Here you'll find a list of all global functions, variables, pointers, and engine objects of your script. If you want to edit a certain object, look for it in the code jumper. A click onto it jumps to the position in your script where the object was defined. !! Only objects with correct syntax appear in the Code Jumper. For instance when you write in an old WDL file "action" in uppercase and forget the parentheses, it will still compile, but the ill-defined action won't be displayed in the Code Jumper.
Some templates for often-used code snippets. Click on a snippet for inserting the code at the current cursor position. Some ready-to-fill-in code snippets for a file header, panel, action, main function, and particle function are available. You can add your own code templates by saving a code snippet in a file with the extension "wdl" and storing it in the sed_templates folder.
This is the Project Navigator, a very handy tool to manage projects. It is located beside the Code Jumper. To the left you see the files that the project "TechDemo" includes. We will go through the step of creating a new project creation below.
From the list of files, you can click an item to execute the file. If it's a source file, the editor will open it, otherwise the associated application will execute it.
Right click will bring up the project menu (see below). From which you can create a project, load and save, etc. You can also find this menu right next to the Options. The menu contains the four most recent projects.
What's also good to keep in mind is that each time the editor is started it will remember which project you did use before you exit last time. This project will be loaded and all it's opened files will be opened when the editor is started.
So a project file contains the files in the project and
which files that is opened, also other parameters as project name, base
directory (described below), etc.
You can open a project file in a simple text editor to edit it manually.
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