Panel List
A massive list of pretty much every panel I could find in the sauce
nice work! I started work on a similar list but never finished it, here's some of the data I had, I have no clue how accurate it is since its been so long since i've worked on it, so definitely double check everything i've done, but hopefully this helps! there is a LOT of notes btw, and sorry if the formatting is weird, its pretty much directly copy pasted from my notes but with a bit of cleanup to hopefully match some of your formatting.
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Panel:
- IgnoreScheme: if 1, doesn't load values from the client scheme, probably completely useless for hud makers
- usetitlesafe: Only is read on Xbox 360 versions of the game or with a cheat locked cvar, it just changes the positioning of hud elements to account for older tv screens cutting stuff off
-
*AnimatingImagePanel
- derives from Panel
- image: String
- scaleimage: String
- frames: Integer - how many frames of the animated texture to use
- anim_framerate: Integer - for some reason its actually the frametime, so how many milliseconds between each frame. default is 100ms or 10fps
-
*BaseTooltip
- derives from Panel, seemingly no way to edit.
-
*TextTooltip
- derives from BaseTooltip, once again seemingly no way to edit
- uses colors:
- Tooltip.BgColor
- Tooltip.TextColor
- uses borders:
- ToolTipBorder
- uses fonts:
- DefaultSmall
- reads panels:
- TextEntry panel named "tooltip"
-
CBitmapImagePanel
- imagecolor: seems to require a predefined color in the client scheme, could be wrong
- filtered: Boolean, filtering seems to mean texture filtering.
-
*CBorderVisualizerPanel - Unsure if editable by hud makers
- derives from Panel
- forced settings:
- bgcolor: 255 0 0 255
-
*CColorVisualizerPanel - Unsure if editable by hud makers
- derives from Panel
-
*CGrid - Appears to be unusable by hud makers, all hardcoded.
- derives from Panel
-
*CInlineEditPanel - doesn't seem helpful for hud editors
- derives from Panel
- panel name: InlineEditPanel
- uses borders:
- DepresssedButtonBorder
-
*ClickPanel - not useful to hud editors? only does stuff via code?
-
*CMatchMakingHUDPopupContainer
- derives from Panel
- panel name: MMDashboardPopupContainer
- forced settings:
- proportional: true
- width: f0
- height: f0
- mouseinputenabled: true
- keyboardinputenabled: false
- visible:false
- panel tick:
- ticks every 100ms
- creates child panels CExpendablePanel
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*CNetGraphPanel - Doesn't seem to have its own res file, unsure if it can be added manually
- derives from Panel
- panel name: CNetGraphPanel
- uses fonts:
- DefaultFixedOutline
- DefaultVerySmall
- uses materials:
- vgui/white - Seems to be used for all of the line segments to make up the graph, they just needed a white texture so they could recolor it.
- forced settings:
- NOTES: all this stuff is set before ApplySchemeSettings? maybe overwritable?
- width: f0
- height: f0
- x: 0
- y: 0
- visible: false
- fgcolor: 0 0 0 255
- paintbackground: false
-
*Divider - Not useful to hud maker, made by the game itself
- derives from Panel
- uses border:
- ButtonDepressedBorder
-
*Dragger - "handles resizing of columns" no changes outside of code?
- derives from Panel
-
*FileOpenStateMachine - For the file opening dialog? probably not useful to hud makers
- derives from Panel
- panel name: FileOpenStateMachine
-
*GraphPanel - info displayed is seemingly completely hardcoded
- derives from Panel
- uses colors:
- GraphPanel.FgColor
- GraphPanel.BgColor
- uses borders:
- ButtonDepressedBorder
-
*HTML
- derives from Panel
- reads panels:
- HorizScrollBar{}: ScrollBar
- VertScrollBar{}: ScrollBar
- contextmenu{}: Menu
- uses base settings
- HTML.SearchInsetY: String
- HTML.SearchInsetX: String
- HTML.SearchTall: String
- HTML.SearchWide: String
- HTML.SearchAnimationTime: String
-
*PopupHTML - seems to be identical o HTML but sets the title of its parent?
- derives from HTML
-
ImagePanel
- These next 2 are just override colors like bgcolor_override.
- fillcolor_override: String or RGBA
- drawcolor_override: String or RGBA
- border: String
- positionImage: Boolean, unsure how it works, seems to control if you can move the image or not? true by default, probably not helpful
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Label
- associate: this is the name of a sibling panel. not sure what it does.
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Button
- default: if set seems to mark this as the default button to be activated when the player presses space or enter?
-
*ColumnButton
- derives from Button
- uses fonts:
- DefaultSmall
- forced settings:
- textAlignment: west
-
*MenuButton - only changes in code?
- derives from Button
-
*MenuItem
- derives from Button
- uses colors:
- Menu.TextColor
- Menu.ArmedTextColor
- Menu.BgColor
- Menu.ArmedBgColor
- uses fonts:
- Marlett
- Default
- uses base settings:
- Menu.TextInset
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ToggleButton
- hardcoded to only accept mouse input and the enter key
-
CheckButton
- forced settings:
- paintbackground: false
- forced settings:
-
*RadioButton
- derived from button
- SubTabPosition: Integer
- TabPosition: Integer
- uses colors:
- CheckButton.BgColor
- CheckButton.Border1
- CheckButton.Border2
- CheckButton.Check
- RadioButton.TextColor
- RadioButton.SelectedTextColor
- RadioButton.ArmedTextColor
- ControlText
- uses fonts:
- MarlettSmall
- Marlett - if MarlettSmall doesn't exist
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ComboBoxButton
- you listed ComboBoxButton.BgColor 3 times, i almost made that mistake as well!
