Feature #1197
Feature #4: UI improvements
Scriptable UI
10%
Description
Doomsday UI widgets should provide bindings for Doomsday Script so that scripts would be able to create and manipulate widgets. Script functions should also be used as callbacks for UI actions.
One should be able to define the UI widget structure using a set of ScriptedInfo
files, as a declarative document structure is more suitable for defining hierarchical objects with many properties.
Related issues
History
#1 Updated by skyjake over 21 years ago
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I think all the menus should be set up using console
commands, read from e.g. Menus.cfg in the runtime dir. This
allows modifying the menus even at runtime. And naturally
all the 'effects' of selecting menu items should be console
commands themselves.
#2 Updated by skyjake about 11 years ago
- Tags set to UI, Scripting
- Description updated (diff)
- % Done changed from 0 to 10
The new UI framework being built for Doomsday 2.0 (UI migration started in 1.11) will be scriptable through Doomsday Script. However, it is still an open question how/when the game UI will be incorporated in this framework (becoming scriptable, too).
See: Scripted UI proposal
#3 Updated by skyjake about 11 years ago
- Status changed from New to In Progress
#4 Updated by skyjake about 11 years ago
- Parent task set to #4
#5 Updated by skyjake about 11 years ago
- Description updated (diff)
- Category set to Enhancement
- Assignee set to skyjake
Refocusing this issue to be about scriptability of Doomsday's UI framework. The game menus are a separate (sub)topic (#1630).
#6 Updated by skyjake over 8 years ago
- Status changed from In Progress to Progressed
#7 Updated by skyjake over 7 years ago
- Related to Feature #1630: Implement game menus with InFine (InfineWidget) added
#8 Updated by skyjake almost 5 years ago
- Status changed from Progressed to Rejected
While cool, I don't think there is much use for this feature as described.
The native UI fulfills its current requirements. Custom UI for games should be entirely script-based, perhaps within the InFine/menu system.