Object Editor
The Object Editor is the AVS tool used to edit every component of AVS including modules, variables, and macros. Using the Object Editor one can change names, attributes, data, examine data, and basically edit any object.
When loading a module into the Object Editor a list of the components of the module is displayed on the left and a table of attributes on the right. To change an attribute, you first select the object you wish to change in the list and then set the attributes on the table.
The Object Editor was used many times to add inputs
to existing modules so we could pass data into them. To do this we first
loaded the module into the Object Editor. Next we selected the variable
that we wanted to have an input and set the toggle for it being an input.
The next step is to get the actual viewable input on the module. To do
this we either dragged the module into Library Workspace and then back
into the application or opened and closed the module a couple times. Doing
this does not do anything to the actual adding of the input, it is just
a way to getting AVS to recognize that we have added an input to that particular
module.
Network Editor
As mentioned previously, AVS is based on modules
and the connections between them. The Network Editor is the tool used to
connect and manipulate the modules in the application. To make a connection
you simply drag the output of one module to the input of another module.
A module can have a number of different outputs for each port, but can
only have one input per port. To delete an existing connection, simply
do the same as you would to connect them. In order to make editing the
application easier, the Network Editor color codes ports by their type.
In the Network Editor the user can also open a module or variable which
is different than loading it in the Object Editor. To open an object you
simply double click on it. For a variable it will come up with a grey box
where you can type in its value and for a module you will get a list of
all the contents of the module. This is used for quick references to the
values of variables inside modules.
Data Viewer Overview
The Data Viewer window comes up whenever an UViewer
is instanced and contains a window containing the view rendered by the
UViewer that created it, a row of buttons above the rendered view and a
menu bar where the user selects a menu to view which comes up next to the
rendered view. The buttons are shortcuts to jump to menus and do other
common tasks, but our main use of the Data Viewer was for changing data
around in the menus. Our only problem with the Data Viewer was getting
it to come back when we accidentally closed it. When this happened we gave
up and made a new UViewer3D and connected everything into that. There are
a number of menus that can be selected from the Data Viewer. These menus
contain data that can be modified to change the view, objects, and more.