You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
Copy file name to clipboardExpand all lines: mkdocs/docs/editor/asset-manager.md
+9-4Lines changed: 9 additions & 4 deletions
Display the source diff
Display the rich diff
Original file line number
Diff line number
Diff line change
@@ -54,9 +54,9 @@ title: "Asset Manager"
54
54
The assets and filters are shown in the main tree view:
55
55
56
56
- You can multi-select and drag 'n drop them to new locations.
57
-
- Double ++left-button++ an asset will preview it in the **Asset Inspector**, located in the Auxiliary window.
58
-
- ++right-button++ an asset will open a context menu with additional options, such as renaming, moving to a different bank, or setting Asset Properties.
59
-
- ++right-button++ an asset and selecting **Asset Properties** will open the **Asset Properties** dialog.
57
+
- Double :material-mouse-left-click:++left-button++ an asset will preview it in the **Asset Inspector**, located in the Auxiliary window.
58
+
-:material-mouse-right-click:++right-button++ an asset will open a context menu with additional options, such as renaming, moving to a different bank, or setting Asset Properties.
59
+
-:material-mouse-right-click:++right-button++ an asset and selecting **Asset Properties** will open the **Asset Properties** dialog.
60
60
61
61
62
62
## Banks
@@ -105,7 +105,12 @@ The library dependency must be a CMake compatible package. You must specify the
105
105
106
106
With your **Build Settings** determined, you can create a new build of your game by clicking the **New Build** button.
Open <em>Project</em>'s will show up here. You may have multiple <em>Project</em>'s open and browsable at once, but only one <em>Project</em> may be 'active' at a given time. All the details are provided in the <a href="projects.html">Projects</a> section.
The currently active <em>Project</em>'s <em>Asset Manager</em>. Each tab along the top are the major asset types handled independantly from each other. All the details are provided in the <a href="asset-manager.html">Asset Manager</a> section.
All currently open <em>Project Item</em>'s from the active <em>Project</em> are shown here. You can cycle between them with <code>Ctrl+Tab</code> and each item has its own Undo/Redo stack.
Shows all the properties of the currently selected <em>Project Item</em> in the <em>Project Tab Bar</em>. The properties set here set are reflected in the <em>middle render window</em>.
The currently selected <em>Project Item</em> is previewed here. The renderer used here is the same renderer (<em>HyEngine</em>) used in your game. Previews are created by simulating the same load process as well, so it's a WYSIWYG work-flow. Pan the view with <code>WASD</code> or <code>Middle Mouse</code>, and zoom with the <code>Mouse Wheel</code>.
The Auxiliary window is contextually used when needed. By default it'll display logs, but when an additional window is needed by the <em>Asset Manager</em> or the <em>Project Item Properties</em>, a new tab along the bottom will appear and be shown. Its visibility can be toggled with <code>Ctrl+Space</code>.
Open Projects will show up here. You may have multiple Projects open and browsable at once, but only one Project may be 'active' at a given time. All the details are provided in the [Projects](projects.md) section.
The currently active Project's Asset Manager. Each tab along the top are the major asset types handled independently from each other. All the details are provided in the [Asset Manager](asset-manager.md) section.
All currently open [Project Items](items/index.md) from the active Project are shown here. You can cycle between them with ++ctrl+tab++ and each item has its own Undo/Redo stack.
Shows all the properties of the currently selected [Project Item](items/index.md) in the Project Tab Bar. The properties set here set are reflected in the middle render window.
The currently selected [Project Item](items/index.md) is previewed here. The renderer used here is the same renderer (HyEngine) used in your game. Previews are created by simulating the same load process as well, so it's a WYSIWYG work-flow. Pan the view with ++w++ ++a++ ++s++ ++d++ or ++middle-button++, and zoom with the Mouse Wheel :material-mouse-scroll-wheel:.
The Auxiliary window is contextually used when needed. By default it'll display logs, but when an additional window is needed (like when creating [TileSets](tilesets.md)), a new tab along the bottom will appear and be shown. Its visibility can be toggled with ++ctrl+space++.
