GUI Scripting: References & Resources: Difference between revisions
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''This page is part of a series. See [[GUI Scripting Language]] for overview.'' | ''This page is part of a series. See [[GUI Scripting Language]] for overview.'' | ||
==FYI - Earliest id Games – Before GUI Scripting== | ==FYI - Earliest id Games – Before GUI Scripting== | ||
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===Ref 2 – Doom 3 GUI Scripting=== | ===Ref 2 – Doom 3 GUI Scripting=== | ||
====Original Source - www.modwiki.net==== | ====Original Source - www.modwiki.net==== | ||
This Doom 3 "GUI scripting quick reference" is possibly due to Zeh. | This Doom 3 "GUI scripting quick reference" is possibly due to Zeh. The site has these main child pages: | ||
* Items (i.e., guiDef types) | |||
* Item properties | |||
* Variables types (i.e., User variables) | |||
* Events | |||
* Commands | |||
and further breakouts from those. | |||
====Current Source - modwiki.dhewm3.org==== | ====Current Source - modwiki.dhewm3.org==== | ||
* [https://modwiki.dhewm3.org/GUI_scripting "GUI scripting"] | * [https://modwiki.dhewm3.org/GUI_scripting "GUI scripting"] | ||
====Alternative Source - Wayback Machine==== | ====Alternative Source - Wayback Machine==== | ||
* [https://web.archive.org/web/20061212125800/http://www.modwiki.net/wiki/GUI_scripting "GUI scripting"]. | * [https://web.archive.org/web/20061212125800/http://www.modwiki.net/wiki/GUI_scripting "GUI scripting"]. | ||
(An archived copy of this same content from | |||
[https://web.archive.org/web/20071026031810/http://wiki.doom3reference.com/wiki/GUI_scripting from wiki.doom3reference.com] doesn't appear to retrieve correctly.) | |||
===Ref 3 – Quake 4 GUIEditor=== | ===Ref 3 – Quake 4 GUIEditor [and Language]=== | ||
====Original Source - www.iddevnet.com==== | ====Original Source - www.iddevnet.com==== | ||
Both Doom 3 and Quake 4 have their own versions of an embedded "Quake 4 GUI Editor" invoked by "editguis". See [[GUI Scripting: Tools]]. Between Doom 3 and Quake 4, these tools - and their underlying languages and usage - are similar but not identical. So use this 2005 Quake 4 information with caution. Why list it here? Because for many aspects it’s the most informative. | Both Doom 3 and Quake 4 have their own versions of an embedded "Quake 4 GUI Editor" invoked by "editguis". See [[GUI Scripting: Tools]]. Between Doom 3 and Quake 4, these tools - and their underlying languages and usage - are similar but not identical. So use this 2005 Quake 4 information with caution. Why list it here? Because for many aspects it’s the most informative. | ||
This source has the following top-level contents: | |||
* Using the GUIEditor | |||
* Guidelines for GUI Editing and Creation | |||
* Scripting Actions and Animations | |||
* Floats, Definevec4, and NamedEvents | |||
* Def Types | |||
* Def Flags | |||
* GUI Variables | |||
* GUI Parms | |||
* Font Information | |||
* Adding Fonts to use in Quake 4 GUIs | |||
* Placing a GUI In a Map | |||
====Current Source - iddevnet.dhewm3.org==== | ====Current Source - iddevnet.dhewm3.org==== | ||
* [https://iddevnet.dhewm3.org/quake4/GUIEditor.html "GUIEditor" (Quake 4 version)] | * [https://iddevnet.dhewm3.org/quake4/GUIEditor.html "GUIEditor" (Quake 4 version)] | ||
===Ref 4 - Zeh's "(not yet) Complete GUI reference"=== | |||
====Original Source - wiki.doom3reference.com==== | |||
This Oct 2007 post is probably a predecessor to Ref 2 here. Includes credits to rich_is_bored, goliathvt, patd, kazahana, Eutectic. | |||
====Current Source - TBD==== | |||
===Ref | ===Ref 5 - Zeh’s Doom 3 "Complete GUI Scripting" Tutorials=== | ||
====Original Source - www.doom3world.org==== | ====Original Source - www.doom3world.org==== | ||
In 2004, zeh (aka Zeh Fernando), developed an informal "Complete GUI Scripting" tutorial in a doom3world forum. This was subsequently migrated to modwiki, and then more recently to dhewm3. A work-in-progress introduction to the series can be seen in [https://zehfernando.com/2004/doom-3-gui-scripting-tutorials/ zeh’s personal page], but the links there no longer work. | In 2004, zeh (aka Zeh Fernando), developed an informal "Complete GUI Scripting" tutorial in a doom3world forum. This was subsequently migrated to modwiki, and then more recently to dhewm3. A work-in-progress introduction to the series can be seen in [https://zehfernando.com/2004/doom-3-gui-scripting-tutorials/ zeh’s personal page], but the links there no longer work. | ||
