VGUI
VGUI
Borders
DebugBorder2 { "inset" "0 0 0 0" // margin "backgroundType" "1" // is of type backgroundtype_e (BACKGROUND_FILLED = 0, BACKGROUND_TEXTURED = 1, BACKGROUND_ROUNDEDCORNERS = 2) Left // the side { "1" // a border can have more then 1 line. { "color" "0 255 0 255" // color of the border "offset" "2 1" // start and end offset. skip the first 2 pixels and skip the last 1 pixel } } Right { "1" { "color" "0 255 0 255" "offset" "1 0" } } Top { "1" { "color" "0 255 0 255" "offset" "0 0" } } Bottom { "1" { "color" "0 255 0 255" "offset" "0 0" } } }
HUD Hide flags
The player has a variable m_iHideHUD
that defines which hud elements should be hidden.
https://github.com/ValveSoftware/source-sdk-2013/blob/0d8dceea4310fde5706b3ce1c70609d72a38efdf/mp/src/game/client/hud.cpp#L948
Each hud element can asign its self to a hide group using SetHiddenBits(int group)
.
There are 3 special hide flags.
- HIDEHUD_ALL is special because it is always asigned to every element. So calling SetHiddenBits(HIDEHUD_ALL) is pointless.
- HIDEHUD_PLAYERDEAD & HIDEHUD_NEEDSUIT are special because it does not use
m_iHideHUD
. Seem to be a bit of a hack by valve.