@normen said: Well we already have a TopComponent that opens when you click on a scene.. As was said in this thread the buttons to select editors/plugins would move to the main editor window, they'd select the current manipulation tools (terrain, composer, etc.). There will still only be one instance of the editor for now. Additional window elements by plugins can be shown at the bottom, basically like it is now for the terrain editor, vehicle editor and scene composer. The material editor would not be a part of the scene editor but still works "live" in scenes when you edit materials that are in the scene, as it does now. The SceneExplorer is a global thing and cannot be integrated in the editor window, you can move it to any place you like with the window layout manager however.
Explaining why these things are done as they are coming from the angle of user-level ideas is kind of futile. For example the “one scene open at a time” limitation depends on engine functionality, the way certain windows are embedded and selections are handled are defined by the framework etc. Everybody has an opinion on where a certain button should be, when I ask questions about hard implementation issues (like here) nobody chips in. I mean, with no hard feelings, why do you want to know these things? The UI is a means to interact with the data, not a way to structure it.
As an implementer who is actually concerned about work flow, and as I am also the one who will be using this, I am absolutely interested in UI layout and how things operate and integrate.
And as the UI is a means to interact with the data, the UI should be so that it provides the least painful way in doing so. And the current approach is, plainly speaking, a pain in the ass.
And so is the UI editor provided with the netbeans framework, especially when using layouts. Yet, I believe that the peops over at the netbeans development team are keen on improving the overall UX in order to make more people happy when using their UI designer.