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DI-Guy SDK Documentation
13.6
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diguyInteractionMachine objects give DI-Guy Scenario users a way of providing interactive, UI-driven input to a scenario that can change the way a scenario progresses. More...
#include <diguyInteractionMachine.h>
Public Types | |
| enum | { UI_APPEARANCE_CONVERSATION = 0, UI_APPEARANCE_INFO, UI_APPEARANCE_NOTIFICATION, UI_APPEARANCE_3, UI_APPEARANCE_4, UI_APPEARANCE_COUNT } |
| This enumeration lists the indices used for various UI appearance calls. More... | |
Public Member Functions | |
| const char * | get_name () |
| Returns the name of the object. More... | |
| int | begin_interaction (const char *initial_state=NULL, const char *initial_input=NULL) |
| This function begins the interaction. More... | |
| int | end_interaction () |
| This function ends the interaction. More... | |
| int | get_interaction_is_active () |
| Returns: 1 if interaction is active and visible, 0 if not. More... | |
| void | set_pause_scenario_while_active (int pause_while_active) |
| This function sets whether the scenario is paused while the interaction is active. More... | |
| int | get_pause_scenario_while_active () |
| Returns: 1 if playback mode will be paused, 0 if not. More... | |
| void | reinitialize () |
| This function resets the interaction to a clean state. More... | |
| void | reset () |
| This function resets the interaction to a reset state. More... | |
| void | set_interaction_subject (diguyCharacter *interaction_subject) |
| This function stores a pointer to the passed character in the interaction machine. More... | |
| diguyCharacter * | get_interaction_subject () |
| Returns: value set by set_interaction_subject() More... | |
| int | update_ui () |
| This function updates the visible interaction UI in DI-Guy Scenario. More... | |
| int | set_initial_ui_appearance (int initial_ui_appearance) |
| This function sets the UI appearance that will be used after a begin_interaction() or reset() call. More... | |
| int | get_initial_ui_appearance () |
| Returns: initial UI appearance as set by set_initial_ui_appearance() More... | |
| int | set_ui_appearance (int ui_appearance) |
| This function sets the current UI appearance that should be used for the interaction. More... | |
| int | get_ui_appearance () |
| Returns: current UI appearance; default is value returned by get_initial_ui_appearance() More... | |
Heading Functions | |
| void | set_initial_heading (const char *initial_heading) |
| This function sets the heading text that will be shown after after a begin_interaction() or reset() call. More... | |
| const char * | get_initial_heading () |
| Returns: initial heading text as set by set_initial_heading() More... | |
| void | set_heading (const char *heading) |
| This function sets the current heading text that will be shown. More... | |
| const char * | get_heading () |
| Returns: current heading text as set by set_heading() More... | |
| void | set_heading_visible (int heading_visible) |
| This function sets whether the heading will be visible. More... | |
| int | get_heading_visible () |
| Returns: whether heading is visible. More... | |
| void | set_heading_color_bg (int ui_appearance, float r, float g, float b, float a=1.0f) |
| This function sets the background color of the heading. More... | |
| void | set_heading_color_fg (int ui_appearance, float r, float g, float b, float a=1.0f) |
| This function sets the foreground/font color of the heading. More... | |
| void | set_heading_font (int ui_appearance, const char *font_family, int font_point_size, int font_is_bold=0, int font_is_italic=0) |
| This function sets the font characteristics of the heading. More... | |
Info Functions | |
| void | set_initial_info (const char *initial_info) |
| Similar to set_initial_heading(), but for info instead. More... | |
| const char * | get_initial_info () |
| Similar to get_initial_heading(), but for info instead. More... | |
| void | set_info (const char *info) |
| Similar to set_heading(), but for info instead. More... | |
| const char * | get_info () |
| Similar to get_heading(), but for info instead. More... | |
| void | set_info_visible (int info_visible) |
| Similar to set_heading_visible(), but for info instead. More... | |
| int | get_info_visible () |
| Similar to get_heading_visible(), but for info instead. More... | |
| void | set_info_color_bg (int ui_appearance, float r, float g, float b, float a=1.0f) |
| Similar to get_heading_visible(), but for info instead. More... | |
| void | set_info_color_fg (int ui_appearance, float r, float g, float b, float a=1.0f) |
| Similar to set_heading_color_fg(), but for info instead. More... | |
| void | set_info_font (int ui_appearance, const char *font_family, int font_point_size, int font_is_bold=0, int font_is_italic=0) |
| Similar to set_heading_font(), but for info instead. More... | |
State Functions | |
States in an interaction machine represent the various states the machine can be in. The current state is typically changed by the user selecting inputs via the UI, but can also be changed by calling set_current_state(). New interaction machines always have the required "begin" and "end" states. | |
