These options follows the Dyn-UI declaration sign //&&
They can all be combined as long as separated by spaces and on the same line as the variable.
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Tags are case sensitive. Must all be capitalized.
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DEF[...]: specifies the default value of the variable. The value in brackets must match the variable type (except for FileDef type which requires an integer)
ie:
int my_value; //&& DEF[-1]
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This keyword can also be used to initialize variable of embedded interfaces. See INTF below.
LBL[...]: specifies the name to be used in the generated interface instead of the raw variable labeling.
ie:
int my_value; //&& LBL[My Value]
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KEY[...]: uniq identifier representing the variable. Normally, identical to the code name. The only reason why to change the key using this tag is to keep the name but discard all default values attached to it in the various databases. As the Dyn-UI look for variable default values according to the key, if it is not found, then DEF[] value will be used.
ie:
int my_value; //&& KEY[new_value]
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SET[...]: go here to learn how to use setters.
DISABLED: the variable, label and unit will appear disabled on the Interface. Useful to show something which is not available.
READONLY: the value will be displayed only but won't be modifiable (action button will be disabled). Similar to DISABLED but without the grayed out effect.
MMX[...]: boundary values constrain user entered value to remain in the specified min-max bounds. Only for number type.
ie:
int my_value; //&& TYPE[number] MMX[-10,10]
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UNIT[...]: for display only. Can be whatever the user decides. The unit will be displayed at the right of the value text field
ie:
int my_value; //&& TYPE[number] UNIT[rad]
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HINT[...]: text to be displayed in the GUI to explain the purpose or content of this variable
ie:
int my_value; //&& HINT[Put here the target temperature]
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LIST[...]: If variable is an enumeration, puts here all the strings that should be displayed on a drop-list instead of their associated number (which will be stored in the variable). If numbers are not specified in the list, the first one will be 0 and others +1
ie:
int my_value; //&& LIST[cold=1,warm=2,hot=3,danger=5] DEF[warm]
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or:
MyEnum my_value; //&& LIST[Cold, Warn, Hot, Danger] DEF[Cold]
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TYPE[...]: Special type for special predefined Dialog Boxes. These types call special actions in the generated interface. Between parenthesis, the expected variable type.
ie:
int color; //&& TYPE[color]
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List of all types, case insensitive:
String, Text
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Specify that the data is alphanumeric or that LIST[] values are strings and not integers (or #define)
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Number
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When the data is numerical (short, int, long, float, double)
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Boolean, Bool
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When the variable is 1/0, true/false, good/bad, on/off... (bool)
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Color
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Display a color dialog box : (int)
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Chart
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List all defined Chart (string)
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Curves, Curve
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List all defined Curves (string)
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Formation
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List all defined Formation patterns (string)
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Point
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List all defined Points (feature) in the related scenario (string)
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Path
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List all defined Paths (feature) in the related scenario (string)
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Zones, Zone
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List all defined Special Zones (feature) in the related scenario (string)
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Road
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List all defined Roads in the related scenario (string)
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Mesh
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List all defined Meshes in the related scenario (string)
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Trajectory
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List all defined Trajectories (feature) in the related scenario (string)
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Flight-Plan
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List all defined Flight Plans (string)
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Orbit
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List all Orbits (string)
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Search-Pattern
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List all Seach Patterns (feature) in the related scenario (string)
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Entity
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List all defined entities (except current one) in the related scenario (string)
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Ent-X
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Synchronize with entity X value
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Ent-Y
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Synchronize with entity Y value
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Ent-Z
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Synchronize with entity Z value
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Ent-Speed
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Synchronize with entity speed value
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Ent-Heading
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Synchronize with entity heading value
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Ent-Logics
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List all entity behavior logics (string)
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Ent-Knowledge
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List all entity behavior knowledge (string)
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Ent-Components
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List all entity components (string)
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Ent-DataModels
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List all entity data-models (string)
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File
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Go here for a full description
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FileDef
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Go here for a full description
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Null
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Useful to set a defined pointer to NULL in setDefault. Will not appear in the generated interface
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ENUM[...]: go here to learn how to use this keyword
INTF[...] or INTFC[...]: go here to learn how to use this keyword
GROUP[label,nb]: to group (from the current one) the nb following fields (including this one) into the same background color. The label will be displayed on the left corner of the first group item.
int type; //&& TYPE[FileDef] FILE[Entities.def] PATH[$(VSTASKER_DIR)/Runtime/CIGI/Settings/Titan]
int categ; //&& LBL[Category] DEF[Land] LIST[Other=0,Land=1,Sea=2,Air=3]
float min_dist; //&& LBL[Update: Distance] DEF[0.5] UNIT[m] HINT[Minimum change for update] GROUP[minimums,3]
float min_angle; //&& LBL[Update: Angle] DEF[1] UNIT[deg] HINT[Minimum change for update]
int min_time; //&& LBL[Update: Time] DEF[5] UNIT[s] HINT[Update every seconds, 0 for always]
int on_focus; //&& LBL[Update on focus] DEF[true] TYPE[boolean]
int fcs_dist; //&& LBL[Close to focus] DEF[5] HINT[Distance to focused entity to trigger update]
int state; //&& LBL[Entity State] DEF[Active] LIST[Standby=0,Active=1,Remove=2]
char parent[NS]; //&& LBL[Parent Entity] TYPE[Entity]
int collision; //&& LBL[Collision Detection] DEF[Enable] LIST[Disable=0, Enable=1]
int alpha_en; //&& LBL[Inherit Alpha] DEF[false] TYPE[boolean] DISABLED
int anim_state; //&& DEF[Stop] LIST[Stop=0,Pause=1,Play=2,Continue=3] DISABLED
int clamping; //&& DEF[AltAttClamp] LIST[NoClamp=0,AltClamp=1,AltAttClamp=2]
int smoothing; //&& DEF[false] TYPE[boolean] DISABLED