GUI Scripting: Parsing of Set 'Cmd': Difference between revisions
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* [http://www.iddevnet.com/doom3/guis.php Introduction to Doom3 GUIs] | * [http://www.iddevnet.com/doom3/guis.php Introduction to Doom3 GUIs] | ||
* [http://www.modwiki.net/wiki/GUI_scripting GUI Scripting] on modwiki | * [http://www.modwiki.net/wiki/GUI_scripting GUI Scripting] on modwiki | ||
* [ | * [https://modwiki.xnet.fi/Set_%28GUI_command%29 The "set" command] on modiwki |
Revision as of 02:05, 30 September 2014
GUI commands
Commands in the main menu GUI with "cmd" as first parameter
set "cmd" "mycommand argument1 argument2;"
are handled in idGameLocal::HandleMainMenuCommands() in game/game_local.cpp.
For each of the parts "mycommand", "argument1", "argument2" and sometimes the final ";", the routine is called again.
One special case is just using "set" "cmd" "mycommand", this will call HandleMainMenuCommands() twice, once with "mycommand" and once with ";" as the menuCommand parameter.
Commands like "play" or "music" are special cases, too, only the first part ("play" or "music") is relayed to the routine, but the argument is not. Thus it seems impossible to recover what sound shader is to be played.
Solution
The routine there fore predicts how much arguments the current command takes, accumulates them on a stack. And when it has seen enough arguments, handles the command and clears the stack before returning.
Any stray ";" as command is silently skipped.
The routine will also complain if you give not enough arguments to a command.
Examples
set "cmd" "play sound/meta/menu/mnu_hover"; // will result in "play", and potentially ";" set "cmd" "log 'Some text here';"; // will result in "log", "Some text here" and ";" set "cmd" "mainmenu_heartbeat"; // will result in "mainmenu_heartbeat" and ";" set "cmd" "mainmenu_heartbeat;"; // will result in "mainmenu_heartbeat", ";" and ";"
See also
- Introduction to Doom3 GUIs
- GUI Scripting on modwiki
- The "set" command on modiwki