- forced settings:
- textAlignment: west
- textinsetx: -3 on OSX (Mac), 3 on everything else
-
*CItemButton
- derives from Button
- uses colors:
- SectionedListPanel.BrightTextColor
- SectionedListPanel.SelectedTextColor
- SectionedListPanel.OutOfFocusSelectedTextColor
- SectionedListPanel.SelectedBgColor
- SectionedListPanel.TextColor
- SectionedListPanel.BgColor
- SectionedListPanel.OutOfFocusSelectedBgColor
- uses fonts:
- SectionedListPanel.Font
-
*CaptionLabel
- derives from Label
- uses fonts:
- MenuTitle
-
*ListViewItem
- derives from Label
- uses colors:
- ListPanel.SelectedTextColor
- ListPanel.SelectedBgColor
- ListPanel.TextColor
- ListPanel.BgColor
- ListPanel.TextBgColor
- ListPanel.SelectedOutOfFocusBgColor
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*SectionedListPanelHeader
- this is actually a separate panel from SectionedListPanel, although because it doesn't actually seem to read from hud files, I can see why you merged in its colors and fonts into SectionedListPanel
- derives from Label
- uses colors:
- SectionedListPanel.HeaderTextColor
- SectionedListPanel.DividerColor
- SectionedListPanelHeader.BgColor
- uses fonts:
- DefaultVerySmall - only if header font from parent is invalid
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*CControllerMap - controller binding stuff? the code is very confusing and i can't find an example of this used so this is probably all wrong
- derives from Panel
- button{}: xbox button name? likely all setup by code
- name: String
- command: String
- text: String
- icon: String
-
*CreateDirectoryDialog - prompt to create a directory
- derives from Panel
- reads panels:
- OKButton{}: Button
- NameEntry{}: TextEntry
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*DirectorySelectDialog
- derives from Panel
- reads panels:
- DirTree{}: DirectoryTreeView
- DriveCombo{}: ComboBox
- CancelButton{}: Button
- SelectButton{}: Button
- CreateButton{}: Button
- uses materials:
- Resource/icon_folder
- Resource/icon_folder_selected
-
*HTMLInterior
- derives from Panel
- panel name: HTMLInterior
- forced settings:
- paintbackground: false
- keyboardinputenabled: false
- mouseinputenabled: false
-
*VControlsListPanel
- derives from ListPanel
- uses fonts:
- DefaultVerySmall
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*ListViewPanel - doesn't seem to be customizable
- derives from Panel
- uses colors:
- ListPanel.BgColor
- ListPanel.TextColor
- ListPanel.SelectedTextColor
- uses borders:
- ButtonDepressedBorder
- uses fonts:
- Default
- reads panels:
- HorizScrollBar{}: ScrollBar
-
Menu
- reads panels:
- MenuScrollBar{}: ScrollBar
- reads panels:
-
*CNonFocusableMenu - just sets the focus to whatever it was prior?
- derives from Menu
-
*FileCompletionMenu - identical to menu but "doesn't request focus"
- derives from Menu
-
*MenuBar - part of Menu? I think this panel is for things like the chapter select in portal or HL2, i think its also used for the commentary select in tf2?
- derives from Panel
- uses colors:
- MenuBar.BgColor
- uses borders:
- ButtonBorder
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ProgressBar
- uses colors:
- ProgressBar.FgColor
- ProgressBar.BgColor
- uses borders:
- ButtonDepressedBorder
- uses colors:
-
CircularProgressBar
- uses colors:
- CircularProgressBar.FgColor
- CircularProgressBar.BgColor
- uses colors:
-
*RichTextInterior - basically nothing, probably not even worth documenting since I think its only used internally.
- derives from Panel
-
ScrollBar
- reads panels:
- (note: only if vertical)
- Slider{}: ScrollBarSlider
- UpButton{}: ScrollBarButton
- DownButton{}: ScrollBarButton
- reads panels:
-
Slider
- uses colors:
- Slider.NobColor
- Slider.NobFocusColor - ONLY ON X360
- Slider.TextColor
- Slider.TrackColor
- Slider.DisabledTextColor1
- Slider.DisabledTextColor2
- uses borders:
- ButtonBorder
- ButtonDepressedBorder
- uses fonts:
- DefaultVerySmall
- uses colors:
-
*SplitterHandle
- derives from Panel
- uses borders:
- ButtonDepressedBorder
-
TextEntry
- disabledFgColor_override: String or RGBA
- disabledBgColor_override: String or RGBA
- selectionColor_override: String or RGBA
- selectionTextColor_override: String or RGBA
- disabledSelectionBG2Color_override: String or RGBA
-
*FileCompletionEdit - completely un-editable.
- derives from TextEntry
-
*TabCatchingTextEntry - TextEntry that eats tab button inputs for autocomplete reasons
- derives from TextEntry
- forced settings:
- unicode: true
- other:
- accepts enter and tab keys, enter accepts, and tab is forwarded to the parent, which uses it for autocomplete
-
*TileViewPanelEx - Used for the texture list panel? probably not useful at all to hud editors
- derives from Panel
- uses colors:
- ListPanel.BgColor - Might be overridable via bgcolor_override
- uses borders:
- ButtonDepressedBorder
- uses font:
- Default
- reads panels:
- VerticalScrollBar{}: ScrollBar
-
*TreeView - not helpful or customizable outside of scheme, this is the vgui_drawtree menu
- derives from Panel
- uses colors:
- TreeView.BgColor
- WindowDisabledBgColor
- uses borders:
- ButtonDepressedBorder
- uses fonts:
- Default
- reads panels:
- HorizScrollBar{}: ScrollBar
- VertScrollBar{}: Scrollbar
-
*DirectoryTreeView - used for file selection stuff? basically identical to TreeView
- derives from TreeView
-
*Frame - baseline panel used by a lot of things
- derives from EditablePanel
- infocus_bgcolor_override: String or RGBA
- outoffocus_bgcolor_override: String or RGBA
- titlebarbgcolor_override: String or RGBA
- titlebardisabledbgcolor_override: String or RGBA
- titlebarfgcolor_override: String or RGBA
- titlebardisabledfgcolor_override: String or RGBA
- setclosebuttonvisible: True Boolean (aka, accepts the value "true" rather than "1"
- settitlebarvisible: Boolean
- title: String
- title_font: String
- clientinsetx_override: Integer
- uses colors:
- FrameTitleBar.TextColor
- FrameTitleBar.BgColor
- FrameTitleBar.DisabledTextColor
- FrameTitleBar.DisabledBgColor
- Frame.BgColor
- Frame.OutOfFocusBgColor
- uses borders:
- FrameBorder
- uses fonts:
- Default - if title_font is not set
- MarlettSmall - if small caption? only can be set by code i think
- Marlett - if not small caption
- uses base settings:
- Frame.TransitionEffectTime
- Frame.FocusTransitionEffectTime
- Frame.ClientInsetX
- Frame.ClientInsetY
- Frame.TitleTextInsetX
- reads panels:
- frame_topGrip{}: GripPanel
- frame_bottomGrip{}: GripPanel
- frame_leftGrip{}: GripPanel
- frame_rightGrip{}: GripPanel
- frame_tlGrip{}: GripPanel
- frame_trGrip{}: GripPanel
- frame_blGrip{}: GripPanel
- frame_brGrip{}: GripPanel
- frame_caption{}: CaptionGripPanel
- frame_minimize{}: FrameButton
- frame_maximize{}: FrameButton
- frame_mintosystray{}: FrameButton
- frame_close{}: FrameButton
- frame_menu{}: FrameSystemButton
-
*BaseInputDialog
- derives from Frame
- reads panels:
- CancelButton{}: Button
- OKButton{}: Button
-
*InputDialog
- derives from BaseInputDialog
- reads panels:
- Prompt{}: Label
- Text{}: TextEntry
-
*InputMessageBox - "used to asked yes/no questions of the user"
- derives from BaseInputDialog
- reads panels:
- Prompt{}: Label
-
*CClassMenu - I have no clue, precursor to CTFClassMenu?
