VGUI: Making GameUI Panels: Difference between revisions

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(Redirected page to VGUI2: Creating a panel)
(Replaced content with "#REDIRECT VGUI2:_Creating_a_panel")
 
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#REDIRECT [[VGUI2:_Creating_a_panel]]
#REDIRECT [[VGUI2:_Creating_a_panel]]
{{Cleanup}}
...until then read [[VGUI2:_Creating_a_panel|This Article On Creating a VGUI Panel]] instead
[[Command Line Options]]
{{otherlang2
|it=VGUI:_Making_GameUI_Panels:it
|pl=VGUI:_Making_GameUI_Panels:pl
}}
==Resource\UI\TestPanel.res==
Here's an example of a panel you want to show when a command is issued at any time:
"Resource/UI/TestPanel.res"
{
"testpanel"
{
"ControlName" "CTestPanel"
"fieldName" "testpanel"
"title" "Test Panel"
"xpos" "0"
"ypos" "0"
"wide" "200"
"tall" "200"
"autoResize" "0"
"pinCorner" "0"
"visible" "1"
"enabled" "1"
"tabPosition" "0"
}
"Label1"
{
"ControlName" "Label"
"fieldName" "Label1"
"xpos" "8"
"ypos" "32"
"wide" "200"
"tall" "175"
"wrap" "1"
"autoResize" "0"
"pinCorner" "0"
"visible" "1"
"enabled" "1"
"tabPosition" "0"
"labelText" "An example label inside of an example frame"
"textAlignment" "north"
"dulltext" "0"
"brighttext" "0"
}
"close"
{
"ControlName" "Button"
"fieldName" "close"
"xpos" "68"
"ypos" "168"
"wide" "64"
"tall" "24"
"labelText" "#GameUI_Close"
"Command" "Close"
"autoResize" "0"
"pinCorner" "0"
"visible" "1"
"enabled" "1"
"tabPosition" "0"
}
}
==cl_dll\vgui_helpers.h==
Add the following after the includes:
<source lang="cpp">
class IGameUI
{
public:
virtual void Create( vgui::VPANEL parent ) = 0;
virtual void Destroy( void ) = 0;
virtual vgui::Panel *GetPanel(void) = 0;
};
template <class T>
class GameUI : public IGameUI
{
public:
GameUI()
{
m_pPanel = NULL;
}
void Create(vgui::VPANEL parent)
{
m_pPanel = new T(parent);
}
void Destroy( void )
{
if(m_pPanel)
{
m_pPanel->SetParent( (vgui::Panel *)NULL );
delete m_pPanel;
}
m_pPanel = NULL;
}
T* GetNativePanel()
{
return m_pPanel;
}
vgui::Panel *GetPanel(void)
{
return GetNativePanel();
}
private:
T* m_pPanel;
};
#define CenterThisPanelOnScreen() CenterPanelOnScreen(this);
inline void CenterPanelOnScreen(vgui::Panel* panel)
{
if (!panel)
return;
int x,w,h;
panel->GetBounds(x,x,w,h);
panel->SetPos((ScreenWidth()-w)/2,(ScreenHeight()-h)/2);
}
</source>
==cl_dll\testpanel.h==
<source lang="cpp">
#ifndef TESTPANEL_H
#define TESTPANEL_H
#ifdef _WIN32
#pragma once
#endif
#include "vgui_helpers.h"
#include <vgui_controls/Frame.h>
class CTestPanel : public vgui::Frame
{
DECLARE_CLASS_SIMPLE(CTestPanel, vgui::Frame);
public:
CTestPanel( vgui::VPANEL parent );
};
IGameUI* GetTestPanel();
#endif // TESTPANEL_H
</source>
==cl_dll\testpanel.cpp==
<source lang="cpp">
#include "cbase.h"
#include "testpanel.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
GameUI<CTestPanel> g_TestPanel;
IGameUI* GetTestPanel()
{
return &g_TestPanel;
}
CON_COMMAND(ToggleTestPanel,NULL)
{
ToggleVisibility(g_TestPanel->GetPanel());
}
CTestPanel::CTestPanel( vgui::VPANEL parent ) : BaseClass( NULL, "testpanel" )
{
SetParent(parent);
vgui::HScheme scheme = vgui::scheme()->LoadSchemeFromFile("resource/SourceScheme.res", "SourceScheme");
SetScheme( scheme );
LoadControlSettings("Resource/UI/TestPanel.res");
CenterPanelOnScreen(this);//keep in mind, hl2 supports widescreen
SetVisible(false);//made visible on command later
//Other useful options
//SetSizeable(false);
//SetMoveable(false);
}
</source>
See how much the defines reduced the coding for testpanel.cpp and testpanel.h?
==cl_dll\vgui_int.cpp==
Now that we have the framework for the panel...
First go to the header includes and '''add your testpanel.h to the list of includes''' so you can access your newly created panel.
Scroll down to VGui_CreateGlobalPanels and add this after the second line:
<source lang="cpp">
VPANEL uiParent = enginevgui->GetPanel( PANEL_GAMEUIDLL );
</source>
The GameUI panel is what we're going to be making our panels in
In the same function, add this to the list of Creates:
<source lang="cpp">
GetTestPanel()->Create( uiParent );
</source>
Scroll down a little until you get to VGui_Shutdown and add this to the list of Destroys:
<source lang="cpp">
GetTestPanel()->Destroy();
</source>
==Conclusion==
Now we have a panel that's created during startup, destroyed on shutdown, and accessible through a command.
Keep these in mind though:
* You don't have to use a frame for the panel
* You can make it so the command to show it can't close it also
* You can make it so the panel is created once the command is issued, and destroyed once it's closed, so it doesn't have to sit in the memory
Here's an example of what can be done based on this code:<br>
[[Image:Gameui.jpg]]
==More==
*Quick snippet to use console commands to hide/show high-level vgui panels - [[User:Psycommando/VGUI_OverrideTest]]
[[Category:Programming]]
[[Category:VGUI|M]]

Latest revision as of 14:28, 10 February 2012