EdenSpark EdenSpark EdenSpark
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Contents:

  • Getting Started
    • Start Here
    • Build Your First Game
    • Create Your Custom Mesh
    • UI Basics
    • Console Commands and Cheats
    • Hotkeys
    • User Menu
    • Debugger
    • daProfiler
    • Memory Profiler
    • Standalone Build
    • Linux Setup Guide
    • Vibecoding: Making Games with AI Tools
    • AI Generation Tool
    • Main loop
  • Editor
    • Main Menu
    • Preferences
    • Toolbar
    • Performance Monitoring
    • Viewport
    • Outliner
    • Inspector
    • Importer
    • Project Panel
    • Console
    • Code Editor
    • Drag and Drop
    • Notifications
    • Editor Scripting API
  • Scene
  • Resources
    • Models
      • Model Importing
      • Model Editor Tools
        • Model
        • Meshes
        • Physics
        • Materials
        • Animations
      • Model Scripting
      • Model Scripting API
    • Textures
      • Texture Importing
      • Texture Editor Tools
      • Texture Scripting
      • Texture Scripting API
      • CubeMaps and Skyboxes
    • Materials
      • Material Creation
      • Material Editor Tools
      • Material Scripting
      • Material Scripting API
      • Material Properties API
    • Shaders
    • Prefabs
      • Prefab Creation
      • Prefab Editor Tools
      • Prefab Scripting
      • Prefab Scripting API
    • Sounds
    • Fonts
    • Resources module
    • Mesh primitives
    • Create Mesh Async
  • System
  • Input
    • Input consts
    • Action set module
    • Raw input module
    • Global input state
  • Components
    • Components module
    • Render
      • Camera
      • Mesh
      • SpriteRenderer
      • ParticleSystem
      • LodSelector
      • Outline
      • Text3d
      • Sky
      • Ambient Settings
      • ShadowSettings
      • Tonemap
      • Bloom
      • Blur
      • AntiAliasing
      • SSAOSettings
      • SSRSettings
      • DistanceFog
      • RenderPipeline
    • Lights
      • DirectionalLight
      • PointLight
      • SpotLight
    • HD Render
      • HDGlobalIllumination
      • HDStaticShadows
      • HDSky
      • HDSkyOrigin
      • HDWater
      • HDDepthOfField
      • HDExposureAdaptation
    • Physics
      • RigidBody
      • Collider
      • CollisionListener
      • SpringJoint
      • HingeJoint
      • SixDofJoint
      • CharacterController
      • VehicleController
    • Animation
      • Animator
      • SingleAnimationPlayer
    • Navigation
      • Navmesh
    • Audio
    • UI
      • UICanvas
      • UIFrame
      • UIText
      • UIImage
      • UIMask
      • UIAnchor
      • UIButton
      • UICheckbox
      • UITextInput
      • UIDropdown
      • UISlider
      • UIScrollArea
      • UIHorizontalLayout
      • UIVerticalLayout
      • UIFlowLayout
      • UIContentSizeFitter
      • UIColorState
      • UITextureState
      • UIComponent, ui events
  • Physics
  • Math
    • Math module
    • Quaternion module
    • Random module
    • Noise module
    • Color module
    • Curve module
  • Time
  • Render
    • Render module
    • Debug render
    • Wireframe render
    • Pixel render
    • HD Renderer
    • UI
    • User Pixel Shaders
    • Shader Graph Nodes
    • Shader and Shader Graph Compiler
  • Sound
  • Local storage
  • Generic storage
  • JSON
  • Coroutines
  • Navigation
  • Behavior Tree
  • Free camera
  • Arcball camera
  • Tweener
    • Easing
    • Tween
  • Daslang’s documentation
    • Daslang 0.6.2 Reference Manual
      • 1. Introduction
      • 2. Design Philosophy
      • 3. The language
        • 3.1. Program Structure
        • 3.2. Lexical Structure
        • 3.3. Values and Data Types
        • 3.4. Pointers
        • 3.5. Constants, Enumerations, Global variables
        • 3.6. Statements
        • 3.7. Expressions
        • 3.8. Function
        • 3.9. Block
        • 3.10. Lambda
        • 3.11. Generator
        • 3.12. Struct
        • 3.13. Class
        • 3.14. Tuple
        • 3.15. Variant
        • 3.16. Bitfield
        • 3.17. Type Aliases
        • 3.18. Array
        • 3.19. Table
        • 3.20. Iterator
        • 3.21. Comprehension
        • 3.22. String Builder
        • 3.23. Modules
        • 3.24. Move, Copy, and Clone
        • 3.25. Clone
        • 3.26. Finalizer
        • 3.27. Temporary types
        • 3.28. Unsafe
        • 3.29. Generic Programming
        • 3.30. Pattern matching
        • 3.31. Annotations
        • 3.32. Options
        • 3.33. Macros
        • 3.34. Reification
        • 3.35. AST Matching
        • 3.36. Built-in Functions
        • 3.37. Lint Tools
      • 4. The Runtime
        • 4.1. Context
        • 4.2. Locks
        • 4.3. Very safe context
        • 4.4. Type Mangling
      • 5. Embedding and Integration
        • 5.1. Quick Start
        • 5.2. C++ API Reference
        • 5.3. C API Reference
        • 5.4. External Modules
        • 5.5. Project Files (.das_project)
        • 5.6. Advanced Topics
      • 6. LINQ-fold patterns — what _fold(...) recognizes
      • 7. daslang strudel vs strudel.cc — Feature Comparison
    • Daslang Standard Library 0.6.2
      • 1. Introduction