- derives from Frame
-
*CConsoleDialog - not customizable at all.
- derives from Frame
- reads panels:
- ConsolePage{}: CConsolePanel
-
*CKeyBindingHelpDialog
- derives from Frame
- panel name: KeyBindingHelpDialog
- only usable from: resource/KeyBindingHelpDialog.res
- reads panels:
- KeyBindings{}: ListPanel
- panel tick:
- tick every frame, just checks if the help key is still being held, if not, hide this panel
-
*CKeyBoardEditorDialog
- derives from Frame
- panel name: KeyBoardEditorDialog
- only usable from resource/KeyBoardEditorDialog.res
- reads panels:
- Save{}: Button
- Cancel{}: Button
- Revert{}: Button
- Defaults{}: Button
-
*CMessageDialog
- derives from Frame
- panel name: MessageDialog
- only usable from: resource/UI/MessageDialog.res
- titlecolor: String or RGBA
- messagecolor: String or RGBA
- buttontextcolor: String or RGBA
- footer_tall: Integer
- button_margin: Integer
- button_seperator: Integer
- activity_indent: Integer
- uses colors:
- MessageDialog.MatchmakingBG
- MessageDialog.MatchmakingBGBlack
- uses fonts:
- GameUIButtons
- MenuLarge
- reads panels:
- TitleLable{}: Label
- MessageLabel{}: Label
- AnimatingPanel{}: AnimatingImagePanel
- Background{}: ImagePanel
-
*CSaveDocumentQuery - "This dialog asks if you want to save your work"
- derives from Frame
- panel name: SaveDocumentQuery
- only usable from: resource/ToolSaveDocumentQuery.res
- reads panels:
- FileNameLabel{}: Label
- Yes{}: Button
- No{}: Button
- Cancel{}: Button
-
*FileOpenDialog
- derives from Frame
- uses materials:
- resource/icon_folder
- resource/icon_folderup
- resource/icon_folder_selected
- resource/icon_newfolder
- resource/icon_play_once
- resource/icon_file
- reads panels:
- FullPathEdit{}: ComboBox
- FileTypeCombo{}: ComboBox
- FileList{}: ListPanel
- OpenButton{}: Button
- CancelButton{}: Button
- FolderUpButton{}: Button
- NewFolderButton{}: Button
- OpenInExplorerButton{}: Button
- LookInLabel{}: Label
- FileNameLabel{}: Label
- FiletypeLabel{}: Label
- FolderIcon{}: ImagePanel
-
*HTMLPopup
- derives from Frame
- panel name: HtmlPopup
- reads panels:
- htmlpopupchild{}: PopupHTML
-
*MessageBox - no customization?
- derives from Frame
-
*QueryBox
- derives from MessageBox
- reads panels:
- CancelButton{}: Button
-
*ProgressBox
- derives from Frame
- panel tick:
- ticks once every second, just to update
-
*PropertyDialog
- derives from Frame
- reads panels:
- Sheet{}: PropertySheet
- OkButton{}: Button
- CancelButton{}: Button
- ApplyButton{}: Button
-
*CConsolePanel
- derives from EditablePanel
- uses colors:
- Console.TextColor
- Console.DevTextColor
- 216 222 211 255 - m_PrintColor
- 196 181 80 255 - m_DPrintColor
- uses fonts:
- ConsoleText
- DefaultSmall
- uses borders:
- DepressedButtonBorder
- reads panels:
- ConsoleHistory{}: RichText
- ConsoleSubmit{}: Button
- CompletionList{}: CNonFocusableMenu
- ConsoleEntry{}: TabCatchingTextEntry
-
*CheckButtonList - probably not super useful, i don't think it can be created by a hud maker
- derives from EditablePanel
- uses border:
- ButtonDepressedBorder
-
*CHTMLFindBar
- derives from EditablePanel
- only usable from: resource/layout/htmlfindbar.layout
- panel name: FindBar
- reads panels:
- FindEntry{}: TextEntry
- FindCount{}: Label
-
*CKeyBoardEditorPage - nothing different outside of a few code things.
- derives from EditablePanel
-
*CPluginMenu - Unsure, doesn't seem to be customizable, part of the ENGINE, not client or server.
- derives from EditablePanel
- panel name: PluginMenu
- only usable from: Resource/UI/PluginMenu.res
-
*CColorOperationListPanel - color correction editor? probably doesn't need to ever be edited by a user but who knows
- derives from EditablePanel
- panel name: ColorOperationListPanel
- only usable from: Resource/ColorOperationListPanel.res
- reads panels:
- NewOperation{}: Button
- DeleteOperation{}: Button
- BringForward{}: Button
- PushBack{}: Button
- Save{}: Button
- Enable{}: CheckButton
- EnableEntities{}: CheckButton
- BlendFactorSlider{}: CPrecisionSlider
- OperationList{}: COperationListPanel
- uses textures:
- Resource/icon_hlicon1
-
*CAbuseReportDlg - doesn't seem to be very customizable
- derives from EditablePanel
- panel name: AbuseReportSubmitDialog
-
*CBaseLoadoutPanel - not super helpful, mostly hardcoded stuff for the loadout and item panels?
- derives from EditablePanel
- modelpanels_kv: Keyvalues, seems to read from CItemModelPanel?
- reads panels:
- mouseoveritempanel{}: CItemModelPanel
- CaratLabel{}: Label
- ClassLabel{}: Label
-
*CClientScoreBoardDialog
- derives from EditablePanel
- panel name: scores
- only usable from: Resource/UI/ScoreBoard.res
- reads panels:
- PlayerList{}: SectionedListPanel
-
*CSpectatorGUI - unsure if it can be edited at all.