| int | get_num_states () |
| Returns: number of states in the interaction machine. More... | |
| const char * | get_state_id_at_index (int index) |
| Returns: string id of state with given index; the returned pointer will never be NULL. More... | |
| void | clear_states () |
| This function removes all existing states from the interaction machine. More... | |
| int | add_state (const char *state_id, const char *entry_script) |
| This function adds a new state to the interaction machine. More... | |
| int | remove_state (const char *state_id) |
| This function removes the specified state from the interaction machine. More... | |
| int | rename_state (const char *old_state_id, const char *new_state_id) |
| This function renames the specified state. More... | |
| int | set_state_entry_script (const char *state_id, const char *entry_script) |
| This function sets the entry script of this state. More... | |
| int | set_begin_state_entry_script (const char *entry_script) |
| This function sets the entry script of the required "begin" state. More... | |
| const char * | get_current_state () |
| This function returns the current state the interaction machine is in. More... | |
| void | set_current_state (const char *new_current_state, int run_entry_script=1) |
| This function sets the current state of the interaction machine. More... | |
Input Functions | |
| void | clear_inputs () |
| This function removes all inputs from the interaction machine. More... | |
| int | add_input (const char *input_id, const char *input_string, const char *resulting_state="", int int_param_0=0) |
| This function adds a new input to the interaction machine. More... | |
| int | remove_input (const char *input_id) |
| This function removes the specified input. More... | |
| int | get_num_inputs () |
| Returns: how many inputs there are. More... | |
| const char * | get_input_id (int index) |
| Returns: input id of the input at the specified index; see add_input() More... | |
| const char * | get_input_string (const char *input_id) |
| Returns: input string of the specified input; see add_input() More... | |
| const char * | get_input_resulting_state (const char *input_id) |
| Returns: resulting state of the specified input; see add_input() More... | |
| int | get_input_int_param_0 (const char *input_id) |
| Returns: integer parameter 0 of the specified input; see add_input() More... | |
| int | select_input (const char *input_id) |
| This function "manually" selects the specified input. More... | |
| const char * | get_last_selected_input () |
| Returns: input id of the last selected input; state entry scripts can use this information to make decisions based on how the state was entered. More... | |
| void | set_last_input_variable (const char *last_input_variable) |
| This function sets the name of the scenario-level variable in which the name of the last selected input will be recorded. More... | |
| const char * | get_last_input_variable () |
| Returns: name of last input variable; empty string ("") if there is none. More... | |
| void | set_inputs_visible (int visible) |
| This function sets whether the inputs section of the UI will be visible. More... | |
| int | get_inputs_visible () |
| Returns: whether the inputs section of the UI will be visible. More... | |
| void | set_input_shortcuts_visible (int visible) |
| This function sets whether a "shortcut" for each input will be visible in the UI, before the input text. More... | |
| int | get_input_shortcuts_visible () |
| Returns: whether the input shortcuts will be visible in the UI. More... | |
| void | set_inputs_font (int ui_appearance, const char *font_family, int font_point_size, int font_is_bold=0, int font_is_italic=0) |
| Similar to set_heading_font(), but for inputs instead. More... | |
| void | set_inputs_color_bg (int ui_appearance, float r, float g, float b, float a=1.0f) |
| Similar to set_heading_color_bg(), but for inputs instead. More... | |
| void | set_inputs_color_fg (int ui_appearance, float r, float g, float b, float a=1.0f) |
| Similar to set_heading_color_fg(), but for inputs instead. More... | |
Deprecated Functions | |
The following functions are deprecated. As these functions will disappear in a future version of DI-Guy. | |
| int | set_current_settings_index (int current_settings_index) |
| void | set_input_response_script (const char *script) |
Private Functions | |
The functions and variables past this point are for internal use only. No external access to them is expected or necessary. | |
| bdiScenarioInteractionMachine * | m_scripted_object |
| A pointer to internal data. More... | |
| class | bdiScenarioInteractionMachine |
| bdiScenarioInteractionMachine * | get_scripted_object () |
| diguyInteractionMachine (bdiScenarioInteractionMachine *scripted_object) | |
| A private constructor. More... | |
| virtual | ~diguyInteractionMachine () |
| A private destructor. More... | |
diguyInteractionMachine objects give DI-Guy Scenario users a way of providing interactive, UI-driven input to a scenario that can change the way a scenario progresses.
