VGUI PanelListPanel: Difference between revisions

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== Interesting Notes ==
== Interesting Notes ==


While the latest episodic code does not support multiple columns, the orangebox code might (needs verification).
* While the latest episodic code does not support multiple columns, the orangebox code might (needs verification).
 
 
* Adding labels to to the list is optional. If you do not want to add a label to the control, you can call AddItem with a NULL label.
m_pList->AddItem(NULL, imagePanel);


[[Category:VGUI_Controls|P]]
[[Category:VGUI_Controls|P]]

Revision as of 12:03, 8 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.

This is a screenshot of a skeleton PanelListPanel using ImagePanels as the added controls.

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:

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);
	ImagePanel* imagePanel = new ImagePanel( this, buffer );
	imagePanel->SetImage(scheme()->GetImage("", false));

       //Create Label
	Q_snprintf(buffer, sizeof(buffer), "label%i", i);
	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!

Interesting Notes

  • While the latest episodic code does not support multiple columns, the orangebox code might (needs verification).


  • Adding labels to to the list is optional. If you do not want to add a label to the control, you can call AddItem with a NULL label.
m_pList->AddItem(NULL, imagePanel);