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Qt creator design greyed out
Qt creator design greyed out













  1. #Qt creator design greyed out how to
  2. #Qt creator design greyed out code

#Qt creator design greyed out code

The important point is that this is an interface between the game code and your customized interpreter. I agree that this is what you want to do. I would welcome the idea of exploring the possibilities here.

qt creator design greyed out

These are by no means final nor complete.

  • choice box (choices, greyed-out choices, presentation style etc).
  • options out (game controlled color theme, story meta data, cover page content, credits etc.).
  • options in (means to pass generic information, eg game difficulty).
  • the map (known locations on a grid, box size, color, text in box, exits).
  • the sidebar (inventory, things worn, carried in hand, icons, colors, people met, things known etc.).
  • To cover what i have so far, I’m currently using JSON interfaces (with WIP schema) for For one thing, i like the idea of using a JSON interface, so if it could be passed through remglk, that could work.ĭesign and define a standard JSON information interface schema. Now, whether that goes through GLK or around it is another question. This data could be exported with a custom extension. To that extent, there is a defacto “standard” world model.įor example, all games use the same way of “knowing” what the player is carrying. I am presuming that almost every game uses the standard library together with some extensions. Is it possible to make an I6 extension that provides calls that can be made to determine these things. You are right that there is no glk way to get to this “inside information” (as far as i know). I’d also like to work on a more stable front-back interface before publishing it, which brings me to the second issue interfacing to backends like remglk. Right now, there’s not a lot in the way of documentation. All that is outside of the “low-level” scope of what the Glk API defines and I would say at a more “intelligent” or “smart” level of IF awareness of “objects” and “story events”. There is no concept of “intelligence of IF related to the story” in Glk - it doesn’t know the name of the player, no idea of the story author’s name or copyright, it doesn’t know the room the player is in, it doesn’t know the inventory, it doesn’t know the map, it doesn’t know the score of the game, it doesn’t know when a user enters or exits a room, it doesn’t know if an item is picked up or dropped, it has no idea of what commands are valid to input in a room (input hinting). Glk, as far as I have experienced it, does these things: character output to the player, input of the next command (“go north”), mouse clicks, hyperlink callbacks, sound start/stop, a single timer (tied to the input, a kind of auto-input time event), and graphics assets references based on an index, saving and reading data files, filename dialog triggering, window open/close/size/position (for graphics or character output).

    qt creator design greyed out

    I don’t think any Glk does what you are seeking. I don’t have answers to these for glk, so i stopped. How would the front end go about querying the known map is another problem. can remglk, or an adaptation thereof, return a list of items carried for example.

    #Qt creator design greyed out how to

    The problem was how to step up the rich integration over just text.















    Qt creator design greyed out