CHU files are refered to as “window packs” in GemRB, since that is what they do. Some are available in several variants for different resolutions. The windows then contain their own controls to function.
Each control has an associated
Value which could be assigned to it by
the SetVarAssoc command. The controls handle
this value according to their type and subtype. To set a button’s subtype,
use the Button_SetFlags command.
See also: SetVar, GetVar, QueryText.
Buttons are the most versatile controls in the GUI engine. The following button types exist: checkbox, radiobutton and normal button. Checkboxes of the same type are cumulative, and usually hold a bit value. Radiobuttons of the same type are mutually exclusive. Normal buttons are similar to radiobuttons, but they are not affecting each other.
Normal button: the associated variable will be set to the
other controls are unaffected.
CheckBox: the associated variable will be or-ed with
other controls may change accordingly to the new value.
RadioButton: the associated variable will be set to the
other controls are changed accordingly to the new value.
This control has no equivalent in the original Infinity Engine. It provides a graphical output of a numeric value, currently used only in LoadScreen.
Progressbar: the progressbar will handle
Value as a percentage (it
can’t alter the value).
A slider is used for limited numeric input.
Slider: the slider will handle
Value as a scaling factor (not the
actual position!), it will set the associated Variable to
Position * Value.
This is a text input field. It has a configurable maximum input length.
TextEdit: cannot be associated with a variable. You have to use
Textareas are used in two ways, primarily for massive text output, potentially colour coded and with status icons. Textareas are also used to simulate list controls where you could select a line and receive the row number of the selected item. It is also possible to assign a specific value to each row.
TextArea: cannot be associated with a variable, use the various TextArea commands.
A label is simply a static text control, but it defines a few mouse events. Not so complex as a button.
Label: labels work like a normal button, the
Value will be assigned
to the associated variable when the label was ‘pushed’. No reason to
use this though.
A scrollbar is mostly used in connection with a Textarea, but it could be used differently. (See GUILOAD as an example).
ScrollBar: Value will be set based on the scrollbar’s knob position.
The scrollbar will be redrawn based on
Value. If a textarea was
associated to the ScrollBar (via the .chu) then the textarea will also
This control has a button type placeholder in the original user interface files. The current GemRB chui loader can’t handle this type, so you must create it via a CreateWorldMapControl command.
WorldMapControl: whether travel is allowed or not (change the cursor)
This control has a button type placeholder in the original user interface files. The current GemRB chui loader can’t handle this type, so you must create it via a CreateMapControl command.
MapControl: the map control will use the first bit of the associated
Value to display mapnotes.
This control has no equivalent in the original user interface files. It covers the main game area where the actors are placed. The engine enforces that the game control is always the first control of the first window. To achieve this, it will close all windows when entering the game.
Accessing GUI controls
To access a GUI control, you must know its window ID and control ID (CHU index).
You must use
GetControl to obtain a reference to the control.
Inspect the relevant CHU file to find all the control IDs.
Many GUI commands works only on one type of control. A wrong control type will cause a Runtime Error and terminates the GUI script (not the game or the engine).
StartWindow = GemRB.LoadWindow (7) Label = StartWindow.GetControl (0x0fff0000) Label.SetText (23445)
In the above example we load a window whose window ID is 7 and its child control with ID 0xfff0000. Finally, we use a string reference (strref) to set the control’s text. These are references to dialog.tlk, which holds all the ingame strings. Always use strrefs or you will break translations!
Data exchange examples
# GUILOAD.py snippet Progress = 0 GemRB.SetVar ("Progress", Progress) Bar = LoadScreen. GetControl (0) Bar.SetVarAssoc ("Progress", Progress)
Bar is a ProgressBar control, the engine will refresh the “Progress” Global Dictionary Variable as it progresses with the EnterGame command.
THac0RollsB.SetFlags (IE_GUI_BUTTON_CHECKBOX, OP_OR) THac0RollsB.SetVarAssoc ("Rolls", 1)
The above commands (from the options screen) will change the “Rolls” variable according to the CheckBox’ state.
BppButtonB1 = GraphicsWindow.GetControl (5) BppButtonB2 = GraphicsWindow.GetControl (6) BppButtonB3 = GraphicsWindow.GetControl (7) BppButtonB1.SetFlags (IE_GUI_BUTTON_RADIOBUTTON, OP_OR) BppButtonB2.SetFlags (IE_GUI_BUTTON_RADIOBUTTON, OP_OR) BppButtonB3.SetFlags (IE_GUI_BUTTON_RADIOBUTTON, OP_OR) BppButtonB1.SetVarAssoc ("BitsPerPixel", 16) BppButtonB2.SetVarAssoc ("BitsPerPixel", 24) BppButtonB3.SetVarAssoc ("BitsPerPixel", 32)
The above commands will set up the BPP selection RadioButton group.