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Outputs for vgui_screen - #264

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Outputs for vgui_screen#264
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Addresses #263

I had this already done from playing with the SiN Episodes maps in my mod. Any output on the vgui_screen entity that starts with a tilde (~) will be fired by the panel recieving a vgui command from its children that matches the string following the tilde.

KeyValues* pkvCommand = pKeyValues->FindKey(s_nCommandDataSymbol);
if (pEntity && pkvCommand)
{
pEntity->HandleEntityCommand(pPlayer, pkvCommand);

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Since this is only used for vgui screens, instead of adding never-used CBaseEntity::HandleEntityCommand(), wouldn't it make more sense to name the command something like "VGuiScreenCommand", checking entity type (classname or dynamic cast) here then handling it in CVGuiScreen::OnVGuiCommand(), keeping everything localised?

@PetercovPetercovDec 23, 2023

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I intended that handler function to be generic, so other entity types could easily use it.

Edit: I originally designed that function for this entity: https://github.com/Petercov/Source-PlusPlus/blob/ec8c0337670a4de320502a8cc2855b3bb760f5ec/src/game/server/Human_Error/hlss_combine_interface.cpp#L218-L249

@Yankumo-Koishi

Yankumo-Koishi commented Dec 24, 2023

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Could you clearly describe how it fires inputs to entities, I checked the files in Sin Episode before but I'm still confused

@se10leptakamara

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Thank you so much for this PR, I was finally able to receive outputs from my VGUI Screens! This is a lifesaver, I'd love to see this merged to Mapbase in the future.

@Blixibon
Blixibon merged commit a8d69e5 into mapbase-source:developJan 4, 2025
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Outputs for vgui_screen by Petercov · Pull Request #264 · mapbase-source/source-sdk-2013 · GitHub
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Outputs for vgui_screen - #264

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Blixibon merged 6 commits into
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Petercov:mapbase-feature/vgui-screens
Jan 4, 2025
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Outputs for vgui_screen#264
Blixibon merged 6 commits into
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Petercov:mapbase-feature/vgui-screens

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Addresses #263

I had this already done from playing with the SiN Episodes maps in my mod. Any output on the vgui_screen entity that starts with a tilde (~) will be fired by the panel recieving a vgui command from its children that matches the string following the tilde.

KeyValues* pkvCommand = pKeyValues->FindKey(s_nCommandDataSymbol);
if (pEntity && pkvCommand)
{
pEntity->HandleEntityCommand(pPlayer, pkvCommand);

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Since this is only used for vgui screens, instead of adding never-used CBaseEntity::HandleEntityCommand(), wouldn't it make more sense to name the command something like "VGuiScreenCommand", checking entity type (classname or dynamic cast) here then handling it in CVGuiScreen::OnVGuiCommand(), keeping everything localised?

@PetercovPetercovDec 23, 2023

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I intended that handler function to be generic, so other entity types could easily use it.

Edit: I originally designed that function for this entity: https://github.com/Petercov/Source-PlusPlus/blob/ec8c0337670a4de320502a8cc2855b3bb760f5ec/src/game/server/Human_Error/hlss_combine_interface.cpp#L218-L249

@Yankumo-Koishi

Yankumo-Koishi commented Dec 24, 2023

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Could you clearly describe how it fires inputs to entities, I checked the files in Sin Episode before but I'm still confused

@se10leptakamara

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Thank you so much for this PR, I was finally able to receive outputs from my VGUI Screens! This is a lifesaver, I'd love to see this merged to Mapbase in the future.

@Blixibon
Blixibon merged commit a8d69e5 into mapbase-source:developJan 4, 2025
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Outputs for vgui_screen - #264

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Blixibon merged 6 commits into
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Petercov:mapbase-feature/vgui-screens
Jan 4, 2025
Merged

Outputs for vgui_screen#264
Blixibon merged 6 commits into
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Petercov:mapbase-feature/vgui-screens

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Addresses #263

I had this already done from playing with the SiN Episodes maps in my mod. Any output on the vgui_screen entity that starts with a tilde (~) will be fired by the panel recieving a vgui command from its children that matches the string following the tilde.

