VGUI2: Creating a panel

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Valve Source Engine / Valve Graphical User Interface 2 (VGUI2)
Tutorial: How to create a panel

Note: This is the latest version of the tutorial.

Requirements

Read:
VGUI Documentation
HUD Elements

Can code:
C++ (!!!!)

This tutorial is about creating a simple interactive interface.

Understanding how VGUI2 works

Every VGUI2 dialog that you see while using source based games is basically called a Panel.
Every

Panel consists of three components:
Scheme
Control Settings
Code
The Scheme:
The scheme is a general configuration file which stores information about the colours of certain elements

such as buttons, combo boxes, labels, etc. A typical scheme file is SourceScheme.res, for example. If you

plan to create a panel which looks like the other panels in the menu you should use the same scheme file

as they do.´
Control Settings:
The control settings file stores information about the relative position of your panel and its elements.

Every panel has a very own resource file. To create a resource file, there are two ways: Either you create

one on your own using an editor like notepad, or you use Valves InGame Resource Editor.
Code:
The code is the most important part of a panel, since the code decides what to do if the user clicks a

button. To create and destroy the panel, you use the code. Fortunately you can set a lot more things than

in the resource file(s). Code is the most important thing in this tutorial.

Creating a panel

Ok, let us assume we want to create a door, for real this time. Since we are not able to create a door

from scratch, the first thing we do is to step by at the building centre. What we ask for, is a basic

door. It works, but we have still plans to customize it. This is the place where we start:
The panel class is the base class of all VGUI2 elements. To get a rough overview about all the VGUI2

elements, have a look into the vgui_elements folder. Of course, we don't just buy some wood in our local

building centre.
The important class is the EditablePanel class that inherits from the Panel class. Our panel will be a new

class which inherits from the EditablePanel class. This results in several advantages: We can code methods

related to the content of the panel, we can overwrite the methods of the base classes and do much more

useful stuff.

//CMyPanel class: Tutorial example class
class CMyPanel : public vgui::Frame
{
	DECLARE_CLASS_SIMPLE(CMyPanel, vgui::Frame); 
	//CMyPanel : This Class / vgui::Frame : BaseClass

	CMyPanel(vgui::VPANEL parent); 	// Constructor
	~CMyPanel(){};				// Destructor

protected:
	//VGUI overrides:
	virtual void OnTick();
	virtual void OnCommand(const char* pcCommand);

private:
	//Other used VGUI control Elements:

};


The constructor:
The argument is vgui::VPANEL parent. After reading the VGUI Documentation, you should know that and

why every panel has a parent.

// Constuctor: Initializes the Panel
CMyPanel::CMyPanel(vgui::VPANEL parent)
: BaseClass(NULL, "MyPanel")
{
	SetParent( parent );
	
	SetKeyBoardInputEnabled( true );
	SetMouseInputEnabled( true );
	
	SetProportional( true );
	SetTitleBarVisible( true );
	SetMinimizeButtonVisible( false );
	SetMaximizeButtonVisible( false );
	SetCloseButtonVisible( false );
	SetSizeable( false );
	SetMoveable( false );
	SetVisible( true );


	SetScheme(vgui::scheme()->LoadSchemeFromFile("resource/SourceScheme.res", "SourceScheme"));

	LoadControlSettings("resource/UI/MyPanel.res");

	vgui::ivgui()->AddTickSignal( GetVPanel(), 100 );
	
	DevMsg("MyPanel has been constructed\n");
}

The first lines are pretty easy to understand. SetScheme is used to set the source scheme, which is the

standard scheme for Half-Life 2. We get a pointer to the scheme by calling LoadSchemeFromFile(...). The

LoadControlSettings function is used to load the control settings resolution file. The last line is

explained in the VGUI2 documentation.

//Class: CMyPanelInterface Class. Used for construction.
class CMyPanelInterface : public IMyPanel
{
private:
	CMyPanel *MyPanel;
public:
	CMyPanelInterface()
	{
		MyPanel = NULL;
	}
	void Create(vgui::VPANEL parent)
	{
		MyPanel = new CMyPanel(parent);
	}
	void Destroy()
	{
		if (MyPanel)
		{
			MyPanel->SetParent( (vgui::Panel *)NULL);
			delete MyPanel;
		}
	}
};
static CMyPanelInterface g_MyPanel;
IMyPanel* mypanel = (IMyPanel*)&g_MyPanel;

// IMyPanel.h class IMyPanel { public: virtual void Create( vgui::VPANEL parent ) = 0; virtual void Destroy( void ) = 0; };

extern IMyPanel* mypanel;

Calling the panel

To call the panel, we add a few lines to the vgui_int.cpp file. Vgui_int.cpp includes functions which call

all the panels. The VGui_CreateGlobalPanels() function is where the addition takes place.

This is the point, where you have to decide when the panel should show up. Either you create a panel that

can be accessed during the game, or you create a panel for the main menu.

I assume that you want to create a panel for the game.
So, after including the panel, you should add

mypanel->Create(gameParent);

and

mypanel->Destroy();


to the VGui_Shutdown() function.
If you plan to create a panel for the main menu, you need to put this into the construction function:

VPANEL GameUiDll = enginevgui->GetPanel( PANEL_GAMEUIDLL);
mypanel->Create(GameUiDll);

The control settings

Everything is working, so start the game, and chcek if you see your panel. Now you have the chance to

press CTRL+ALT+SHIFT+B in order to use the VGUI2 Builder. You can drag around the panel and set some

properties as well as adding some elements. Do not forget to save your work afterwards.

Adding elements

There are two ways to add new elements. The one way is to use the VGUI2 Builder. Since the VGUI2 Builder

doesn’t come with all the essential elements, you should add elements in your code. Therefore, you have

the choice in-between 50 elements, individually stored in the vgui_controls folder. Indeed, even this is

pretty easy. You add a pointer into the class declaration. Here is an example:

vgui::TextEntry* m_pMyTextEntry; // Panel class declaration, private section

Add this to the panels constructor:

m_pMyTextEntry = new vgui::TextEntry(this, "MyTextEntry");
m_pTime->SetPos(15, 310);
m_pTime->SetSize(50, 20);

Other stuff

Let's do some console stuff. For example, we could need a variable which allows us to set the state of our

panel.
Here is an example:

ConVar cl_showmypanel("cl_showmypanel", "1", FCVAR_CLIENTDLL, "Sets the state of myPanel <state>");

This code doesn’t need some explanation, so we continue by adding a method to our class:

void CMyPanel::OnTick()
{
	BaseClass::OnTick();
	SetVisible(cl_showmypanel.GetBool()); //CL_SHOWMYPANEL / 1 BY DEFAULT
}

A command to toggle the panel on or off:

CON_COMMAND(ToggleMyPanel, "Toggles myPanel on or off")
{
	cl_showmypanel.SetValue(!cl_showmypanel.GetBool());
};

InterActive Elements

In the last part of this tutorial we will add some functionality to a button.

void CMyPanel::OnCommand(const char* pcCommand)
{
	if(!Q_stricmp(pcCommand, "turnoff"))
		cl_showmypanel.SetValue(0);
}

You can add a button (using the built-in editor) and set the command value of the button to "turnoff". If

the player clicks this button, well, the panel disappers.