Interaction machines in DI-Guy Scenario are good for presenting users with simple yes-or-no questions, and also "dialog tree" type conversations with characters in a scenario.
It is called a "machine" because it is implemented as a straight-forward state machine. A state machine has some number of "states" it can be in. Each state responds to some number of inputs, which can advance the machine to a new state or end the interaction.
Graphically, interaction machines are represented as dialog boxes in DI-Guy Scenario. There are three areas to the dialog: the top, called the header, which provides a one-line title for the machine; the middle, which shows informational text of the current state; and the bottom, which presents the user with options they can click to proceed to a new state.
Example:
As an example, suppose that there is an interaction machine called "converse_with_victim". It has four states:
"angry_goodbye"
This example doesn't describe all info and inputs that this machine needs, but does give an example of some of them.
When the interaction starts the machine is in the state "begin_conversation". The user is presented with a dialog that has the header "Talking with victim". The info portion of the dialog is set to: "An accident victim is standing in front of you, looking disoriented." The inputs presented are:
If the user selects input 1, the machine proceeds to the state "asked_about_injury", where new info is presented telling the user about any injuries the victim may have, and new inputs that present further questions the user can ask of the victim or actions the user can take. (Note that not all inputs need to be conversation or questions; inputs can also describe actions that the user may take.) If the user selects input 2, the machine proceeds to the state "angry_goodbye", where new info tells that user that the victim is angry at being ignored. There is one input, "Ok", that ends the interaction and closes the interaction machine.
| anonymous enum |
This enumeration lists the indices used for various UI appearance calls.
These indices should be used when calling:
and equivalent functions for info and inputs.
Each UI appearance can have different colors and font settings, potentially giving the scenario user a visual cue that the interaction is showing a conversation, showing generation information, or providing an important notification,
Callable From:
| Enumerator | |
|---|---|
| UI_APPEARANCE_CONVERSATION | |
| UI_APPEARANCE_INFO | |
| UI_APPEARANCE_NOTIFICATION | |
| UI_APPEARANCE_3 | |
| UI_APPEARANCE_4 | |
| UI_APPEARANCE_COUNT | |
|
private |
A private constructor.
|
privatevirtual |
A private destructor.
| const char* diguyInteractionMachine::get_name | ( | ) |
Returns the name of the object.
This pointer will never be NULL.
Returns:
name of the object
Callable From:
| int diguyInteractionMachine::begin_interaction | ( | const char * | initial_state = NULL, |
| const char * | initial_input = NULL |
||
| ) |
This function begins the interaction.
The interaction UI will appear in DI-Guy Scenario.
The interaction can be ended by calling end_interaction(), or by the current state being changed to "end" through an input selection or a call to set_current_state().
| initial_state | initial state that interaction will be in |
| initial_input | initial input that will be returned by get_last_selected_input() in the first state |
By default, initial state will be "begin". By default, initial input will be "begin".
Returns:
0 on success, -1 on failure
Callable From:
| int diguyInteractionMachine::end_interaction | ( | ) |
This function ends the interaction.
The interaction UI will be hidden in DI-Guy Scenario.
Note that this call does not run the entry script of the "end" state. Call set_current_state("end") to end the interaction and run the entry script of the "end" state when doing so.
Returns:
0 on success, -1 on failure
Callable From:
| int diguyInteractionMachine::get_interaction_is_active | ( | ) |
Returns: 1 if interaction is active and visible, 0 if not.
Callable From:
| void diguyInteractionMachine::set_pause_scenario_while_active | ( | int | pause_while_active | ) |
This function sets whether the scenario is paused while the interaction is active.
If the scenario is to be paused, the current playback mode will be saved when the interaction begins, the playback mode will be changed to DIGUY_SCENARIO_PLAYBACK_MODE_STOP, and the original playback mode will be restored when the interaction ends.
If the scenario is not to be paused, beginning and ending the interaction will have no effect on the playback mode.
The default is to not pause the scenario.
| pause_while_active | pass 1 to pause scenario when interaction is active, 0 to not change playback mode |
Callable From:
| int diguyInteractionMachine::get_pause_scenario_while_active | ( | ) |
Returns: 1 if playback mode will be paused, 0 if not.
Callable From:
| void diguyInteractionMachine::reinitialize | ( | ) |
This function resets the interaction to a clean state.
