**Language / Langue :** [[fr:editeur:presentation|FR]] | **EN** ====== Graphical editor - Overview ====== The graphical editor lets you create JDR-Bot scenarios without writing YAML by hand. ===== Starting the editor ===== * **Web**: the //Editor// button in the site header. * **Desktop**: the //Editor// button in the application. The scenario stays on your machine until you export it. ===== Main interface ===== The editor is split into several areas: * **Graph** (centre) - a visual map of every room and their connections * **Inspector** (right panel) - detailed editing of the selected room * **Globals panel** (⚙️ icon) - variables, global events, permanent timers, aliases * **Toolbar** (top) - Test, Linter, Export, Undo/Redo and Save buttons Two windows open on demand from the **View** menu: * **Text formatting** (''Ctrl+M'') - inserts the text syntaxes into the field you are editing * **Quick search** (''Ctrl+K'') - reaches a room, an event, an object, or runs an action ===== Editor profiles ===== The button in the top right corner decides what the inspector shows: * **Simplified** - hides the advanced fields, ideal to start with * **Essential** - the common features, without the rare settings * **Expert** - every field visible, for complex scenarios * **Custom** - you pick the families to display * **Discord** and **Terminal** - only keep what these platforms can really display The two platform profiles hide, for instance, videos and image buttons on Terminal, or video on Discord. **Changing profile never modifies the scenario**: incompatible features already written are kept, and the profile window lists them with their location. ===== Text formatting window ===== It gathers every text syntax of the engine, sorted into five groups: formatting, variables and style, media, interactive elements and story blocks. Each button shows the name of the feature and a preview of what will be inserted. Its behaviour depends on your selection: * **Selected text** is wrapped by the syntax. Select a word, click //Variable//, you get ''v_word_v''. Paste an address, click //Image//, it is wrapped. * **With no selection**, the syntax appears around a sample word, itself selected so you can replace it right away. * When you supplied the text yourself, the **remaining parameter** is preselected instead: the identifier of an event, the slicing of a tile. Spaces sitting at the edge of a rough selection stay outside the syntax, and a story block always starts on a clean line. The window stays open while you write: it follows the active field. ===== File formats ===== The editor works with the ''.jdrproj'' format (internal JSON). It can: * **Import** an existing ''.yaml'' file (''File → Import YAML'') * **Export** to ''.yaml'' (''File → Export YAML'') * **Export** to standalone HTML5 or to a PDF gamebook ===== Undo / Redo ===== Fifty undo levels. Shortcuts: Ctrl+Z / Ctrl+Shift+Z (or Ctrl+Y). Autosave is enabled by default, every 30 seconds. ===== Palettes and visual styles (v4.10) ===== The game interface and the editor come with **palettes** (colours) and **styles** (layout), freely combinable. ^ Palette ^ Description ^ | ''sombre'' | Dark background, high contrast (default) | | ''neutre'' | Neutral grey, with no colour cast | | ''clair'' | Light background, for daytime reading | | ''bonbons'' | Colourful and soft, meant for children and sensitive eyes | | ''reverie'' | Calm pastel blue, mint and pink, a soothing mood | ^ Style ^ Description ^ | ''classique'' | Clean and readable, plain typography | | ''rpg'' | Fantasy atmosphere | | ''terminal'' | Monospace, terminal mood | | ''aventure'' | Narrative typography, novel-like layout | | ''bonbons-s'' | Rounded, playful, child-friendly style | | ''reverie-s'' | Soft and airy gamebook | Palettes carry the colours, styles carry the layout: they combine freely. ===== Room groups (v4.10) ===== Groups organise the rooms visually inside the graph, with no effect on the exported YAML. * View menu → **Manage groups…** lists every group with its number of rooms * Renaming a group to an existing name offers to **merge** the two * Groups are purely visual: no impact on gameplay or on the export ===== Room order and numbering (v4.10) ===== * The room list shows the **exported number** next to the identifier (''1 - start'', ''2 - corridor''…) * **Drag and drop** in the list changes the YAML export order * Typing a number in the Position field moves the room and renumbers the others consistently