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- ...s a screenshot of a skeleton PanelListPanel using ImagePanels as the added controls.]] ...e creating anything, we first need to include our header files and use the vgui namespace.3 KB (412 words) - 00:19, 7 January 2024
- namespace vgui class ImageButton : public vgui::ImagePanel4 KB (481 words) - 10:18, 21 January 2024
- Resource files are used to automatically generate controls (=panels) that can be put in a parent control. This way, panel layout is fa ...ly) creating new '''types''' of controls: they are simply a digest of what controls are placed where and how they are initialized.}}12 KB (1,824 words) - 00:52, 24 April 2025
- ...the values. Further, programmers can use flags to help align or size their controls without needing to in-code. This article is about those flags. [[File:Panel-x0-wf128-y0-hf128.png|250px|thumb|right|A VGUI panel using the "f" flag for its sizes]]9 KB (1,355 words) - 16:52, 20 April 2025
- [[Category:Custom VGUI Controls|I]] ...ontinuousProgressBar]]</code> class that Valve already has in place in the VGUI lib (Orange Box). This tutorial is a purely copy/paste tutorial and should7 KB (842 words) - 00:10, 7 January 2024
- [[Category:Custom VGUI Controls]]2 KB (406 words) - 00:17, 7 January 2024
- #include <vgui/VGUI.h> namespace vgui17 KB (1,685 words) - 02:10, 9 January 2024
- ...has a pretty powerful animation system for animating both HUD elements and VGUI panels. Here is a relatively complete overview of what you can do with it. ...ough it says "Hud" right there in the name, Events can also be defined for VGUI panels.}}11 KB (1,463 words) - 15:34, 10 June 2022
- ...enabled, no other dialog can be interacted with; instead you can selected controls on any active dialog and get details on the selection. ...is being applied to the control. This lists the script that applies to all controls in the current dialog or subpanel. You can edit the layout script with the16 KB (2,700 words) - 07:14, 20 May 2025
- ...ertexLitGeneric</code>''', <code>$emissiveblend</code> can be plugged into custom shaders as well (or the SDK counterparts of the standard shaders), as it re This texture controls the way <code>$emissiveblendtexture</code> moves. Flowmaps generate motion9 KB (1,210 words) - 11:45, 23 August 2025
- [[File:Screenshot - Portal 2 - vgui movie display.png|320px|thumb|right|{{code|[[vgui_movie_display]]}} on elev ..._movie_display with "_master" at the end of its [[targetname]], which then controls a group of slave vgui_movie_displays that have "Forced Slave" enabled and t5 KB (853 words) - 14:48, 25 September 2024
- ...Interface]]. All or most {{src|2}} games, and formerly {{steamicon|2}} use VGUI to draw windows, dialogs and menus. It also handles {{↓|Localization|loca ...ject architecture is hierarchical and all implemented elements derive from VGUI base classes.25 KB (3,817 words) - 23:08, 21 June 2025
- ...je silnika Source i Steam używają VGUI by rysować okna, dialogi oraz menu. VGUI również obsługuje [[#Localization|lokalizację]], czyli wyświetlanie te ...chiczna i wszystkie zaimplementowane elementy czerpią od podstawowych klas VGUI.26 KB (4,082 words) - 07:26, 6 April 2025
- // BaseSettings - contains settings for app to use to draw controls // controls use these to determine their settings23 KB (1,753 words) - 20:15, 20 February 2025
- $EmissiveBlendTexture vgui/white // This will be useless, but is required. $EmissiveBlendFlowTexture vgui/white // EmmisiveBlend can "flow" or move. But ours is static, so a whit17 KB (2,517 words) - 11:18, 5 September 2025
- {{LanguageBar|title=Manual de VGUI}} ...controls.lib</code>). Además de dibujar elementos GUI y procesar entradas, VGUI tanbién controla la localización para la presentación de testo en el len26 KB (4,051 words) - 07:26, 6 April 2025
- type(choices) : "Type" : "generic" : "Unless this camera target has a custom line for it, this will affect what Mark has to say about this camera target "A camera entity that controls the player's view. While it's active, the player will see out of the camera20 KB (2,758 words) - 10:23, 18 March 2024
- '''vgui''' '''vgui'''27 KB (3,306 words) - 20:07, 4 March 2025
- * Custom procedural physics controllers ...1 surround despite 7.1 selected or 7.1 audio may not work properly without custom {{code|dsound.dll}} (such as Creative Alchemy, DSOAL or IndirectSound). Thi22 KB (3,199 words) - 07:22, 20 May 2025
- ...iding custom material is apparently unique to HL2:SP. Even Lost Coast lets custom content have priority over the GCF. --[[User:Andreasen|Andreasen]] 05:40, 3 Having separate gravity controls for each player, independent of map gravity orientation and intensity(walk19 KB (3,032 words) - 07:28, 2 July 2024