      • 2. Core
        • 2.1. Built-in runtime
        • 2.2. Math library
        • 2.3. Math bit helpers
        • 2.4. Boost package for math
        • 2.5. Random generator library
      • 3. Strings
        • 3.1. String manipulation library
        • 3.2. Boost package for string manipulation library
        • 3.3. Soft-failing string-to-numeric conversions returning Result<T; ConversionError>
        • 3.4. Temporary string utilities
        • 3.5. UTF-8 utilities
        • 3.6. Base64 encoding and decoding
        • 3.7. Long string embedding macro
      • 4. I/O and Serialization
        • 4.1. HTTP and WebSocket library (libhv)
        • 4.2. High-level HTTP and WebSocket wrappers
        • 4.3. URI manipulation library based on UriParser
        • 4.4. ANSI terminal color and style helpers
        • 4.5. General purpose serialization
        • 4.6. Command-line utilities
      • 5. Data Structures
        • 5.1. Boost package for array manipulation
        • 5.2. Boost package for the builtin sort
        • 5.3. Flat hash table
        • 5.4. Cuckoo hash table
        • 5.5. SOA (Structure of Arrays) transformation
        • 5.6. Packed boolean array
        • 5.7. Monadic Option<T> — a value-or-nothing tagged pair
        • 5.8. Monadic Result<T, E> — a value-or-error tagged pair
      • 6. Algorithms and Functional
        • 6.1. Miscellaneous algorithms
        • 6.2. Functional programming library
        • 6.3. LINQ
        • 6.4. Boost module for LINQ
        • 6.5. LINQ fold macros (_fold / _old_fold)
        • 6.6. Pattern matching
      • 7. Data Formats
        • 7.1. JSON manipulation library
        • 7.2. Boost package for JSON
        • 7.3. JSON-RPC 2.0 envelope + parser, transport-agnostic
        • 7.4. TOML 1.0 parser
        • 7.5. XML parser (pugixml)
        • 7.6. High-level XML helpers (pugixml boost)
        • 7.7. Regular expression library
        • 7.8. Boost package for REGEX
        • 7.9. PEG parser generator
      • 8. Entity Component System
        • 8.1. DECS, Daslang entity component system
        • 8.2. Boost package for DECS
        • 8.3. DECS debug state reporting
      • 9. Concurrency
        • 9.1. Jobs and threads
        • 9.2. Coroutines and additional generator support
        • 9.3. Async/await coroutine macros
      • 10. AST and Macros
        • 10.1. Runtime type information library
        • 10.2. decltype macro and template function annotation
        • 10.3. Constant expression checker and substitution
      • 11. Annotations and Contracts
        • 11.1. Miscellaneous contract annotations
        • 11.2. Apply reflection pattern
        • 11.3. defer and defer_delete macros
        • 11.4. with_ macro: locked array/table element binding
        • 11.5. if_not_null macro
        • 11.6. static_let macro
        • 11.7. lpipe macro
        • 11.8. Assert once
        • 11.9. Loop unrolling
        • 11.10. Bitfield operator overloads
        • 11.11. Bitfield name traits
        • 11.12. Enumeration traits
        • 11.13. Type trait macros
      • 12. Classes and Interfaces
        • 12.1. Class method macros
        • 12.2. instance_function function annotation
        • 12.3. Interfaces
        • 12.4. C#-like multicast delegate type macro
        • 12.5. Dynamic RTTI type casts
        • 12.6. Generic return type instantiation
      • 13. Testing and Debugging
        • 13.1. Debug agent API
        • 13.2. Debug expression evaluator
        • 13.3. Faker
        • 13.4. Fuzzer
        • 13.5. Debug Adapter Protocol data structures
      • 14. Code Quality and Refactoring
        • 14.1. Paranoid lint pass
        • 14.2. Repo-level lint configuration
        • 14.3. Code validation annotations
        • 14.4. Consume argument optimization
        • 14.5. Call argument removal annotation
      • 15. Image and Font Processing
        • 15.1. Image loading, writing, and resizing (stb_image)
        • 15.2. High-level image API (stbimage_boost)
        • 15.3. Raster operations (pixel copy, convert, SIMD gather/scatter)
        • 15.4. TrueType font loading and rasterization (stb_truetype)
        • 15.5. TrueType font API (stbimage_ttf)
      • 16. Audio and MIDI
        • 16.1. WAV file reading and writing
      • 17. Strudel (Live Coding)
        • 17.1. Event payload and ADSR/delay-time resolvers
        • 17.2. Cycle-space time primitives: TimeSpan, Hap, and cycle helpers
        • 17.3. Pattern algebra, combinators, and fluent control API
        • 17.4. Mini-notation tokenizer, parser, and fluent-DSL entry points
        • 17.5. Musical scales and note-name helpers
        • 17.6. Audio synthesis: oscillators, drums, filters, and effects
        • 17.7. Sample bank and audio file loading
        • 17.8. Voice allocation, effect bus routing, and per-tick mixing
        • 17.9. Top-level playback harness: tracks, BPM/CPS, and threaded audio
        • 17.10. MIDI file parser
        • 17.11. MIDI file playback with GM preset mapping
        • 17.12. SoundFont 2 file parser
        • 17.13. SoundFont 2 per-voice runtime: envelope, LFO, modulators, biquad
        • 17.14. Live-reload state preservation
  • Indices and tables