It will:
set all other parameters to default values
It will also do an implicit reset() call.
Callable From:
| void diguyInteractionMachine::reset | ( | ) |
This function resets the interaction to a reset state.
It will:
Callable From:
| void diguyInteractionMachine::set_interaction_subject | ( | diguyCharacter * | interaction_subject | ) |
This function stores a pointer to the passed character in the interaction machine.
Access to the character is then possible in state scripts by calling get_interaction_subject().
| interaction_subject | pointer to character that is to by the interaction's primary subject |
Callable From:
| diguyCharacter* diguyInteractionMachine::get_interaction_subject | ( | ) |
| int diguyInteractionMachine::update_ui | ( | ) |
This function updates the visible interaction UI in DI-Guy Scenario.
May calls that change visible settings of the UI will not take effect until this function is called.
Callable From:
| int diguyInteractionMachine::set_initial_ui_appearance | ( | int | initial_ui_appearance | ) |
This function sets the UI appearance that will be used after a begin_interaction() or reset() call.
The default is UI_APPEARANCE_CONVERSATION.
| initial_ui_appearance | initial UI appearance |
Callable From:
| int diguyInteractionMachine::get_initial_ui_appearance | ( | ) |
| int diguyInteractionMachine::set_ui_appearance | ( | int | ui_appearance | ) |
This function sets the current UI appearance that should be used for the interaction.
The new setting will not take effect until the next call to update_ui().
Call update_ui() for new setting to take effect.
| ui_appearance | new current UI appearance |
Callable From:
| int diguyInteractionMachine::get_ui_appearance | ( | ) |
Returns: current UI appearance; default is value returned by get_initial_ui_appearance()
Callable From:
| void diguyInteractionMachine::set_initial_heading | ( | const char * | initial_heading | ) |
This function sets the heading text that will be shown after after a begin_interaction() or reset() call.
The default is "", or show nothing.
| initial_heading | initial heading text |
Callable From:
| const char* diguyInteractionMachine::get_initial_heading | ( | ) |
| void diguyInteractionMachine::set_heading | ( | const char * | heading | ) |
This function sets the current heading text that will be shown.
Call update_ui() for new setting to take effect.
| heading | heading text to be shown |
Callable From:
| const char* diguyInteractionMachine::get_heading | ( | ) |
| void diguyInteractionMachine::set_heading_visible | ( | int | heading_visible | ) |
This function sets whether the heading will be visible.
Call update_ui() for new setting to take effect.
| heading_visible | 1 for visible, 0 for invisible |
Callable From:
| int diguyInteractionMachine::get_heading_visible | ( | ) |
Returns: whether heading is visible.
Callable From:
| void diguyInteractionMachine::set_heading_color_bg | ( | int | ui_appearance, |
| float | r, | ||
| float | g, | ||
| float | b, | ||
| float | a = 1.0f |
||
| ) |
This function sets the background color of the heading.
Call update_ui() for new setting to take effect.
| ui_appearance | which UI appearance this changes |
| r,g,b,a | RGBA colors, from 0.0 to 1.0 |
Callable From:
| void diguyInteractionMachine::set_heading_color_fg | ( | int | ui_appearance, |
| float | r, | ||
| float | g, | ||
| float | b, | ||
| float | a = 1.0f |
||
| ) |
This function sets the foreground/font color of the heading.
Call update_ui() for new setting to take effect.
| ui_appearance | which UI appearance this changes |
| r,g,b,a | RGBA colors, from 0.0 to 1.0 |
Callable From:
| void diguyInteractionMachine::set_heading_font | ( | int | ui_appearance, |
| const char * | font_family, | ||
| int | font_point_size, | ||
| int | font_is_bold = 0, |
||
| int | font_is_italic = 0 |
||
| ) |
This function sets the font characteristics of the heading.
Call update_ui() for new setting to take effect.
| ui_appearance | which UI appearance this changes |
| font_family | font family |
| font_point_size | point size of font |
| font_is_bold | pass 1 for bold, 0 for normal |
| font_is_italic | pass 1 for italic, 0 for normal |
On Windows, the default font family is ""MS Shell Dlg", and the default point size is 10.
Callable From:
| void diguyInteractionMachine::set_initial_info | ( | const char * | initial_info | ) |
Similar to set_initial_heading(), but for info instead.