====Current Source - modwiki.dhewm3.org==== | ====Current Source - modwiki.dhewm3.org==== | ||
* [https://modwiki.dhewm3.org/doom3world/index.php?thread_id=3127 | ''From https://modwiki.dhewm3.org/doom3world/ or https://modwiki.dhewm3.org/Tutorial_list#zehs-tutorials'' | ||
* [https://modwiki.dhewm3.org/doom3world/index.php?thread_id=3128 | * [https://modwiki.dhewm3.org/doom3world/index.php?thread_id=3127 Tutorial 0: A GUI script primer] | ||
* [https://modwiki.dhewm3.org/doom3world/index.php?thread_id=3158 | * [https://modwiki.dhewm3.org/doom3world/index.php?thread_id=3128 Tutorial 1: Your first GUI script] | ||
* [https://modwiki.dhewm3.org/doom3world/index.php?thread_id=3241 | * [https://modwiki.dhewm3.org/doom3world/index.php?thread_id=3158 Tutorial 2: Using the built-in GUI editor]. | ||
* [https://modwiki.dhewm3.org/doom3world/index.php?thread_id=3241 Tutorial 3: Preparing and importing assets (cake status reporter #1)]. IMPORTANT: In this link, two versions of the content are appended: the first is missing its images, the second is complete. | |||
* [https://modwiki.dhewm3.org/doom3world/index.php?thread_id=3606 Tutorial 4: Making simple interactions (cake status reporter #2)] | |||
* [https://modwiki.dhewm3.org/doom3world/index.php?thread_id=3868 Tutorial 5: Applying a GUi script to a map (cake status reporter #3)] | |||
* [https://modwiki.dhewm3.org/doom3world/index.php?thread_id=5383 Tutorial 6: Creating a new HUD GUI (classic DOOM HUD #1)] | |||
* [https://modwiki.dhewm3.org/doom3world/index.php?thread_id=5486 Tutorial 7: Creating basic HUD items (classic DOOM HUD #2)] | |||
* [https://modwiki.dhewm3.org/doom3world/index.php?thread_id=5494 Tutorial 8: Using named events (classic DOOM HUD #3)] | |||
* [https://modwiki.dhewm3.org/doom3world/index.php?thread_id=5543 Tutorial 9: Animating the marine face HUD (classic DOOM HUD #4)] | |||
See also 2 additional tutorials available from Wayback Machine | |||
====Alternative Source - Wayback Machine==== | ====Alternative Source - Wayback Machine==== | ||
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* [https://web.archive.org/web/20130320004109/http:/www.doom3world.org/phpbb2/viewtopic.php?t=5494 Tutorial 8: Using named events] | * [https://web.archive.org/web/20130320004109/http:/www.doom3world.org/phpbb2/viewtopic.php?t=5494 Tutorial 8: Using named events] | ||
* [https://web.archive.org/web/20130320004109/http:/www.doom3world.org/phpbb2/viewtopic.php?t=5543 Tutorial 9: Animating the marine face HUD] | * [https://web.archive.org/web/20130320004109/http:/www.doom3world.org/phpbb2/viewtopic.php?t=5543 Tutorial 9: Animating the marine face HUD] | ||
* [https://web.archive.org/web/20081028224423/http://www.doom3world.org/phpbb2/viewtopic.php?t=11923 Tutorial 10: Using custom fonts (classic DOOM HUD #5)] | |||
* [https://web.archive.org/web/20100522173219/http://www.doom3world.org/phpbb2/viewtopic.php?t=11924 Tutorial 11: Editing fonts (classic DOOM HUD #6)] | |||
===Ref | ===Ref 6 – Doom 3 Tutorials by Rich_is_bored=== | ||
====Original Source - www.doom3world.org==== | ====Original Source - www.doom3world.org==== | ||
Links to Wayback Machine archived versions of this tutorial and Zeh’s above, originally at (now defunct) doom3world.org, were found at [https://modwiki.dhewm3.org/doom3world/index.php?thread_id=3017 this page] | Links to Wayback Machine archived versions of this tutorial and Zeh’s above, originally at (now defunct) doom3world.org, were found at [https://modwiki.dhewm3.org/doom3world/index.php?thread_id=3017 this page] | ||
Line 69: | Line 100: | ||
* [https://web.archive.org/web/20130320004109/http:/www.doom3world.org/phpbb2/viewtopic.php?t=7207 Making Video GUIs] | * [https://web.archive.org/web/20130320004109/http:/www.doom3world.org/phpbb2/viewtopic.php?t=7207 Making Video GUIs] | ||
===Ref | ===Ref 7 - Demo Video by CruiseLinerMod=== | ||
A 2014 video showing examples of custom interactive GUIs, as video screens, in Doom 3 style maps. Note the mouse cursors characteristic of Doom 3 interactive GUIs. | A 2014 YouTube video showing examples of custom interactive GUIs, as video screens, in Doom 3 style maps. Note the mouse cursors characteristic of Doom 3 interactive GUIs. | ||
