cod4-sdk/deffiles/input.gdf

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2008-01-19 00:00:00 +00:00
#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
*/