VGUI Panel

From Valve Developer Community
Revision as of 22:41, 5 January 2007 by Reacheround (talk | contribs) (fixed path)
Jump to navigation Jump to search

Stub

This article or section is a stub. You can help by expanding it.

VGUI Panel

Object Description

An object that can have other objects placed inside it. Also a base object from which other objects are derived.

Often used as the main 'window' of a VGUI display.


From the header file Panel.h:

//-----------------------------------------------------------------------------
// Purpose: Base interface to all vgui windows
//			All vgui controls that receive message and/or have a physical presence
//			on screen are be derived from Panel.
//			This is designed as an easy-access to the vgui-functionality; for more
//			low-level access to vgui functions use the IPanel/IClientPanel interfaces directly
//-----------------------------------------------------------------------------

Availibility

This object is available in all Source games. In code it is represented by class Panel, defined in public/vgui_controls/Panel.h and contained in the namespace vgui. The source file is located at: vgui2/controls/Panel.cpp

Keyvalues

  • "xpos"
<string> X Position (column) of the panel.
Examples:
"xpos" "300"
Will position on x = 300, where x = 0 is the first position to the left and grows to the right.
"xpos" "r300"
Will position on x = 300, where x = 0 is the first position to the right and grows to the left.
"xpos" "c300"
Will position on x = 300, where x = 0 is at the center of the screen and grows to the right.
The numeric value is parsed with atoi().
  • "ypos"
<string> Y Position (row) of the panel.
Examples:
"ypos" "300"
Will position on y = 300, where y = 0 is the first position from the top and grows to the right.
"ypos" "r300"
Will position on y = 300, where y = 0 is the first position from the bottom and grows to the right.
"ypos" "c300"
Will position on y = 300, where y = 0 is at the center of the screen and grows to the right.
The numeric value is parsed with atoi().
  • zpos
<string> Positions on z. Default is "1"
  • wide
<string> Control width.
  • tall
<string> Control height.
  • "IgnoreScheme"
<integer> Default 0
Valid range: 0, 1
// only get colors if we're ignoring the scheme
  • "visible"
<integer> Wether the control is visible or not.
Default: 1
Valid range: 0, 1
  • "enabled"
<integer> Wether the control can be used.
Default: 1
Valid range: 0, 1
  • "tabPosition"
<integer> Controls the tab sequence.
Used to set the order of what object gets the focus when tab is pressed.
Default: 0
Valid range: 0, ... 255
  • "tooltiptext"
<string> Text displayed when mouse is hovered over control
Doesnt work on XBOX
  • paintbackground
<integer> Draw the background of the object (?)
Default: -1
Valid range: -1, 0
  • "paintborder"
<integer> Draw the border of the object (?)
Default: -1
Valid range: -1, 0
  • "fieldName"
<string> Sets the control's name, default NULL
  • "AutoResize"
<string> Controls resizing ability
Default: "no"
Valid range: NO, RIGHT, DOWN, DOWNANDRIGHT
  • "PinCorner"
<string> Controls where the 'pin' pulldown menu is displayed
Default: "topleft"
Valid range: TOPLEFT, TOPRIGHT, BOTTOMLEFT, BOTTOMRIGHT
  • "PinnedCornerOffsetX"
  • "PinnedCornerOffsetY"
  • "UnpinnedCornerOffsetX"
  • "UnpinnedCornerOffsetY"