VGUI: Making GameUI Panels
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" } }
To start off, add these defines into vgui_helpers.h:
class IGameUI { public: virtual void Create( vgui::VPANEL parent ) = 0; virtual void Destroy( void ) = 0; virtual vgui::Panel *GetPanel(void) = 0; } #define DeclarePanel(className,panelClassName,globalPanel)\ class className : public IGameUI\ {\ private:\ panelClassName *myPanel;\ public:\ className(void)\ {\ myPanel = NULL;\ }\ void Create( vgui::VPANEL parent )\ {\ myPanel = new panelClassName( parent );\ }\ void Destroy( void )\ {\ if(myPanel)\ {\ myPanel->SetParent( (vgui::Panel *)NULL );\ delete myPanel;\ }\ }\ vgui::Panel *GetPanel(void)\ {\ return myPanel;\ }\ };\ extern IGameUI *globalPanel //Doesn't use panelClassName but has it to base code on copy and paste work #define PanelGlobals(className,panelClassName,globalPanel)\ static className g_##className##Panel;\ IGameUI *globalPanel = (IGameUI *)&g_##className##Panel #define ToggleVisibility(panel)\ panel->SetVisible(!panel->IsVisible()) //only the prototype for AlignPanel exists #define CenterThisPanelOnScreen()\ int x,w,h;\ GetBounds(x,x,w,h);\ SetPos((ScreenWidth()-w)/2,(ScreenHeight()-h)/2) #define CenterPanelOnScreen(panel)\ int x,w,h;\ panel->GetBounds(x,x,w,h);\ panel->SetPos((panel->ScreenWidth()-w)/2,(panel->ScreenHeight()-h)/2)
testpanel.h
#ifndef TESTPANEL_H #define TESTPANEL_H #ifdef _WIN32 #pragma once #endif #include "vgui_helpers2.h" #include <vgui_controls/Frame.h> using namespace vgui; class CTestPanel : public Frame { DECLARE_CLASS_SIMPLE(CTestPanel,Frame); public: CEasterEggPanel( vgui::VPANEL parent ); }; DeclareAccessiblePanel(CTest,CTestPanel,test); #endif // TESTPANEL_H
testpanel.cpp
#include "cbase.h" #include "testpanel.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" PanelGlobals(CTest,CTestPanel,test); CON_COMMAND(ToggleTestPanel,NULL) { ToggleVisibility(test->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"); CenterThisPanelOnScreen();//keep in mind, hl2 supports widescreen SetVisible(false);//made visible on command later }
See how much the defines reduced the coding for testpanel.cpp and testpanel.h?
Now that we have the framework for the panel... Go to the includes in vgui_int.cpp and add testpanel.h Scroll down to VGui_CreateGlobalPanels and add this after the second line:
VPANEL uiParent = enginevgui->GetPanel( PANEL_GAMEUIDLL );
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:
test->Create( uiParent );
Scroll down a little until you get to VGui_Shutdown and add this to the list of Destroys:
test->Destroy();
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