Import an Object in an Explorer ==== | ==== Import an Object in an Explorer ==== | ||
- | GroIMP also include | + | GroIMP also includes |
- | In these explorer | + | In these explorers |
- | For instance, for files, | + | For instance, for files, |
==== MTG ==== | ==== MTG ==== | ||
Follow this [[: | Follow this [[: | ||
+ | ===== Resource Drag and Drop ===== | ||
+ | |||
+ | Starting with GroIMP 2.1.6 it is possible to select items from a explorer and drop them to the CodeEditor, to create a reference to this resource. For example a shader called " |
user-manual/ch02.1714400045.txt.gz · Last modified: 2024/04/29 16:14 by gaetan