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Workspaces is the true wild west of Premia. The final frontier. The open road.
Completely customizable open window space where a user can place as many "Views" as they want and arrange them in any order they want. ImGui provides a very easy method of adding "child windows" that float inside the main program window and I've designed each View class in such a way that they can easy be fit inside one of those floating child windows. So the task is to design the Workspace manager to the do the following:
Support for adding floating Views such as charts, graphs, orders, portfolios, console, etc
Additional menus enabled for views exclusively in workspace mode (for customization)
Grid based layout that user can enable to snap, sort, and resize views
Save and load workspace configurations and layouts
This will probably require some real though and maybe even some design patterns to really get right and do properly (this is C++) so I made it its own separate branch at features/workspaces and I wrote the basics of a header file for it. You can look at ViewManager for reference of how Views are handled if you want to experiment with the workspaces feature.
Some other details: the current ViewManager design sets the size of the (ImGui) viewport to the full size of the (SDL) window, but if you don't set that ImGui size, then you can have any number of ImGui windows floating around inside the SDL viewport.
So, it's fairly simple to get the idea of a workspace up, but adding all these features that make it feel like an "editor" are going to be the real challenge.
The text was updated successfully, but these errors were encountered:
Workspaces is the true wild west of Premia. The final frontier. The open road.
Completely customizable open window space where a user can place as many "Views" as they want and arrange them in any order they want. ImGui provides a very easy method of adding "child windows" that float inside the main program window and I've designed each View class in such a way that they can easy be fit inside one of those floating child windows. So the task is to design the Workspace manager to the do the following:
This will probably require some real though and maybe even some design patterns to really get right and do properly (this is C++) so I made it its own separate branch at features/workspaces and I wrote the basics of a header file for it. You can look at ViewManager for reference of how Views are handled if you want to experiment with the workspaces feature.
Some other details: the current ViewManager design sets the size of the (ImGui) viewport to the full size of the (SDL) window, but if you don't set that ImGui size, then you can have any number of ImGui windows floating around inside the SDL viewport.
So, it's fairly simple to get the idea of a workspace up, but adding all these features that make it feel like an "editor" are going to be the real challenge.
The text was updated successfully, but these errors were encountered: