Each GUI comprises several files on disk, such as the GUI scripts, material definition files, and texture images.
GUI files can be created with the GUI Editor, written by hand, or a combination of those:
One key question addressed in this section is how we can combine hand-crafted script code and editor-edited script code, while keeping both separated so that they don't overwrite each other.
In general, when you save a GUI in the GUI Editor, the editor creates or re-creates some of the files it is composed of, updates others, and leaves alone the rest. The result is normally exactly what you want and expect, but sometimes you may wish to or must hand-tune the details (such as the GUI scripts or material definitions) without and independently of the GUI Editor. In such cases, it is very helpful to understand the files that belong to a GUI.
This section explains the files that together form a GUI, how they relate to each other, and how hand-crafted and editor-created scripts can peacefully coexist.
Although not a technical requirement and not enforced by the Cafu GUI code (and in fact, at the time of this writing, not yet implemented by the example GUIs that ship with Cafu), it is highly recommended to save each GUI in a directory of its own. This
my_GUI.zip
archive possible, so that the GUI can easily and safely be distributed, shipped and handled.
The name of the directory should match the file name of the GUI. That is, if your GUI's file names are CallLift_init.cgui
and CallLift_main.cgui
, it should be stored in a directory with the same name CallLift/
(or in a zip archive with the same base name CallLift.zip
).
Note that when you are saving a new GUI that does not yet have a separate directory, you can use the “New Folder” button (or right-click context menu) of the “Save” dialog to create such new directories as required.
The cgui
files are the core files of the GUI:
They contain the definitions for the positions, sizes, colors, texts, effects, animations, hierarchy and other properties of the windows that form the GUI.
The Cafu Engine and the GUI Editor load cgui
files as Lua scripts, and as such they can be inspected or edited in a text editor.
The GUI Editor is usually used to create and edit the static aspects of GUI windows, automatically generating the related script code when saving the file.
Dynamic aspects like animations or other kinds of effects typically require adding custom script code, so editing cgui
files (usually the _main.cgui
file) is something that you'll likely want to do often.
See the Lua Scripting Overview and the GUI Scripting Reference Documentation for more details.
For one GUI there is usually a pair of cgui
files, one suffixed _init.cgui
and one suffixed _main.cgui
. For example:
d:\Dev\Cafu\Games\DeathMatch\GUIs> dir Teleporter\*.cgui Teleporter_init.cgui Teleporter_main.cgui
The _main.cgui
file is for your hand-written GUI script code, if any, and is never touched or overwritten by the GUI Editor (with one exception, see below).
The GUI Editor also writes a secondary cgui
file whose name ends with _init.cgui
. This file is written anew each time the GUI is saved, and contains GUI window definitions whose script code was not hand-crafted, but who were created or edited in the GUI Editor.
The two cgui
files are linked as follows:
When the Cafu code loads a GUI, it opens the _main.cgui
file (Teleporter_main.cgui
). This file contains a statement like
-- Include the GUI Editor generated file. dofile("Games/DeathMatch/GUIs/Teleporter/Teleporter_init.cgui"); -- Add your hand-written custom code below this line. -- ...
in order to include and process the secondary _init.cgui
along with the main file.
The only exception when the GUI Editor touches the main Teleporter_main.cmat
file is when the file does not yet exist, or doesn't contain the dofile()
reference to the init file. In this case, the _main.cgui
would not be loaded at all, and thus the GUI Editor inserts the dofile()
line into the _main.cgui
file.
In summary, the goal of keeping two separate cgui
files that are linked as described above is to keep your hand-crafted GUI script code and the GUI Editor edited window definitions cleanly separated, without any danger of one overwriting the other:
Teleporter_init.cgui
.Teleporter_main.cgui
instead.dofile()
statement.
The cmat
files contain the material definitions for the graphical elements of this GUI.
At the time of this writing, the materials for GUIs are still defined in the “global” material scripts for the MOD, but for the future we intend to have separate material scripts for each GUI that work analogous to cmat material definition files for models.
The texture images are referenced from the material definition scripts. See the documentation about the Cafu Material System for more details.