* [https://www.youtube.com/watch?v=fJsn1DOz4Ho] | * [https://www.youtube.com/watch?v=fJsn1DOz4Ho Demo Video by CruiseLinerMod] | ||
===Ref 8 - Doom 3 Test Project by Jared E. Mitchell=== | |||
The link shows project work on several platforms. For the section related to Doom 3, parts of a project is shown, evidently involving an in-game monitor with a cursor-driven 2D puzzle, where "walls" are represented by colored bars. A screenshot shows development using editguis, and a portion of a GUI script with "runscript" commands in the event handlers. (There is a video, but inaccessible.) | |||
* [https://jaredemitchell.com/scripting-examples/ Scripting Examples] | |||
===Ref | ===Ref 9 - C++ Class Reference for Doom 3 GPL=== | ||
A visualization of Doom 3’s hierarchy structure, specifically related to classes implementing guiDefs. | A visualization of Doom 3’s hierarchy structure, specifically related to classes implementing guiDefs. | ||
* [https://dev.visucore.com/doom3/doxygen/classid_window.html Classid Window]. | * [https://dev.visucore.com/doom3/doxygen/classid_window.html Classid Window diagram]. | ||
* [https://dev.visucore.com/doom3/doxygen/_window_8cpp_source.html Window.cpp source code]. | |||
===Ref 10 - TDM Forum Posts by HMart et al=== | |||
* [https://forums.thedarkmod.com/index.php?/topic/20506-ack-simple-guiscript-question/#comment-450140 July 2020], about differences between TDM & Quake 4. | |||
* [https://forums.thedarkmod.com/index.php?/topic/20100-idtech-4-gui-scripting/#comment-439778 2019], about raising an event from inside a GUI event handler. | |||
===Ref 11 - TDM Forum Posts by ishtvan et al=== | |||
* [https://forums.thedarkmod.com/index.php?/topic/12987-interactive-gui-surface-question/#comment-266413 interactive gui surface] | |||
==TDM Resources Used in Analysis== | ==TDM Resources Used in Analysis== | ||
Line 81: | Line 124: | ||
GUI code full-examples, snippets, and analysis of usage frequency are largely based on TDM 2.10 core menus .gui files, found in tdm_gui01.pk4. This includes (within /guis/) the hierarchy of main menu .gui files, that starts with "mainmenu.gui" and #includes the others (tagged as mainmenu_*.gui). | GUI code full-examples, snippets, and analysis of usage frequency are largely based on TDM 2.10 core menus .gui files, found in tdm_gui01.pk4. This includes (within /guis/) the hierarchy of main menu .gui files, that starts with "mainmenu.gui" and #includes the others (tagged as mainmenu_*.gui). | ||
The main menu hierarchy includes not only the starting menu but also briefing, videos, objectives, load/save, missions success, and credits. | The main menu hierarchy includes not only the starting menu but also briefing, videos, objectives, load/save, missions success, and credits. | ||
The GUIs in these files call into the C++ code, as detailed in See [[GUI Scripting: Parsing Set ' | The GUIs in these files call into the C++ code, as detailed in See [[GUI Scripting: Parsing of Set 'Cmd']]. Those calls appear in event handlers (usually onAction or onTime, less commonly onMouseEnter or onNamedEvent). | ||
===TDM’s Core .Scripts and Engine Code=== | ===TDM’s Core .Scripts and Engine Code=== | ||
Understanding of GUI syntax and coverage, and development of code snippets and examples, sometimes required delving into associated TDM 2.10 script objects and the underlying engine C++/H source code (2.10 or 2.11 pre). | Understanding of GUI syntax and coverage, and development of code snippets and examples, sometimes required delving into associated TDM 2.10 script objects and the underlying engine C++/H source code (2.10 or 2.11 pre). | ||
===TDM FM Inspection=== | ===TDM FM Inspection=== | ||
A sampling of TDM games (locally acquired during TDM 2.07-2.10 but including games created earlier) was available to text-search. This could provide supplementary insight into patterns of usage, e.g. of .gui and .script features. | A sampling of TDM games (locally acquired during TDM 2.07-2.10 but including games created earlier) was available to text-search. This could provide supplementary insight into patterns of usage, e.g. of .gui and .script features. | ||
{{GUI}} |
Latest revision as of 17:57, 4 November 2022
This page is part of a series. See GUI Scripting Language for overview.