24
+
25
+
</div>
36
26
37
27
## Editor Flow
38
28
39
-
<figure>
40
-
<imgsrc="../img/editor_flow.png"alt="HyEditor work flow">
41
-
<figcaption>Shows how each section of HyEditor works together.</figcaption>
42
-
</figure>
29
+
Shows how each section of HyEditor works together.
30
+
31
+
<divclass="grid"markdown>
32
+
33
+

34
+
35
+
:material-numeric-1-circle:{.hyorange}Open a **Project Item** from **Project Explorer**...
36
+
:material-numeric-2-circle:{.hyorange}Shows up in **Project Tab Bar**, and when selected...
37
+
:material-numeric-3-circle:{.hyorange}It will be displayed in the **Project Item Properties** which...
38
+
:material-numeric-4-circle:{.hyorange}May reference assets in **Asset Manager** to...
39
+
:material-numeric-5-circle:{.hyorange}Show a preview in the **Middle Render Window**
43
40
44
-
1️⃣. Open a **Project Item** from **Project Explorer**...
45
-
2️⃣. Shows up in **Project Tab Bar**, and when selected...
46
-
3️⃣. It will be displayed in the **Project Item Properties** which...
47
-
4️⃣. May reference assets in **Asset Manager** to...
48
-
5️⃣. Show a preview in the **Middle Render Window**
Copy file name to clipboardExpand all lines: mkdocs/docs/editor/projects.md
+52-12Lines changed: 52 additions & 12 deletions
Display the source diff
Display the rich diff
Original file line number
Diff line number
Diff line change
@@ -10,22 +10,22 @@ To create a new Project in the Project Explorer you can:
10
10
-`File > New Project` from the menu
11
11
- Press ++ctrl+shift+n++
12
12
13
+
<divclass="grid"markdown>
14
+
13
15
<figure>
14
16
<imgsrc="../img/editor/dlg_new_project.png"alt="Create New Project Dialog">
15
17
<figcaption></figcaption>
16
18
</figure>
17
19
18
-
**Game Title** is the human readable name of your game, used on labels and titles.
19
-
20
-
**Code Name** will be used to create the main C++ class, and must be compliant with standard naming conventions.
21
-
22
-
The final **Project Location** (where all the project files will be dumped) is assembled by what's specified in the text field PLUS whether **Create game directory at location** is checked.
20
+
-**Game Title** is the human readable name of your game, used on labels and titles.
21
+
-**Code Name** will be used to create the main C++ class, and must be compliant with standard naming conventions.
22
+
- The final **Project Location**(where all the project files will be dumped) is assembled by what's specified in the text field PLUS whether **Create game directory at location** is checked.
23
+
- Within **Advanced** you can customize how the project folders (like the assets or source code) reside and what they're named. You can even specify locations outside the **Project Location**. For each entry, press **Browse...** and choose the desired *parent* location, and the relative path from the **Project Location** will be filled in. Finally enter the name of the directory itself.
24
+
</div>
23
25
24
26
!!! note "Example Setup"
25
27
If you want a common location for multiple game projects, specify that root location the text field and keep **Create game directory at location** checked.
26
28
27
-
Within **Advanced** you can customize how the project folders (like the assets or source code) reside and what they're named. You can even specify locations outside the **Project Location**. For each entry, press **Browse...** and choose the desired *parent* location, and the relative path from the **Project Location** will be filled in. Finally enter the name of the directory itself.
28
-
29
29
## Project Explorer
30
30
31
31
<figure>
@@ -35,17 +35,57 @@ Within **Advanced** you can customize how the project folders (like the assets o
35
35
36
36
<divclass="grid cards"markdown>
37
37
38
-
- :material-numeric-1-circle:{.hyorange}ㅤAll currently open **Project**s  are shown in the tree view here. Nested beneath each **Project** are the prefix folders containing the **Project Items**. The currently active project is shown with the  sub-icon.
39
-
- :material-numeric-2-circle:{.hyorange}ㅤYou can drag **Project Items** between entirely different game **Projects** to copy them. This will include importing any required assets into the target project.