KeyValues* pkvCommand = pKeyValues->FindKey(s_nCommandDataSymbol);
if (pEntity && pkvCommand)
{
pEntity->HandleEntityCommand(pPlayer, pkvCommand);

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Since this is only used for vgui screens, instead of adding never-used CBaseEntity::HandleEntityCommand(), wouldn't it make more sense to name the command something like "VGuiScreenCommand", checking entity type (classname or dynamic cast) here then handling it in CVGuiScreen::OnVGuiCommand(), keeping everything localised?

@PetercovPetercovDec 23, 2023

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I intended that handler function to be generic, so other entity types could easily use it.

Edit: I originally designed that function for this entity: https://github.com/Petercov/Source-PlusPlus/blob/ec8c0337670a4de320502a8cc2855b3bb760f5ec/src/game/server/Human_Error/hlss_combine_interface.cpp#L218-L249

@Yankumo-Koishi

Yankumo-Koishi commented Dec 24, 2023

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Could you clearly describe how it fires inputs to entities, I checked the files in Sin Episode before but I'm still confused

@se10leptakamara

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Thank you so much for this PR, I was finally able to receive outputs from my VGUI Screens! This is a lifesaver, I'd love to see this merged to Mapbase in the future.

@Blixibon
Blixibon merged commit a8d69e5 into mapbase-source:developJan 4, 2025
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Outputs for vgui_screen - #264

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Blixibon merged 6 commits into
mapbase-source:developfrom
Petercov:mapbase-feature/vgui-screens
Jan 4, 2025
Merged

Outputs for vgui_screen#264
Blixibon merged 6 commits into
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Petercov:mapbase-feature/vgui-screens

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Addresses #263

I had this already done from playing with the SiN Episodes maps in my mod. Any output on the vgui_screen entity that starts with a tilde (~) will be fired by the panel recieving a vgui command from its children that matches the string following the tilde.

KeyValues* pkvCommand = pKeyValues->FindKey(s_nCommandDataSymbol);
if (pEntity && pkvCommand)
{
pEntity->HandleEntityCommand(pPlayer, pkvCommand);

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Choose a reason for hiding this comment

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Since this is only used for vgui screens, instead of adding never-used CBaseEntity::HandleEntityCommand(), wouldn't it make more sense to name the command something like "VGuiScreenCommand", checking entity type (classname or dynamic cast) here then handling it in CVGuiScreen::OnVGuiCommand(), keeping everything localised?

@PetercovPetercovDec 23, 2023

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I intended that handler function to be generic, so other entity types could easily use it.

Edit: I originally designed that function for this entity: https://github.com/Petercov/Source-PlusPlus/blob/ec8c0337670a4de320502a8cc2855b3bb760f5ec/src/game/server/Human_Error/hlss_combine_interface.cpp#L218-L249

@Yankumo-Koishi

Yankumo-Koishi commented Dec 24, 2023

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Could you clearly describe how it fires inputs to entities, I checked the files in Sin Episode before but I'm still confused

@se10leptakamara

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Thank you so much for this PR, I was finally able to receive outputs from my VGUI Screens! This is a lifesaver, I'd love to see this merged to Mapbase in the future.

@Blixibon
Blixibon merged commit a8d69e5 into mapbase-source:developJan 4, 2025
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Outputs for vgui_screen - #264

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Petercov:mapbase-feature/vgui-screens
Jan 4, 2025
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Outputs for vgui_screen#264
Blixibon merged 6 commits into
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Addresses #263

I had this already done from playing with the SiN Episodes maps in my mod. Any output on the vgui_screen entity that starts with a tilde (~) will be fired by the panel recieving a vgui command from its children that matches the string following the tilde.

KeyValues* pkvCommand = pKeyValues->FindKey(s_nCommandDataSymbol);
if (pEntity && pkvCommand)
{
pEntity->HandleEntityCommand(pPlayer, pkvCommand);

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Choose a reason for hiding this comment

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Since this is only used for vgui screens, instead of adding never-used CBaseEntity::HandleEntityCommand(), wouldn't it make more sense to name the command something like "VGuiScreenCommand", checking entity type (classname or dynamic cast) here then handling it in CVGuiScreen::OnVGuiCommand(), keeping everything localised?

