User:Maven/sandbox

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Revision as of 13:22, 23 September 2005 by Maven (talk | contribs) (attempting rewrite of vgui_screen article)
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This is my personal sandbox area.


Adding a VGUI screen to a map

Create a vgui_screen with the following properties:

  • Panel Name = vgui_test_screen
  • Panel Width in World = 64
  • Panel Height in World = 32

Height and Width can be changed to whatever you need. Those values define the actual size of the screen in the world.

Creating a VGUI script

VGUI code modifications

Getting it to load

1) Create a .res file in steamdir\SourceMods\yourmod\scripts\screens. This example is called vgui_test_screen.res:

"screen_basic.res"
{
   "Background"
   {
       "ControlName" "MaterialImage"
       "fieldName"  "Background"
       "xpos"   "0"
       "ypos"   "0"
       "zpos"   "-2"
       "wide"   "480"
       "tall"   "240"
       "material"  "vgui/screens/vgui_overlay"
   }
   "OwnerReadout"
   {
       "ControlName" "Label"
       "fieldName"  "OwnerReadout"
       "xpos"   "10"
       "ypos"   "20"
       "wide"   "240"
       "tall"   "34"
       "autoResize" "0"
       "pinCorner"  "0"
       "visible"  "1"
       "enabled"  "1"
       "tabPosition" "0"
       "labelText"  "No Owner"
       "textAlignment" "center"
       "dulltext"  "0"
       "paintBackground" "0"
   }
   "HealthReadout"
   {
       "ControlName" "Label"
       "fieldName"  "HealthReadout"
       "xpos"   "240"
       "ypos"   "20"
       "wide"   "240"
       "tall"   "34"
       "autoResize" "0"
       "pinCorner"  "0"
       "visible"  "1"
       "enabled"  "1"
       "tabPosition" "0"
       "labelText"  "Health: 100%"
       "textAlignment" "center"
       "dulltext"  "0"
       "paintBackground" "0"
   }
   "DismantleButton"
   {
       "ControlName" "MaterialButton"
       "fieldName"  "Dismantle"
       "xpos"   "78"
       "ypos"   "160"
       "wide"   "324"
       "tall"   "48"
       "autoResize" "0"
       "pinCorner"  "0"
       "visible"  "1"
       "enabled"  "1"
       "tabPosition" "2"
       "labelText"  "Dismantle"
       "textAlignment" "center"
       "dulltext"  "0"
       "brighttext" "0"
       "Default"  "0"
       "command"  "quit"
       "paintborder" "0"
       "enabledImage"
       {
           "material" "vgui/screens/vgui_button_enabled"
           "color" "255 255 255 255"
       }
       "mouseOverImage"
       {
           "material" "vgui/screens/vgui_button_hover"
           "color" "255 255 255 255"
       }
       "pressedImage"
       {
           "material" "vgui/screens/vgui_button_pushed"
           "color" "255 255 255 255"
       }
       "disabledImage"
       {
           "material" "vgui/screens/vgui_button_disabled"
           "color" "255 255 255 255"
       }
   }
}

2) The materials used in the .res file can be found in source material.gcf using GCFScape. Extract the files in hl2\materials\vgui\screens to steamdir\SourceMods\moddir\materials\vgui\screens.

3) In steamdir\SourceMods\moddir\scripts create or open the text file vgui_screens.txt and add a new entry for the screen. ex.

"VGUI_Screens"
{
   "vgui_test_screen"
   {
       // This is our example screen
       "type"		"vgui_screen_panel"
       "pixelswide"	480
       "pixelshigh"	240
       // This must be the file you created in step 1
       "resfile"	"scripts/screens/vgui_test_screen.res"
   } 
   "teleport_countdown_screen"
   {
       "type"		"teleport_countdown_screen"
       "pixelswide"	480
       "pixelshigh"	240
       "resfile"	"scripts/screens/teleport_countdown_screen.res"
   }
}


Getting Input to work

Here is the proper way of fixing vgui input:

In in_buttons.h, where the other flags are defined add:

   #define IN_VALIDVGUIINPUT		    (1 << 23) //bitflag for vgui fix

next, in in_main.cpp inside the method - CInput::CreateMove(...) add:

   cmd->buttons |= IN_VALIDVGUIINPUT;

right above:

   g_pClientMode->CreateMove( input_sample_frametime, cmd );


next, in c_baseplayer.cpp inside the method - C_BasePlayer::CreateMove( ... ) add:

   if(pCmd->buttons & IN_VALIDVGUIINPUT)

right above:

   DetermineVguiInputMode( pCmd );

(So it only calls DetermineVguiInputMode if the buttons include our flag)

and finally, inside the method - C_BasePlayer::DetermineVguiInputMode(...) change both instances of:

   pCmd->buttons &= ~(IN_ATTACK | IN_ATTACK2);

to read:

   pCmd->buttons &= ~(IN_ATTACK | IN_ATTACK2 | IN_VALIDVGUIINPUT);


The reason we do this is because CInput::ExtraMouseSample calls g_pClientMode->CreateMove() without initializing the button flags, thus the VGui screen is updated with bad button input. Since IN_VALIDVGUIINPUT is only set from within CInput::CreateMove, the VGui screens only update when the button flags are valid.

Alternative Fix

An alternative fix would be to add a new variable to CUserCmd such as bButtonFlagsValid that can be set to either true or false depending on the validity of the button flags. This would allow the structure to internally store this information for its whole lifetime while freeing up that extra button bit.

Further Possibilities

1) Make it so that when a player is viewing the screen, all input is sent to the screen, including movement keys. The player will not be able to move again, until they look outside the bounds of the screen.

External links