- derives from EditablePanel
- panel name: specgui
- reads panels:
- topbar{}: Panel
- bottombarblank{}: Panel
- playerlable{}: Label
- accepts keyvalues:
- if_mvm
- only usable from:
- Resource/UI/Spectator.res
- Resource/UI/Spectator_SC.res (if using steam controller)
-
*CAccountPanel - floating numbers for stuff like damage, getting metal, etc. also used as bases for some other panels
- derives from EditablePanel
- only usable from: resource/UI/HudAccountPanel.res
- delta_item_start_y: Integer, default is 100
- delta_item_end_y: Integer, default is 0
- delta_item_x: Integer, default is 0
- delta_item_end_x: Integer, default is 0
- bg_image_x: Integer
- bg_image_y: Integer
- bg_image_wide: Integer
- bg_image_tall: Integer
- PositiveColor: RGBA
- NegativeColor: RGBA
- EventColor: RGBA
- RedRobotScoreColor: RGBA
- BlueRobotScoreColor: RGBA
- delta_lifetime: Float, how long the floating numbers exist for
- delta_item_font: String
- delta_item_font_big: String, used for crits iirc
-
*CHudAccountPanel - used for engi, not editable?
- derives from CAccountPanel
-
*CDamageAccountPanel - seems to essentially just be a frotnend for a very specific panel?
- derives from CHudAccountPanel
- only usable from: resource/UI/HudDamageAccount.res
-
*CHealthAccountPanel - used for damage numbers and stuff like crossbow heals, not editable?
- derives from CAccountPanel
-
*CScoreAccountPanel - unsure if editing is possible
- derives from CAccountPanel
- only usable from: resource/US/HudScoreAccount.res
- event: String
- team: String, only accepts the word "red" though, any other value it considers to be for blue.
-
*CTFAnnotationsPanel - seems to basically be just a parent panel to be used in specific places
-
derives from EditablePanel
-
panel name: AnnotationsPanel
-
only usable from: resource/UI/AnnotationsPanelCallout.res
-
reads panels:
- DistanceLabel{}: Label
- CalloutLabel{}: CExLabel
- ArrowIcon{}: ImagePanel
- CalloutBG{}: accepts any controlname
-
-
*CTFAnnotationsPanelCallout - mostly the same as CTFAnnotationsPanel, not derived from it though?
- derives from EditablePanel
- panel name: AnnotationsPanel
- only usable from: resource/UI/AnnotationsPanelCallout.res
- ArrowIcons: Keyvalues (note, this is not the same as the similarly named panel "ArrowIcon"!
- reads panels:
- DistanceLabel{}: Label
- CalloutLabel{}: CExLabel
- ArrowIcon{}: ImagePanel
- CalloutBG{}: accepts any controlname
-
*CTFArenaWinPanel
- derives from EditablePanel
- panel name: ArenaWinPanel
- only usable from: resource/UI/HudArenaWinPanel.res
- reads panels:
- ArenaWinPanelScores{}: EditablePanel
- ArenaWinPanelWinnersPanel{}: EditablePanel
- ArenaWinPanelLosersPanel{}: EditablePanel
- WinPanelBG{}: EditablePanel
- NOTE: for these next ones, %d is a number, i.e. Player1Name, Player2Name, etc.
- Player%dName{}: Label
- Player%dClass{}: Label
- Player%dDamage{}: Label
- Player%dHealing{}: controlnane: Label
- Player%dLifetime{}: Label
- Player%dKills{}: Label
- Player%dAvatar{}: Label
- variables: %arenastreaktext%, %WinningTeamLabel%, %AdvancingTeamLabel%, %WinReasonLabel%, %DetailsLabel%, %TopPlayersLabel%, %LosingTeamLabel%, %blueteamname%, %redteamname%, %blueteamscore%, %redteamscore%
-
*CTFHudEscort - Payload UI
- derives from EditablePanel
- only usable from: resource/UI/ObjectiveStatusEscort.res
- reads panels:
- EscortItemPanel{}: EditablePanel
- Speed_Backwards{}: ImagePanel
- CapPlayerImage{}: ImagePanel
- EscortItemImage{}: ImagePanel
- EscortItemImageBottom{}: ImagePanel
- EscortItemImageAlert{}: ImagePanel
- Blocked{}: ImagePanel
- HomeCPIcon{}: ImagePanel
- SimpleControlPointTemplate{}: ImagePanel
- LevelBar{}: ImagePanel
- CapNumPlayers{}: CExLabel
- ???{}: CEscortStatusTeardrop - doesn't have a name, potentially hardcoded?
- EscortHilightSwoop{}: CControlPointIconSwoop - yes its spelled like that.
- ProgressBar{}: CTFHudEscortProgressBar
- hill_panel%d: CEscortHillPanel - hills as in rollback/rollforward zones
- SimpleControlPointTemplate{}: CSimpleControlPoint - I have no clue how/why this shares a name with the image panel above, but it does. I assume that you aren't supposed to use CSimpleControlPoint and only use ImagePanel.
- accepts keyvalues:
- if_team_red
- if_team_blue
- if_multiple_trains
- if_multiple_trains_red - These 4 are not children of if_multiple_trains, they just only get checked if if_multiple_trains is also true
- if_multiple_trains_blue
- if_multiple_trains_top
- if_multiple_trains_bottom
- if_single_with_hills
- if_single_with_hills_red - same as above but with if_single_with_hills instead
- if_single_with_hills_blue
- uses textures:
- hud/cart_track_blue
- hud/cart_track_red
- uses animations:
- HudCartAlarmPulse
- eventHudCartAlarmPulseStop
- variables: %recede%, %numcappers%
- notes: it appears that some elements of this panel and/or it's children have hardcoded locations and sizes depending on if minmode is enabled or not.
