VGUI2: Creating a panel
Requirements
Have read and understood (or understand):
Can code:
- C++ (!!!!)
- Script
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 colors 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.
Starting Off
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.
You can create a new file MyPanel.cpp underneath the Source Files inside the client project.
MyPanel.cpp
//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.
Underneath the above code, add:
// 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.
Underneath the above code, add:
//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;
Next you can create IMyPanel.h in the same folder.
IMyPanel.h
// 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 (VGui_CreateGlobalPanels()):
VPANEL GameUiDll = enginevgui->GetPanel( PANEL_GAMEUIDLL); mypanel->Create(GameUiDll);
This will cause the panel to appear when you start your mod.
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_pTime; // Panel class declaration, private section
Add this to the panels constructor:
m_pTime = 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:
MyPanel.cpp
Underneath all of the other code, add:
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.
Main Menu
To link to your new panel from the main menu, open up GameMenu.res in your /resource/ folder. Add:
"5" { "label" "My Panel" "command" "engine ToggleMyPanel" "notmulti" "1" }
And change ConVar cl_showmypanel("cl_showmypanel", "1", FCVAR_CLIENTDLL, "Sets the state of myPanel <state>");
To: ConVar cl_showmypanel("cl_showmypanel", "0", FCVAR_CLIENTDLL, "Sets the state of myPanel <state>");
So that it won't pop up before the user clicks it.
You may also want to add mypanel->Activate();
underneath cl_showmypanel.SetValue(!cl_showmypanel.GetBool());
. This will
focus on your panel. To be able to use the Activate() command, you will need to add:
void Activate( void ) { if ( MyPanel ) { MyPanel->Activate(); } }
Underneath:
void Destroy( void ) { if ( MyPanel ) { MyPanel->SetParent( (vgui::Panel *)NULL ); delete MyPanel; } }
In MyPanel.cpp.
And add:
virtual void Activate( void ) = 0;
Underneath:
virtual void Destroy( void ) = 0;
In IMyPanel.h.
If you want the user to be able to close your panel without having to click the My Panel menu option, add a Button with the command "turnoff" to your panel.
See also
- VGUI: Making GameUI Panels is an alternative tutorial on the same thing.
- Modifying Source GameUI is a lighter dose of creating your own UI.