RE: [hlcoders] quick menu question

2005-01-07 Thread Maurino Berry
Having a frame open will get mouse control, yes. However I want it like the
main menu, buttons that open different frames (without having any frames
visible) and the only way I can think of to achieve this would be to have a
frame the size of the screen then containing the buttons and the sub frames,
which leads to the z errors etc. Any other ideas/more specific? Thanks.
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Re: [hlcoders] quick menu question

2005-01-07 Thread SB Childe Roland
Why not just put your buttons on the main menu?


On Fri, 07 Jan 2005 04:26:47 -0500, Maurino Berry [EMAIL PROTECTED] wrote:
 Having a frame open will get mouse control, yes. However I want it like the
 main menu, buttons that open different frames (without having any frames
 visible) and the only way I can think of to achieve this would be to have a
 frame the size of the screen then containing the buttons and the sub frames,
 which leads to the z errors etc. Any other ideas/more specific? Thanks.

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Re: [hlcoders] quick menu question

2005-01-07 Thread Maurino Berry
I meant simmilar to the main menu, but completely unrelated... this is going
to be a menu you can toggle and open different frames like inventory,
skills, etc
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RE: [hlcoders] quick menu question

2005-01-07 Thread Alfred Reynolds
Each frame is an independent entity with respect to mouse and keyboard
input. You can have one frame create another frame that could accept
user input. A frame is a popup, a root level container, when painting it
isn't clipped by its parent (its visibility is controlled by the parent
however).

The vgui_drawtree console command is a good tool to visualize the
hierarchy of VGUI2 panels in the game and how they effect each other.

- Alfred

Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Maurino
Berry Sent: Friday, January 07, 2005 1:27 AM To:
hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] quick menu
question

 Having a frame open will get mouse control, yes. However I want it
 like the main menu, buttons that open different frames (without
 having any frames
 visible) and the only way I can think of to achieve this would be to
 have a frame the size of the screen then containing the buttons and
 the sub frames, which leads to the z errors etc. Any other ideas/more
 specific? Thanks.

 _
 MSN(r) Calendar keeps you organized and takes the effort out of
 scheduling get-togethers.

http://join.msn.com/?pgmarket=en-capage=byoa/premxAPID=1994DI=1034SU
=http://hotmail.com/encaHL=Market_MSNIS_Taglines
   Start enjoying all the benefits of MSN(r) Premium right now and get
 the first two months FREE*.


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RE: [hlcoders] quick menu question

2005-01-07 Thread Maurino Berry
Thanks, I know what I have to do now. I'm just used to having a full canvas
to work on, instead I'll have to create frames for the different bits,
instead of making it the size of the screen
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RE: [hlcoders] quick menu question

2005-01-06 Thread Alfred Reynolds
You want a Frame, it's a base level container for controls. Just don't
make your frame the size of the screen :)

- Alfred

Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Maurino
Berry Sent: Thursday, January 06, 2005 7:06 AM To:
hlcoders@list.valvesoftware.com Subject: [hlcoders] quick menu question

 I want to create a menu which contains multiple frames (drag around,
 overlap etc like the main menu) and I don't know which baseclass to
 use as the parent (in order to gain mouse control) I obviously can't
 use a fullscreen Frame because as soon as I click this it will come
 into focus ontop of the children and render the children unuseable.

 I'd look at the main menu source but from what I've been told it's in
 the gameui.dll

 Can anyone make a suggestion on how I could achieve this? Thanks in
 advance.

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