-
*CTFHudMultipleEscort - Payload Race UI
- derives from EditablePanel
- only usable from: resource/UI/ObjectiveStatusMultipleEscort.res
- reads panels:
- BlueEscortPanel{}: CTFHudEscort
- RedEscortPanel{}: CTFHudEscort
- accepts keyvalues:
- if_blue_is_top
- if_red_is_top
-
*CTFFlagStatus - CTF, MVM, and Special Delivery UI
- derives from EditablePanel
- only usable from: resource/UI/FlagStatus.res
- reads panels:
- Arrow{}: CTFArrowPanel
- StatusIcon{}: CTFImagePanel
- Briefcase{}: CTFImagePanel
- accepts keyvalues:
- if_mvm
- uses textures:
- ../hud/objectives_flagpanel_ico_flag_home
- ../hud/bomb_dropped
- ../hud/objectives_flagpanel_ico_flag_dropped
- ../hud/objectives_flagpanel_ico_flag_moving
- ../hud/bomb_carried
-
*CTFHudFlagObjectives - same gamemodes as CTFFlagStatus
- derives from EditablePanel
- only usable from: resource/UI/HudObjectiveFlagPanel.res
- reads panels:
- RedFlag{}: CTFFlagStatus
- BlueFlag{}: CTFFlagStatus
- CarriedImage{}: ImagePanel
- SpecCarriedImage{}: ImagePanel
- PoisonIcon{}: ImagePanel - used for Mannpower
- PlayingTo{}: CExLabel
- PoisonTimeLabel{}: CExLabel - used for Mannpower
- CaptureFlag{}: CTFArrowPanel
- OutlineImage{}: Panel
- PlayingToBG{}: accepts any controlname
- accepts keyvalues:
- (if there are no flags)
- if_no_flags
- if_specialdelivery
- (if there are flags)
- if_hybrid - iirc used for maps like ctf_haarp?
- if_hybrid_single - weridly named, used if only 1 flag or special delivery
- if_hybrid_double - also weirdly named, used if there are 2 flags
- if_mvm
- if_specialdelivery - yes, this appears in both.
- (if there are no flags)
- uses textures:
- ../hud/objective_flagpanel_carried_blue
- ../hud/objective_flagpanel_carried_red
- uses animations:
- FlagOutline
- FlagOutlineHide
- variables: %bluescore%, %redscore%, %rounds%
-
*CTFFreezePanel
- derives from EditablePanel
- panel name: FreezePanel
- only usable from: resource/UI/FreezePanel_Basic.res
- reads panels:
- itempanel{}: CItemModelPanel
- any panel name{}: CReplayReminderPanel
- FreezePanelBase{}: EditablePanel
- NemesisSubPanel{}: EditablePanel
- ScreenshotPanel{}: EditablePanel
- FreezeLabel{}: Label
- FreezeLabelKiller{}: Label
- ItemLabel{}: Label
- FreezePanelBG{}: CTFImagePanel
- FreezeTeamIcon{}: CTFImagePanel
- FreezePanelHealth{}: CTFFreezePanelHealth
- AvatarImage{}: CAvatarImagePanel
- ???{}: CTFStatPanel - seems to be maybe hardcoded?
- variables: %nemesisname%, %killername%, %ownername%, %objectkiller%, %nemesisadvice%
- uses textures:
- ../hud/color_panel_blu
- ../hud/color_panel_red
-
*CTFFreezePanelCallout - used for stuff like marking your gibs in the freeze panel
- derives from EditablePanel
- only usable from: resource/UI/FreezePanelCallout.res
- reads panels:
- CalloutLabel{}: Label
- CalloutBG{}: Panel
- ArrowIcon{}: ImagePanel
-
*CItemAttributeProgressPanel
- derives from EditablePanel
- reads panels:
- AttribBlue{}: Label
- AttribGlow{}: Label
- AttribDesc{}: Label
- variables: %attr_desc%
- enabled_text_color_override: String or RGBA
- disabled_text_color_override: String or RGBA
- normal_token: String
- advanced_token: String
-
*CItemTrackerPanel
- derives from EditablePanel
- my notes here say that this has a fixed panel name and is only usable from a few specific res files but apparently I couldn't find them?
- reads panels:
- ItemName{}: Label
- CompleteGlowText{}: Label
- CompleteItemNameGlow{}: Label
- CompletedContainer{}: EditablePanel
- ProgressBarBG{}: EditablePanel
- ProgressBarStandard{}: EditablePanel
- ProgressBarBonus{}: EditablePanel
- ProgressBarStandardHighlight{}: EditablePanel
- ProgressBarBonusHighlight{}: EditablePanel
- CompleteDesc{}: CExLabel
- CompleteGlowText{}: CExLabel - not sure why this is defined as both a Label and CExLabel
- variables:%itemname%, %points%
- item_attribute_res_file: String
- progress_bar_standard_loc_token: String
- progress_bar_advanced_loc_token: String
- standard_objective_tick_sound: String
- standard_points_complete_sound: String
- advanced_objective_sound_complete: String
- advanced_points_complete_sound: String
-
*CCompetitiveAccessInfoPanel
- derives from EditablePanel
- only usable from:resource/ui/CompetitiveAccessInfo.res
- reads panels:
- PhoneButton{}: CExImageButton
- PremiumButton{}: CExImageButton
- PhoneCheckImage{}: ImagePanel
- PremiumCheckImage{}: ImagePanel
-
*CMainMenuPlayListEntry
- derives from EditablePanel
- only usable from: resource/ui/MainMenuPlayListEntry.res
- reads panels:
- LockImage{}: CExImageButton
- TooltipPanel{}: EditablePanel
- ???{}: CTFTextToolTip - seems hardcoded?
- ModelImage{}: ImagePanel
- ModeButton{}: Button
- ModeButton{}: Label - same name as the previous panel...
- DescLabel{}: Label
- DescLabelShadow{}: Label
- image_name: String
- button_command: String
- button_token: String
- desc_token: String
-
*CTFMedicCallerPanel
- derives from EditablePanel
- panel name: MedicCallerPanel - appears to be hardcoded in a weird way, every time someone calls for medic it creates ANOTHER panel with this name
- only usable from: resource/UI/MedicCallerPanel.res
- reads panels:
- CallerAuto{}: Panel
- CallerBG{}: Panel
- CallerBurning{}: Panel
- CallerBleeding{}: Panel
- CallerHealth{}: Panel
- CallerReviveEasy{}: Panel
- CallerReviveMedium{}: Panel
- CallerReviveHard{}: Panel
- uses textures:
- HUD/medic_arrow
-
*CEngyDestroyMenuItem - seems hardcoded?
- derives from EditablePanel
-
*CTFHudPasstimePanel - base panel for other passtime panels, identical to EditablePanel but gets hidden when you take a screenshot during a freezecam?