FYI - Earliest id Games – Before GUI Scripting
Initially, there was no GUI scripting language, just UI coding in C. See for example:
- For Quake 3 , a 3-part 2001 UI Tutorial by IoN_PuLse, starting with UI Coding Tutorial #1
- For Quake 3 Arena, tutorials about HUD scoreboard (by Heffx) or popup menus (by HypoThermia).
Doom 3/Quake 4 GUI Tutorials and Reference Lists
Much of this TDM wiki "GUI Scripting" series, particularly about Properties, draws from the first 3 references listed next, arguably the three best tutorials and language references of the Doom 3/Quake 4 era. While the original host sites are no more, these pages have been migrated with reformatting to dhewm3. Alternative sources (probably without reformatting) are shown in some cases.
Ref 1 - Making Doom 3 Mods: GUIS
Original Source - www.iddevnet.com
From the original 2004 id Studios documentation, part of an extensive tutorial series "Doom3 Software Development Kit, Making Doom 3 Mods". This particular page includes a walkthrough using the "testguis" command. See GUI Scripting: Tools, for additional commentary about doing that.
Current Source - iddevnet.dhewm3.org
There is also a link to a brief mention of editguis
Alternative Source - old.mrhide.fr
Ref 2 – Doom 3 GUI Scripting
Original Source - www.modwiki.net
This Doom 3 "GUI scripting quick reference" is possibly due to Zeh. The site has these main child pages:
- Items (i.e., guiDef types)
- Item properties
- Variables types (i.e., User variables)
- Events
- Commands
and further breakouts from those.
Current Source - modwiki.dhewm3.org
Alternative Source - Wayback Machine
(An archived copy of this same content from from wiki.doom3reference.com doesn't appear to retrieve correctly.)
Ref 3 – Quake 4 GUIEditor [and Language]
Original Source - www.iddevnet.com
Both Doom 3 and Quake 4 have their own versions of an embedded "Quake 4 GUI Editor" invoked by "editguis". See GUI Scripting: Tools. Between Doom 3 and Quake 4, these tools - and their underlying languages and usage - are similar but not identical. So use this 2005 Quake 4 information with caution. Why list it here? Because for many aspects it’s the most informative.
This source has the following top-level contents:
- Using the GUIEditor
- Guidelines for GUI Editing and Creation
- Scripting Actions and Animations
- Floats, Definevec4, and NamedEvents
- Def Types
- Def Flags
- GUI Variables
- GUI Parms
- Font Information
- Adding Fonts to use in Quake 4 GUIs
- Placing a GUI In a Map
Current Source - iddevnet.dhewm3.org
Ref 4 - Zeh's "(not yet) Complete GUI reference"
Original Source - wiki.doom3reference.com
This Oct 2007 post is probably a predecessor to Ref 2 here. Includes credits to rich_is_bored, goliathvt, patd, kazahana, Eutectic.
Current Source - TBD
Ref 5 - Zeh’s Doom 3 "Complete GUI Scripting" Tutorials
Original Source - www.doom3world.org
In 2004, zeh (aka Zeh Fernando), developed an informal "Complete GUI Scripting" tutorial in a doom3world forum. This was subsequently migrated to modwiki, and then more recently to dhewm3. A work-in-progress introduction to the series can be seen in zeh’s personal page, but the links there no longer work.
