Feature #1632
Feature #1608: Integrate Doomsday Script
InFine 2.0 (on top of Doomsday Script)
0%
Description
InFine is a specialized language for specifying UI animation scripts. It also has some features for interactivity, however there is a need (#1630) to expand that much further.
InFine should be redesigned to be a convenience layer over Doomsday Script. In practice, each InFine command would be automatically translated to a Doomsday Script function call. InFine objects would be regular variables inside a script process reserved for running the animation.
This way Doomsday Script can provide a powerful basis for extending the capabilities of InFine into containing whatever logic is needed by the animations and/or UIs. InFine would remain as a convenience/backwards compatible language for specifying finales, animations, and UIs.
Also, plain Doomsday Script can be used to manipulate InFine objects freely through variables.
Related issues
History
#1 Updated by skyjake about 11 years ago
- Parent task set to #1608
#2 Updated by skyjake about 11 years ago
- Description updated (diff)
#3 Updated by skyjake about 10 years ago
- Related to Feature #1630: Implement game menus with InFine (InfineWidget) added
#4 Updated by skyjake over 9 years ago
- Description updated (diff)
#5 Updated by skyjake almost 5 years ago
- Target version set to Modding
#6 Updated by skyjake almost 5 years ago
- Related to Feature #1331: [InFine] Evaluate cvars with IF condition added
#7 Updated by skyjake almost 5 years ago
- Related to Feature #1357: [InFine] More blending modes (add/mul/inv etc) added
#8 Updated by skyjake almost 5 years ago
- Related to Feature #1389: [InFine] Check if resource originates from an IWAD added
#9 Updated by skyjake almost 5 years ago
- Related to Feature #1451: [InFine] stopsound added
#10 Updated by skyjake almost 5 years ago
- Related to Feature #1556: [InFine] Randomized placement/selection added