- derives from EditablePanel
-
*CTFHudTeamScore
- derives from CTFHudPasstimePanel
- panel name: HudTeamScore
- only usable from: resource/UI/HudPasstimeTeamScore.res
- reads panels:
- PlayingToCluster{}: EditablePanel
- variables: %rounds%, %bluescore%, %redscore%
-
*CTFHudPasstimePassNotify
- derives from CTFHudPasstimePanel
- panel name: HudPasstimePassNotify
- only usable from: resource/UI/HudPasstimePassNotify.res
- reads panels:
- TextBox{}: EditablePanel
- TextInPassRange{}: Label
- TextLockedOn{}: Label
- TextPassIncoming{}: Label
- TextPlayerName{}: Label
- SpeechIndicator{}: ImagePanel
- PassLockIndicator{}: ImagePanel
- uses borders:
- TFFatLineBorder
- TFFatLineBorderRedBG
- TFFatLineBorderBlueBG
-
*CTFHudPasstimeBallStatus
- derives from CTFHudPasstimePanel
- panel name: HudPasstimeBallStatus
- only usable from: resource/UI/HudPasstimeBallStatus.res
- reads panels:
- ???{}: CTFHudPasstimeEventText - generated by the game with no name when panel is initialized
- BallPowerCluster{}: EditablePanel
- ProgressBallIcon{}: ImagePanel
- ProgressSelfPlayerIcon{}: ImagePanel
- GoalRed%i{}: ImagePanel - %i is a number
- GoalBlue%i{}: ImagePanel - ^
- playericon%i{}: ImagePanel - ^
- ProgressBallCarrierName{}: Label
- EventTitleLabel{}: Label
- EventDetailLabel{}: Label
- EventBonusLabel{}: Label
- ProgressLevelBar{}: Panel
- BallPowerMeterFillContainer{}: Panel
- BallPowerMeterFill{}: Panel
- BallPowerMeterFrame{}: Panel
- BallPowerMeterFinalSectionContainer{}: Panel
- RedProgressEnd{}: accepts any controlname
- BlueProgressEnd{}: accepts any controlname
- uses textures:
- ../passtime/hud/passtime_ballcontrol_team_red
- ../passtime/hud/passtime_ballcontrol_team_blue
- ../passtime/hud/passtime_ballcontrol_none
- ../passtime/hud/passtime_ball
- ../passtime/hud/portrait_%class%_red - I can't be assed to write out all 9 classes for both teams, so just replace %class% with whatever class name you want. only weird one is engi, who is "eng"
- ../passtime/hud/portrait_%class%_blu
- ../passtime/hud/passtime_goal_red_locked
- ../passtime/hud/passtime_goal_blue_locked
- ../passtime/hud/passtime_goal_red_unlocked
- ../passtime/hud/passtime_goal_blue_unlocked
- ../passtime/hud/passtime_endzone_red_icon
- ../passtime/hud/passtime_endzone_blue_icon
- ../passtime/hud/passtime_goal_red_icon
- ../passtime/hud/passtime_goal_blue_icon
-
*CTFHudPasstime - appears to essentially be the parent of all the passtime panels
- derives from CTFHudPasstimePanel
- panel name: HudPasstime
- only usable from: resource/UI/HudPasstime.res
- reads panels:
- note: none of these panels have specified names so i've just listed out the controlnames
- CTFHudPasstimeBallStatus
- CTFHudTeamScore
- CTFHudPasstimeBallOFfscreenArrow
- CTFHudPasstimePassNotify
- CTFHudPasstimePlayerOffscreenArrow - creates one for every player supported by the game (i wonder if this means that passtime runs worse ever since the 100 player update)
-
*CTFHudPasstimeOffscreenArrow
- derives from EditablePanel
- only usable from: resource/UI/HudPasstimeOffscreenArrow.res
- reads panels:
- Image{}: ImagePanel
- uses textures:
- ../passtime/hud/passtime_ball_offscreen_red
- ../passtime/hud/passtime_ball_offscreen_blue
- ../passtime/hud/passtime_ball
- HUD/medic_arrow
-
*CTFHudPasstimeBallOffscreenArrow
- derives from CTFHudPasstimeOffscreenArrow
- panel name: PasstimeBallOffscreenArrow - this is the only non-code difference from the panel it derives from
-
*CTFHudPasstimePlayerOffscreenArrow
- derives from CTFHudPasstimeOffscreenArrow
- uses textures:
- ../passtime/hud/passtime_pass_to_me_prompt
-
*CTFHudPlayerClass
- derives from EditablePanel
- only usable from: resource/UI/HudPlayerClass.res
- reads panels:
- PlayerStatusClassImage{}: CTFClassImage
- PlayerStatusClassImageBG{}: CTFImagePanel
- PlayerStatusSpyImage{}: CTFImagePanel
- PlayerStatusSpyOutlineImage{}: CTFImagePanel
- classmodelpanelBG{}: CTFImagePanel
- CarrinyBackground{}: CTFImagePanel
- classmodelpanel{}: CTFPlayerModelPanel
- CarryingWeapon{}: EditablePanel
- CarryingLabel{}: CExLabel
- OwnerLabel{}: Label
- uses textures:
- vgui/%s - %s is a class and team name, i.e. bluespy_cloak, redspy_halfcloak
- vgui/%s_cloak
- vgul/%s_halfcloak
- hud/heath_color
- hud/health_dead
- uses animations:
- HudSpyDisguiseHide
- HudSpyDisguiseFadeIn
- HudSpyDisguiseFadeOut
- uses colors:
- TanLight
- variables: %carrying%
-
CTFHudPlayerHealth
- reads panels:
- PlayerStatusHealthImage{}: CTFHealthPanel
- PlayerStatusHealthImageBG{}: ImagePanel
- PlayerStatusHealthBonusImage{}: ImagePanel
- BuildingStatusHealthImageBG{}: ImagePanel
- PlayerStatusBleedImage{}: ImagePanel
- PlayerStatusHookBleedImage{}: ImagePanel
- PlayerStatusMarkedForDeathImage{}: ImagePanel
- PlayerStatusMarkedForDeathSilentImage{}: ImagePanel
- PlayerStatusMilkImage{}: ImagePanel
- PlayerStatus_WheelOfDoom{}: ImagePanel
- PlayerStatus_MedicUberBulletResistImage{}: ImagePanel
- PlayerStatus_MedicUberBlastResistImage{}: ImagePanel
- PlayerStatus_MedicUberFireResistImage{}: ImagePanel
- PlayerStatus_MedicSmallBulletResistImage{}: ImagePanel
- PlayerStatus_MedicSmallBlastResistImage{}: ImagePanel
- PlayerStatus_MedicSmallFireResistImage{}: ImagePanel
- PlayerStatus_SoldierOffenseBuff{}: ImagePanel
- PlayerStatus_SoldierDefenseBuff{}: ImagePanel
- PlayerStatus_SoldierHealOnHitBuff{}: ImagePanel
- PlayerStatus_RuneStrength{}: ImagePanel
- PlayerStatus_RuneHaste{}: ImagePanel
- PlayerStatus_RuneRegen{}: ImagePanel
- PlayerStatus_RuneResist{}: ImagePanel
- PlayerStatus_RuneVamprie{}: ImagePanel
- PlayerStatus_RuneReflect{}: ImagePanel
- PlayerStatus_RunePrecision{}: ImagePanel
- PlayerStatus_RuneAgility{}: ImagePanel
- PlayerStatus_RuneKnockout{}: ImagePanel
- PlayerStatus_RuneKing{}: ImagePanel
- PlayerStatus_RunePlague{}: ImagePanel
- PlayerStatus_RuneSupernova{}: ImagePanel
- PlayerStatusParachute{}: ImagePanel
- PlayerStatusPlayerLevel{}: CExLabel
- uses textures:
- ../HUD/defense_buff_%type%_%team% - %type% is vacc types; bullet, explosion, fire. %team% is your team
- ../Effects/soldier_buff_%type%_%team% - %type% is soldier buffs; offense, defense, healonhit.