40
-
- :material-numeric-3-circle:{.hyorange}ㅤThe search box allows you to filter the visible **Project Items** in the tree view. You can also filter by item type by selecting the corresponding icon.
38
+
- :material-numeric-1-circle:{.hyindicator}ㅤAll currently open **Project**s  are shown in the tree view here. Nested beneath each **Project** are the prefix folders containing the **Project Items**. The currently active project is shown with the  sub-icon.
39
+
- :material-numeric-2-circle:{.hyindicator}ㅤYou can drag **Project Items** between entirely different game **Projects** to copy them. This will include importing any required assets into the target project.
40
+
- :material-numeric-3-circle:{.hyindicator}ㅤThe search box allows you to filter the visible **Project Items** in the tree view. You can also filter by item type by selecting the corresponding icon.
41
41
42
42
</div>
43
43
44
44
## Project Settings
45
45
46
-
Under Development - Dialog tool meant to edit the game's .hyproj file
46
+
Click the  button along the top tool bar, or :material-mouse-right-click:++right-button++ on a Project within [Project Explorer](#project-explorer) and select " Project Settings" to open the Project Settings dialog.
<figcaption>Dialog tool meant to edit the game's .hyproj file</figcaption>
55
+
</figure>
56
+
57
+
<divclass="grid cards"markdown>
58
+
-**Render Windows**
59
+
Most games will only need one window, but if your program requires multiple windows, you can add them here. Each window can have its own Title, Resolution, resize-ability, and starting location. When accessing these windows in code, they are referenced by their order from top to bottom (0-indexed).
60
+
-**Updates Per Second**
61
+
Sets a fixed update rate for the game loop. Rendering may occur more frequently, but the game logic will only update at this rate. A value of 0 means it will use non-throttled, variable updating, and will match the rendering frame rate.
62
+
-**Show Mouse Cursor**
63
+
When the mouse cursor is over the game window, it will show the operating system's version of the mouse if this option is checked. Otherwise, the OS's mouse cursor will be hidden while over the game window.
64
+
-**Number of Input Maps**
65
+
Input Maps take all the actions the player can perform and assigns inputs to them. You generally set the number of input maps equal to the number of local players your game supports. Each player will have their own input map.
66
+
</div>
67
+
</div>
68
+
69
+
<divclass="grid cards"markdown>
70
+
-**Pixels Per Meter**
71
+
Sets the scale of the physics simulation. This value defines how many pixels in the game world correspond to one meter in the physics engine. Adjusting this value can affect the feel of movement and collisions in your game.
72
+
-**Gravity**
73
+
Direction of the world's gravity vector, measured in meters per second squared (m/s²). Harmony's world up is positive Y.
74
+
-**Use Console Window**
75
+
When checked, a separate console window will open alongside your game. This is useful for debugging, as it can display log messages, errors, and other output from your game. The Size is not the resolution of the console window, but rather the number of text columns and rows it can display at once. Location is desktop coordinates like how Render Windows are positioned.
76
+
</div>
77
+
78
+
## Creating new Project Items
79
+
80
+
To create a new Item you can :material-mouse-right-click:++right-button++ in the [Project Explorer](#project-explorer) on a  prefix folder and select `New Item > [select item]` to create an item at that location, or use one of the following methods:
81
+
82
+
-`File > New Item > [select item]` from the top menu
83
+
- Press ++ctrl+n++, ++s++ to create a new  Sprite
84
+
- Press ++ctrl+n++, ++m++ to create a new  Tile Map
85
+
- Press ++ctrl+n++, ++t++ to create a new  Text
86
+
- Press ++ctrl+n++, ++f++ to create a new  Particle FX
87
+
- Press ++ctrl+n++, ++i++ to create a new  Spine
88
+
- Press ++ctrl+n++, ++p++ to create a new  Prefab
89
+
- Press ++ctrl+n++, ++a++ to create a new  Audio
90
+
- Press ++ctrl+n++, ++e++ to create a new  Entity
0 commit comments