VGUI PanelListPanel: Difference between revisions
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== Example Usage == | == Example Usage == | ||
Before creating anything, we first need to include the | Before creating anything, we first need to include our header files and use the vgui namespace. | ||
#include <vgui_controls/Label.h> | |||
#include <vgui_controls/ImagePanel.h> | |||
#include <vgui_controls/PanelListPanel.h> | #include <vgui_controls/PanelListPanel.h> | ||
using namespace vgui; | |||
Revision as of 12:40, 7 June 2009
A PanelListPanel is a vgui2 element defined in the vgui_controls library, in the file PanelListPanel.cpp. PanelListPanels are available in all source games. PanelListPanels display a list of user specified label, control pairs.
Example Usage
Before creating anything, we first need to include our header files and use the vgui namespace.
#include <vgui_controls/Label.h> #include <vgui_controls/ImagePanel.h> #include <vgui_controls/PanelListPanel.h>
using namespace vgui;
These next two blocks of code generally should be added to the constructor.
PanelListPanels can be created via the c++ keyword new with a simple call to PanelListPanel:
vgui::PanelListPanel* myPanel = new PanelListPanel(this, "myPanel");
Once we have our PanelListPanel created, we can now add controls to it:
char buffer [40]; for (int i = 0; i < 5; i++) { //Create Image Q_snprintf(buffer, sizeof(buffer), "image%i", i); vgui::ImagePanel* imagePanel = new ImagePanel( this, buffer ); imagePanel->SetImage(scheme()->GetImage("", false)); //Create Label Q_snprintf(buffer, sizeof(buffer), "label%i", i); vgui::Label* label = new Label( this, buffer, buffer ); label->SetText(buffer); //Add Label and Image to PanelListPanel m_pList->AddItem(label, imagePanel); }
With m_pList being a pointer to the PanelListPanel.
Its also important to note that scheme()->GetImage begins from "materials/vgui" and no extensions should be provided. So, scheme()->GetImage("vgui/eye", false) would really point to "materials/vgui/vgui/eye.vmt".
Lastly we'll set the control size and make it visible.
void CExample::PerformLayout() { BaseClass::PerformLayout(); m_pList->SetBounds( 280, 300, 200, 200 ); //posX, posY, width, height m_pList->SetVisible( true ); }
And we're done!