- ../Effects/powerup_%type%_hud - %type% is mannpower buffs; strength, haste, regen, resist, vampire, reflect, precision, agility, knockout, king, plague, supernova
- ../HUD/hud_parachute_active
- ..\HUD\death_wheel_whammy
- ..\HUD\death_wheel_%d - %d is wheel of doom effect type, as long as it's not whammy, no clue why they did it this way.
- uses animations:
- HudHealthDyingPulse
- HudHealthDyingPulseStop
- HudHealthBonusPulse
- HudHealthBonusPulseStop
- variables: %Health%
- reads panels:
-
*CTFPVEWinPanel:
- derives from EditablePanel
- panel name: PVEWinPanel
- only usable from: resource/UI/HudPVEWinPanel.res
- reads panels:
- RespecBackground{}: ScalableImagePanel
- RespecContainer{}: EditablePanel
- RespecTextLabelLost{}: Label
- RespecCountLabel{}: Label
- uses animations:
- RespecEarnedPulseLoss
- variables: %WinningTeamLabel%, %WinReasonLabel%, %DetailsLabel%, %respeccount%
-
*CTFHudRobotDestruction_RobotIndicator
- derives from EditablePanel
- only usable from: resource/UI/TFHudRobotDestruction_RobotIndicator.res
- reads panels:
- Swoop{}: CControlPointIconSwoop
- RobotStateContainer{}: EditablePanel
- DeadState{}: CTFHudRobotDestruction_DeadImage
- ActiveState{}: CTFHudRobotDestruction_ActiveImage
- ShieldedState{}: CTFHudRobotDestruction_StateImage
- GlowImage{}: ImagePanel
- variables: %time%
-
*CTFHudRobotDestruction
- derives from EditablePanel
- only usable in: resource/UI/HudObjectiveRobotDestruction.res - unless the map maker specifies a different file.
- reads panels:
- CarriedContainer{}: EditablePanel
- ScoreContainer{}: EditablePanel
- BlueStolenContainer{}: EditablePanel
- DroppedIntelContainer{}: EditablePanel
- RedStolenContainer{}: EditablePanel
- BlueScoreValueContainer{}: EditablePanel
- RedScoreValueContainer{}: EditablePanel
- ProgressBarContainer{}: EditablePanel
- BlueVictoryContainer{}: EditablePanel
- RedVictoryContainer{}: EditablePanel
- CountdownContainer{}: EditablePanel
- CarriedImage{}: ImagePanel
- CountdownImage{}: ImagePanel
- CarriedProgressBar{}: CProgressPanel
- BlueProgressBarFill{}: CProgressPanel
- BlueProgressBarEscrow{}: CProgressPanel
- RedProgressBarFill{}: CProgressPanel
- RedProgressBarEscrow{}: CProgressPanel
- %s_group_%d{}: CTFHudRobotDestruction_RobotIndicator - %s_group_%d, %s is team name, %d is which robot group it is.
- TeamLeaderImage{}: CTFImagePanel
- CountdownTime{}: CExLabel
- CountdownTimeShadow{}: CExLabel
- IntelImage{}: Panel
- DroppedIntelContainer{}: Panel - yes this shows up twice.
- uses animations:
- FlagOutlineHide
- RDPositiveScorePulse
- RDNegativeScorePulse
- variables: %score% (somehow different for each team even though its the same? unsure how it works), %red_escrow%, %blue_escrow%, %countdowntime%, %victorytime%, %rounds%, %intelvalue%, %flagvalue%
- accepts keyvalues:
- robot_kv
-
*CTFHudRobotDestruction_StateImage
- derives from EditablePanel
- panel name: ShieldedState
- only usable in: resource/UI/tfhudrobotdestruction_shieldedstate.res
- reads panels:
- Image{}: ImagePanel
- RobotImage{}: ImagePanel
- GlowImage{}: ImagePanel
- redimage: Material Path
- blueimage: Material Path
-
*CTFHudRobotDestruction_DeadImage
- derives from CTFHudRobotDestruction_StateImage
- panel name: DeadState
- only usable in: resource/UI/tfhudrobotdestruction_deadstate.res
- reads panels:
- RespawnProgressBar{}: CTFProgressBar
-
*CTFHudRobotDestruction_ActiveImage
- derives from CTFHudRobotDestruction_StateImage
- panel name: ActiveState
- only usable in: resource/UI/tfhudrobotdestruction_activestate.res
-
*CTFStatPanel - seems to be mostly hardcoded, or at the very least not editable from the res file?
- derives from EditablePanel
- panel name: StatPanel
- only usable in: resource/UI/StatPanel_Base
- reads panels:
- StatPanelClassImage{}: CTFClassImage
- summaryLabel{}: Label
- StatBox{}: Panel
- uses colors:
- TransparentLightBlack - maybe overridable via bgcolor_override?
