#name "My Test" // JBW - don't convert #dll "all" "defaultconvert" #source_dir "source_data/" // #target_dir "output/temp/" #file_ext "*.txt" data testdata("weapon.gdf") enum { "name1", "name2", "name3", "name4", "name5" } mapnames //int 100 1 500 f struct { // bool verbose enum { "action", "movement" } animtype enum { "val1", "val2" } testenum struct { enum { "val3", "val4" } testenum2 int 100 1 500 testint } teststruct } animation enum { "idle", "patrol", "balcony_idle" } type_idle enum { "idle", "patrol", "balcony_idle" } type_idle2 enum { "idle", "patrol", "balcony_idle" } type_idle3 enum { "idle", "patrol", "balcony_idle" } type_idle4 string mapkey map struct { int 100 1 500 f string here enum { "1", "2", "3" } testenum } testmap [ event "event_name" { newentry(type_idle4) newentry(type_idle) } ] ref(struct { int 100 1 500 f string here enum { "1", "2", "3" } testenum }) ref_var(testmap, mapkey) string filename int 0 0 1 f int 0 0 1 g /* list entity map // map here is a variable name - essentially a list of values map shader shaderlist // map here is a type - essentially a list of variables all of the same type (so they are not predefined) */ vcontainer { spinedit(f, 1, 1) spinedit(g, 1, 1) spinedit(f == g, 1, 1) spinedit(filename == "here", 1, 1) spinedit((f == g) && (f == g ? f : NULL), 1, 1) using ref_var { spinedit(f, 5, 10) edit(here) scrollbox(testenum) button("new file", "new_file") } fileedit(filename) edit(mapkey) button("clickme text", "event_name") spinedit(f, 5, 10) hcontainer { scrollbox(type_idle) scrollbox(type_idle4) } vcontainer { scrollbox(type_idle2) scrollbox(type_idle) } using animation { vcontainer { // bool(verbose) scrollbox(animtype) scrollbox(testenum) using teststruct { scrollbox(testenum2) spinedit(testint, 5, 10) } } } vcontainer { // bool animation.verbose scrollbox(animation.animtype) scrollbox(animation.testenum) spinedit(animation.teststruct.testint, 5, 10) scrollbox(animation.teststruct.testenum2) } listbox(testmap, mapkey) } /* // variable values type_idle3 "idle3" type_idle4 "idle4" type_idle2 "idle2" type_idle "idle" models/human/animation/viewmodel/sten/raise_sten_stand { verbose 1 animtype action } struct { bool verbose enum { action movement } animtype } animation */