On this page

  • File
  • Edit
  • Game
  • Window
  • Help
  1. EdenSpark /
  2. Editor /
  3. Main Menu

Main Menu¶

The main menu bar runs along the top of the editor window. It has five menus: File, Edit, Game, Window, and Help.

File¶

  • Take Screenshot — shows a reminder of how to capture a screenshot: start the game and press F11 (see Hotkeys). It does not capture the screenshot itself.

  • Exit (Alt+F4) — close the editor.

Edit¶

  • Undo (Ctrl+Z) / Redo (Ctrl+Shift+Z) — undo or redo the last editor action.

  • Open VSCode project — open the project in VS Code. Shown only when the project has a VS Code workspace.

  • Preferences… — open the Preferences window.

Game¶

Most of these mirror the game-control entries in Console Commands and Cheats and Hotkeys.

  • Play/Stop (Ctrl+P) — start or stop the game.

  • Pause (Ctrl+Shift+P) — pause or resume the game.

  • Next Frame (Ctrl+Alt+P) — advance the game by a single frame.

  • Reload Code (Ctrl+Shift+R) — reload your user scripts. The game state is kept or reset according to Restore Global State.

  • Hard Reload Code (Ctrl+Shift+X) — full reload of user scripts and shared modules; always resets game state.

  • Restore Global State — a toggle; when enabled, the global state is restored after a code reload (does not affect the Hard Reload Code option).

  • Reset / Increase / Decrease Time Scale (Ctrl+Shift+0 / Ctrl+Shift+= / Ctrl+Shift+-) — control the speed of game time.

  • GC Collect All — run a full garbage collection now.

  • GC Set Enable — a toggle for the garbage collector.

  • Pause on Error — a toggle; when enabled, the game pauses when a runtime error occurs.

  • Listen Editor Shortcuts — a toggle for whether editor shortcuts are handled while the game is running.

Window¶

  • AI Generation Tool… — open the AI Generation Tool. Shown only when AI generation is available.

  • Cheat Commands… — open the Cheat Commands window.

  • Profiler — toggle the Profiler window (frame-time and counter graphs); a checkmark shows while it is open. Distinct from the external daProfiler, which is enabled from the toolbar.

  • Open/Close Editor (F10) — switch between the editor and the running game.

  • Reset Docking — restore the default arrangement of the editor panels.

Help¶

  • Documentation… — open the online documentation in a browser.

  • About — show the version information.

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