- variables: %title%, %stattextlarge%, %stattextsmall%, %statdesc%
-
*CFloatingHealthIcon
- derives from EditablePanel
- only usable from: resource/UI/HealthIconPanel.res
- reads panels:
- SpectatorGUIHealth{}: CTFSpectatorGUIHealth
-
*CTFHudTraining
- derives from EditablePanel
- only usable from: resource/UI/HudTraining.res
- reads panels:
- MsgLabel{}: CExRichText
- PressSpacebarToContinue{}: CExLabel
- uses animations:
- TrainingHudBounce
- TrainingPressSpacebarBlink
- TrainingPressSpacebarBlinkStop
- uses colors:
- HudTrainingHint - depending on what part of the text it is, uses either fgcolor or this, also falls back to pure white if missing
- variables: %goal%
-
*CTFTrainingComplete
- derives from EditablePanel
- panel name: TrainingComplete
- only usable from: resource/UI/TrainingComplete.res
- reads panels:
- Results{}: EditablePanel
- ResultsText{}: CExRichText
- Replay{}: CExButton
- Next{}: CExButton
- Quit{}: CExButton
- TopBar{}: ImagePanel
- BottomBar{}: ImagePanel
- variables: %wintext%
-
*CTFWaitingForPlayersPanel
- derives from EditablePanel
- panel name: WaitingForPlayersPanel
- only usable from: resource/UI/WaitingForPlayersPanel.res
- reads panels:
- WaitingForPlayersLabel{}: Label
- WaitingForPlayersEndingLabel{}: Label
-
*CTFWinPanel
- derives from EditablePanel
- panel name: WinPanel
- only usable from: resource/UI/WinPanel.res
- reads panels:
- TeamScoresPanel{}: EditablePanel
- RedLeaderAvatarBG{}: EditablePanel - not sure if the team leader stuff is functional in live TF2
- BlueLeaderAvatarBG{}: EditablePanel - ^
- WinPanelBGBorder{}: EditablePanel
- BlueScoreBG{}: EditablePanel
- RedScoreBG{}: EditablePanel
- RedTeamLabel{}: CExLabel
- BlueTeamLabel{}: CExLabel
- RedLeaderAvatar{}: CAvatarImagePanel - see team leader note above.
- BlueLeaderAvatar{}: CAvatarImagePanel - ^
- Player%dAvatar: CAvatarImagePanel - (%d is player number)
- Player%dBadge{}: CTFBadgePanel - ^
- Player%dName{}: Label - ^
- Player%dScore{}: Label - ^
- KillStreakPlayer%dName: Label - ^
- KillStreakPlayer%dClass: Label - ^
- KillStreakPlayer%dScore: Label - ^
- KillStreakPlayer%dAvatar: Label - ^
- KillStreakPlayer%dBadge: Label - ^
- uses borders: (note, the code for CTFWinPanel also changes the borders of BlueScoreBG and RedScoreBG to these values, even though they are not CTFWinPanels)
- TFFatLineBorderBlueBGMoreOpaque
- TFFatLineBorderBlueBG
- TFFatLineBorderRedBGMoreOpaque
- TFFatLineBorderRedBG
- variables: %WinningTeamLabel%, %AdvancingTeamLabel%, %WinReasonLabel%, %DetailsLabel%, %TopPlayersLabel%, %blueteamname%, %redteamname%, %blueteamscore%, %redteamscore%
-
*CTFHudTimeStatus
- derives from EditablePanel
- only usable in: resource/UI/HudObjectiveTimePanel.res
- reads panels:
- TimePanelValue{}: CExLabel
- OvertimeLabel{}: CExLabel
- SuddenDeathLabel{}: CExLabel
- WaitingForPlayersLabel{}: CExLabel
- SetupLabel{}: CExLabel
- ServerTimeLimitLabel: CExLabel
- TimePanelBG{}: ScalableImagePanel
- TimePanelProgressBar{}: CTFProgressBar
- OvertimeBG{}: accepts any controlname
- SuddenDeathBG{}: accepts any controlname
- SetupBG{}: accepts any controlname
- ServerTimeLimitLabelBG{}: accepts any controlname
- uses textures:
- ../hud/objectives_timepanel_red_bg
- ../hud/objectives_timepanel_blue_bg
- uses animations:
- SuddenDeathLabelPulseRed
- OvertimeLabelPulseRed
- accepts keyvalues:
- if_match
- variables: %servertimeleft%
-
PanelListPanel - there are 2 code files for this panel, so its a bit confusing how it works.
- reads panels:
- PanelListPanelVScroll{}: ScrollBar
- PanelListEmbedded{}: EditablePanel
- reads panels:
-
*CReplayListPanel - replay menu?
- derives from PanelListPanel
- only usable from:resource/UI/replaybrowser/replaylistpanel.res
- reads panels:
- PaneListPanelVScroll{}: ScrollBar - already defined, but here buttons are forcibly made invisible, width forcably made 5 units
- ArrowImage{}: ImagePanel - image forcably set to replay/replay_balloon_arrow_left or replay/replay_balloon_arrow_right based on what side its on, zpos forcibly set to 1000
- ReplayThumbnailCollection{}: CReplayThumbnailCollection
- MovieThumbnailCollection{}: CMovieThumbnailCollection
- uses colors:
- Yellow
- TanDark
- uses sound:
- replay\replaypreviewpopup.wav
-
*PropertyPage - unfinished? lots of empty functions and the only changes are forwarding left and right keys to parent and a visibility change.
- derives from EditablePanel
-
*PropertySheet
- derives from EditablePanel
- tabskv: keyvalue? its weird, it seems like it just deletes any keyvalues here and puts it onto tabkv instead
- tabkv: keyvalue? unsure how it works
- tabwidth: Integer
- TransitionTime: Float
- uses borders:
- PropertySheetBorder
- Default
- RaisedBorder
- uses fonts:
- DefaultVerySmall - if small tabs enabled (only possible in code?)
- Default - if small tabs disabled
- uses base settings:
- PropertySheet.TransitionEffectTime
-
*CKeyBoardEditorSheet
- derives from PropertySheet
- panel name: KeyBoardEditorSheet
- only usable from: resource/KeyBoardEditorSheet.res
- other:
- small tabs enabled
-
ScrollableEditablePanel
- reads panels:
- VerticalScrollBar{}: Scrollbar
- note: if you have a child panel called "Scrollbar" it will apply its settings to the VerticalScrollBar it creates instead
- reads panels:
-
*Splitter
- derives from EditablePanel
- splitter%d: Integer, %d is a number, so splitter1, splitter2, etc. this is the position ef each splitter.
-
*SplitterChildPanel - basically just a thing in code for the splitter, not sure if it can be created on from a res file.
- derives from EditablePanel