Note that the info text can use simple HTML-style tags. For example:
The default is "", or show nothing.
| const char* diguyInteractionMachine::get_initial_info | ( | ) |
Similar to get_initial_heading(), but for info instead.
| void diguyInteractionMachine::set_info | ( | const char * | info | ) |
Similar to set_heading(), but for info instead.
| const char* diguyInteractionMachine::get_info | ( | ) |
Similar to get_heading(), but for info instead.
| void diguyInteractionMachine::set_info_visible | ( | int | info_visible | ) |
Similar to set_heading_visible(), but for info instead.
| int diguyInteractionMachine::get_info_visible | ( | ) |
Similar to get_heading_visible(), but for info instead.
| void diguyInteractionMachine::set_info_color_bg | ( | int | ui_appearance, |
| float | r, | ||
| float | g, | ||
| float | b, | ||
| float | a = 1.0f |
||
| ) |
Similar to get_heading_visible(), but for info instead.
| void diguyInteractionMachine::set_info_color_fg | ( | int | ui_appearance, |
| float | r, | ||
| float | g, | ||
| float | b, | ||
| float | a = 1.0f |
||
| ) |
Similar to set_heading_color_fg(), but for info instead.
| void diguyInteractionMachine::set_info_font | ( | int | ui_appearance, |
| const char * | font_family, | ||
| int | font_point_size, | ||
| int | font_is_bold = 0, |
||
| int | font_is_italic = 0 |
||
| ) |
Similar to set_heading_font(), but for info instead.
| int diguyInteractionMachine::get_num_states | ( | ) |
Returns: number of states in the interaction machine.
Callable From:
| const char* diguyInteractionMachine::get_state_id_at_index | ( | int | index | ) |
Returns: string id of state with given index; the returned pointer will never be NULL.
Callable From:
| void diguyInteractionMachine::clear_states | ( | ) |
This function removes all existing states from the interaction machine.
Default new states named "begin" and "end" are then automatically added. These default states do not have an entry script, but one can be added later with the set_state_entry_script() or set_begin_state_entry_script() functions.
More new states can be added using the add_state() function.
Callable From:
| int diguyInteractionMachine::add_state | ( | const char * | state_id, |
| const char * | entry_script | ||
| ) |
This function adds a new state to the interaction machine.
Each state must have a unique state_id (name of the state).
| state_id | name of the new state |
| entry_script | script text that will be run every time this new state is entered |
Returns:
0 on success, -1 on failure
Callable From:
| int diguyInteractionMachine::remove_state | ( | const char * | state_id | ) |
This function removes the specified state from the interaction machine.
The required "begin" and "end" states cannot be removed.
| state_id | name of state to remove |
Returns:
0 on success, -1 on failure
Callable From:
| int diguyInteractionMachine::rename_state | ( | const char * | old_state_id, |
| const char * | new_state_id | ||
| ) |
This function renames the specified state.
Each state must have a unique state_id (name of the state).
The required "begin" and "end" states cannot be renamed.
| old_state_id | name of state to rename |
| new_state_id | new name of state |
Returns:
0 on success, -1 on failure
Callable From:
| int diguyInteractionMachine::set_state_entry_script | ( | const char * | state_id, |
| const char * | entry_script | ||
| ) |
This function sets the entry script of this state.
Each time the specified state is entered, the entry script will be run.
| state_id | name of state to modify |
| entry_script | new entry script |
Returns:
0 on success, -1 on failure
Callable From:
| int diguyInteractionMachine::set_begin_state_entry_script | ( | const char * | entry_script | ) |
This function sets the entry script of the required "begin" state.
| entry_script | new entry script |
Returns:
0 on success, -1 on failure
Callable From:
| const char* diguyInteractionMachine::get_current_state | ( | ) |
This function returns the current state the interaction machine is in.
Returns:
name of current state; the returned should never be NULL
Callable From:
| void diguyInteractionMachine::set_current_state | ( | const char * | new_current_state, |
| int | run_entry_script = 1 |
||
| ) |
This function sets the current state of the interaction machine.
The entry script of the new state will be run by default, but can optionally be skipped.
If the new state is "end", the interaction will end, as if the end_interaction() call is made, once the entry script of the "end" state entry script is run.
| new_current_state | new current state |
| run_entry_script | pass 1 to run the new state's entry script, 0 to not |
Returns:
0 on success, -1 on failure
Callable From:
| void diguyInteractionMachine::clear_inputs | ( | ) |
This function removes all inputs from the interaction machine.
New inputs can be added by calling add_input().
