33typedef enum uiActionType_s {
124typedef union uiTerminalActionData_s {
144typedef struct uiAction_s {
194typedef struct uiValue_s {
208typedef struct uiCallContext_s {
definitions common between client and server, but not game lib
QGL_EXTERN GLsizei const GLvoid * data
QGL_EXTERN GLint GLenum type
QGL_EXTERN GLint GLenum GLboolean GLsizei const GLvoid * pointer
Atomic element to store UI scripts The parser use this atom to translate script action into many tree...
short type
Define the type of the element, it can be a command, an operator, or a value.
uiTerminalActionData_t d1
struct uiAction_s * next
Next element in the action list.
short subType
Some operators/commands/values can use it to store info about the content.
uiTerminalActionData_t d2
struct uiAction_s * right
Contain the context of the calling of a function.
Atomic structure used to define most of the UI.
Type for uiAction_t It also contain type about type (for example EA_BINARYOPERATOR).
void UI_ExecuteEventActionsEx(uiNode_t *source, const uiAction_t *firstAction, linkedList_t *params)
void UI_ExecuteEventActions(uiNode_t *source, const uiAction_t *firstAction)
const char * UI_GetParam(const uiCallContext_t *context, int paramID)
uiActionType_t
Type for uiAction_t It also contain type about type (for example EA_BINARYOPERATOR).
@ EA_OPERATOR_FLOAT2FLOAT
@ EA_VALUE_PATHPROPERTY_WITHINJECTION
@ EA_OPERATOR_BOOLEAN2BOOLEAN
@ EA_OPERATOR_FLOAT2BOOLEAN
@ EA_OPERATOR_PATHPROPERTYFROM
@ EA_OPERATOR_STRING2BOOLEAN
@ EA_VALUE_CVARNAME_WITHINJECTION
@ EA_VALUE_STRING_WITHINJECTION
@ EA_VALUE_PATHNODE_WITHINJECTION
void UI_InitActions(void)
int UI_GetActionTokenType(const char *token, int group)
return an action type from a token, and a group
void UI_PoolAllocAction(uiAction_t **action, int type, const void *data)
Set a new action to a uiAction_t pointer.
void UI_RemoveListener(uiNode_t *node, const value_t *property, uiNode_t *functionNode)
Remove a function callback from a node event. There can be more than on listener.
uiAction_t * UI_AllocStaticCommandAction(const char *command)
Allocate and initialize a command action.
void UI_AddListener(uiNode_t *node, const value_t *property, uiNode_t const *functionNode)
Add a callback of a function into a node event. There can be more than on listener.
bool UI_IsInjectedString(const char *string)
Test if a string use an injection syntax.
uiValue_t * UI_GetVariable(const uiCallContext_t *context, int relativeVarId)
Return a variable from the context.
void UI_ExecuteConFuncActions(uiNode_t *source, const uiAction_t *firstAction)
allow to inject command param into cmd of confunc command
int UI_GetParamNumber(const uiCallContext_t *context)
void UI_FreeStringProperty(void *pointer)
Free a string property if it is allocated into ui_dynStringPool.
const char * UI_GenInjectedString(const char *input, bool addNewLine, const uiCallContext_t *context)
Replace injection identifiers (e.g. <eventParam>) by a value.
Defines the data of a uiAction_t leaf. It allows different kind of data without cast.