Current Source - modwiki.dhewm3.org
From https://modwiki.dhewm3.org/doom3world/ or https://modwiki.dhewm3.org/Tutorial_list#zehs-tutorials
- Tutorial 0: A GUI script primer
- Tutorial 1: Your first GUI script
- Tutorial 2: Using the built-in GUI editor.
- Tutorial 3: Preparing and importing assets (cake status reporter #1). IMPORTANT: In this link, two versions of the content are appended: the first is missing its images, the second is complete.
- Tutorial 4: Making simple interactions (cake status reporter #2)
- Tutorial 5: Applying a GUi script to a map (cake status reporter #3)
- Tutorial 6: Creating a new HUD GUI (classic DOOM HUD #1)
- Tutorial 7: Creating basic HUD items (classic DOOM HUD #2)
- Tutorial 8: Using named events (classic DOOM HUD #3)
- Tutorial 9: Animating the marine face HUD (classic DOOM HUD #4)
See also 2 additional tutorials available from Wayback Machine
Alternative Source - Wayback Machine
- Tutorial 0: A GUI Script Primer
- Tutorial 1: Your First GUI Script
- Tutorial 2: Using the GUI Editor
- Tutorial 3: Preparing and Importing Assets
- Tutorial 4: Making Simple Interactions
- Tutorial 5: Applying a GUI script to a map
- Tutorial 6: Creating a new HUD GUI
- Tutorial 7: Creating basic HUD items
- Tutorial 8: Using named events
- Tutorial 9: Animating the marine face HUD
- Tutorial 10: Using custom fonts (classic DOOM HUD #5)
- Tutorial 11: Editing fonts (classic DOOM HUD #6)
Ref 6 – Doom 3 Tutorials by Rich_is_bored
Original Source - www.doom3world.org
Links to Wayback Machine archived versions of this tutorial and Zeh’s above, originally at (now defunct) doom3world.org, were found at this page
Current Source - Wayback Machine
- Quick & Dirty GUI Tutorial
- GUI Command Reference (work in progress)
- Security Camera Tutorial
- Making Video GUIs
Ref 7 - Demo Video by CruiseLinerMod
A 2014 YouTube video showing examples of custom interactive GUIs, as video screens, in Doom 3 style maps. Note the mouse cursors characteristic of Doom 3 interactive GUIs.
Ref 8 - Doom 3 Test Project by Jared E. Mitchell
The link shows project work on several platforms. For the section related to Doom 3, parts of a project is shown, evidently involving an in-game monitor with a cursor-driven 2D puzzle, where "walls" are represented by colored bars. A screenshot shows development using editguis, and a portion of a GUI script with "runscript" commands in the event handlers. (There is a video, but inaccessible.)
Ref 9 - C++ Class Reference for Doom 3 GPL
A visualization of Doom 3’s hierarchy structure, specifically related to classes implementing guiDefs.
Ref 10 - TDM Forum Posts by HMart et al
- July 2020, about differences between TDM & Quake 4.
- 2019, about raising an event from inside a GUI event handler.
Ref 11 - TDM Forum Posts by ishtvan et al
TDM Resources Used in Analysis
TDM’s Core GUIs
GUI code full-examples, snippets, and analysis of usage frequency are largely based on TDM 2.10 core menus .gui files, found in tdm_gui01.pk4. This includes (within /guis/) the hierarchy of main menu .gui files, that starts with "mainmenu.gui" and #includes the others (tagged as mainmenu_*.gui). The main menu hierarchy includes not only the starting menu but also briefing, videos, objectives, load/save, missions success, and credits. The GUIs in these files call into the C++ code, as detailed in See GUI Scripting: Parsing of Set 'Cmd'. Those calls appear in event handlers (usually onAction or onTime, less commonly onMouseEnter or onNamedEvent).
TDM’s Core .Scripts and Engine Code
Understanding of GUI syntax and coverage, and development of code snippets and examples, sometimes required delving into associated TDM 2.10 script objects and the underlying engine C++/H source code (2.10 or 2.11 pre).
TDM FM Inspection
A sampling of TDM games (locally acquired during TDM 2.07-2.10 but including games created earlier) was available to text-search. This could provide supplementary insight into patterns of usage, e.g. of .gui and .script features.