Callable From:
| int diguyInteractionMachine::add_input | ( | const char * | input_id, |
| const char * | input_string, | ||
| const char * | resulting_state = "", |
||
| int | int_param_0 = 0 |
||
| ) |
This function adds a new input to the interaction machine.
Each input must have a unique input_id (name of the input).
If the resulting state is "end", the interaction will end, as if the end_interaction() call is made, once the entry script of the "end" state entry script is run.
| input_id | name of the new input |
| input_string | text that will be shown in the UI |
| resulting_state | state id of the state the interaction machine will change to if this new input is selected |
| int_param_0 | an optional integer parameter that can be interpreted in the new state's entry script |
Returns:
0 on success, -1 on failure
Callable From:
| int diguyInteractionMachine::remove_input | ( | const char * | input_id | ) |
This function removes the specified input.
| input_id | name of input to rename |
Returns:
0 on success, -1 on failure
Callable From:
| int diguyInteractionMachine::get_num_inputs | ( | ) |
Returns: how many inputs there are.
Callable From:
| const char* diguyInteractionMachine::get_input_id | ( | int | index | ) |
| const char* diguyInteractionMachine::get_input_string | ( | const char * | input_id | ) |
| const char* diguyInteractionMachine::get_input_resulting_state | ( | const char * | input_id | ) |
| int diguyInteractionMachine::get_input_int_param_0 | ( | const char * | input_id | ) |
| int diguyInteractionMachine::select_input | ( | const char * | input_id | ) |
This function "manually" selects the specified input.
Most of the time inputs are selected via the UI.
A side effect of selecting an input is almost always that the interaction machine will be put into a new state.
| input_id | input id of input that should be selected |
The passed input id must be a current available input of the interaction machine.
Returns:
0 on success, -1 on failure
Callable From:
| const char* diguyInteractionMachine::get_last_selected_input | ( | ) |
Returns: input id of the last selected input; state entry scripts can use this information to make decisions based on how the state was entered.
Callable From:
| void diguyInteractionMachine::set_last_input_variable | ( | const char * | last_input_variable | ) |
This function sets the name of the scenario-level variable in which the name of the last selected input will be recorded.
State entry scripts can then read determine which input caused the interaction machine to entry the state.
| last_input_variable | name of scenario-level variable |
Returns:
0 on success, -1 on failure
Callable From:
| const char* diguyInteractionMachine::get_last_input_variable | ( | ) |
Returns: name of last input variable; empty string ("") if there is none.
Callable From:
| void diguyInteractionMachine::set_inputs_visible | ( | int | visible | ) |
This function sets whether the inputs section of the UI will be visible.
The inputs will be visible by default.
| visible | pass 1 to make inputs visible; 0 to not |
Callable From:
| int diguyInteractionMachine::get_inputs_visible | ( | ) |
Returns: whether the inputs section of the UI will be visible.
Callable From:
| void diguyInteractionMachine::set_input_shortcuts_visible | ( | int | visible | ) |
This function sets whether a "shortcut" for each input will be visible in the UI, before the input text.
Currently the shortcuts are limited to numbers; the first input will be prefixed by "1.", the second by "2.", etc.
Input shortcuts are visible by default.
| visible | pass 1 to make shortcuts visible; 0 to not |
Callable From:
| int diguyInteractionMachine::get_input_shortcuts_visible | ( | ) |
Returns: whether the input shortcuts will be visible in the UI.
Callable From:
| void diguyInteractionMachine::set_inputs_font | ( | int | ui_appearance, |
| const char * | font_family, | ||
| int | font_point_size, | ||
| int | font_is_bold = 0, |
||
| int | font_is_italic = 0 |
||
| ) |
Similar to set_heading_font(), but for inputs instead.
| void diguyInteractionMachine::set_inputs_color_bg | ( | int | ui_appearance, |
| float | r, | ||
| float | g, | ||
| float | b, | ||
| float | a = 1.0f |
||
| ) |
Similar to set_heading_color_bg(), but for inputs instead.
| void diguyInteractionMachine::set_inputs_color_fg | ( | int | ui_appearance, |
| float | r, | ||
| float | g, | ||
| float | b, | ||
| float | a = 1.0f |
||
| ) |
Similar to set_heading_color_fg(), but for inputs instead.
| int diguyInteractionMachine::set_current_settings_index | ( | int | current_settings_index | ) |
| void diguyInteractionMachine::set_input_response_script | ( | const char * | script | ) |
|
inline |
|
friend |
|
private |
A pointer to internal data.