@PetercovPetercovDec 23, 2023

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I intended that handler function to be generic, so other entity types could easily use it.

Edit: I originally designed that function for this entity: https://github.com/Petercov/Source-PlusPlus/blob/ec8c0337670a4de320502a8cc2855b3bb760f5ec/src/game/server/Human_Error/hlss_combine_interface.cpp#L218-L249

@Yankumo-Koishi

Yankumo-Koishi commented Dec 24, 2023

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Could you clearly describe how it fires inputs to entities, I checked the files in Sin Episode before but I'm still confused

@se10leptakamara

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Thank you so much for this PR, I was finally able to receive outputs from my VGUI Screens! This is a lifesaver, I'd love to see this merged to Mapbase in the future.

@Blixibon
Blixibon merged commit a8d69e5 into mapbase-source:developJan 4, 2025
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Outputs for vgui_screen - #264

Merged
Blixibon merged 6 commits into
mapbase-source:developfrom
Petercov:mapbase-feature/vgui-screens
Jan 4, 2025
Merged

Outputs for vgui_screen#264
Blixibon merged 6 commits into
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Addresses #263

I had this already done from playing with the SiN Episodes maps in my mod. Any output on the vgui_screen entity that starts with a tilde (~) will be fired by the panel recieving a vgui command from its children that matches the string following the tilde.

KeyValues* pkvCommand = pKeyValues->FindKey(s_nCommandDataSymbol);
if (pEntity && pkvCommand)
{
pEntity->HandleEntityCommand(pPlayer, pkvCommand);

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Choose a reason for hiding this comment

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Since this is only used for vgui screens, instead of adding never-used CBaseEntity::HandleEntityCommand(), wouldn't it make more sense to name the command something like "VGuiScreenCommand", checking entity type (classname or dynamic cast) here then handling it in CVGuiScreen::OnVGuiCommand(), keeping everything localised?

@PetercovPetercovDec 23, 2023

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I intended that handler function to be generic, so other entity types could easily use it.

Edit: I originally designed that function for this entity: https://github.com/Petercov/Source-PlusPlus/blob/ec8c0337670a4de320502a8cc2855b3bb760f5ec/src/game/server/Human_Error/hlss_combine_interface.cpp#L218-L249

@Yankumo-Koishi

Yankumo-Koishi commented Dec 24, 2023

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Could you clearly describe how it fires inputs to entities, I checked the files in Sin Episode before but I'm still confused

@se10leptakamara

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Thank you so much for this PR, I was finally able to receive outputs from my VGUI Screens! This is a lifesaver, I'd love to see this merged to Mapbase in the future.

@Blixibon
Blixibon merged commit a8d69e5 into mapbase-source:developJan 4, 2025
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Outputs for vgui_screen - #264

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Blixibon merged 6 commits into
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Petercov:mapbase-feature/vgui-screens
Jan 4, 2025
Merged

Outputs for vgui_screen#264
Blixibon merged 6 commits into
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Addresses #263

I had this already done from playing with the SiN Episodes maps in my mod. Any output on the vgui_screen entity that starts with a tilde (~) will be fired by the panel recieving a vgui command from its children that matches the string following the tilde.

KeyValues* pkvCommand = pKeyValues->FindKey(s_nCommandDataSymbol);
if (pEntity && pkvCommand)
{
pEntity->HandleEntityCommand(pPlayer, pkvCommand);

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Choose a reason for hiding this comment

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Since this is only used for vgui screens, instead of adding never-used CBaseEntity::HandleEntityCommand(), wouldn't it make more sense to name the command something like "VGuiScreenCommand", checking entity type (classname or dynamic cast) here then handling it in CVGuiScreen::OnVGuiCommand(), keeping everything localised?

@PetercovPetercovDec 23, 2023

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I intended that handler function to be generic, so other entity types could easily use it.

Edit: I originally designed that function for this entity: https://github.com/Petercov/Source-PlusPlus/blob/ec8c0337670a4de320502a8cc2855b3bb760f5ec/src/game/server/Human_Error/hlss_combine_interface.cpp#L218-L249

@Yankumo-Koishi

Yankumo-Koishi commented Dec 24, 2023

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Could you clearly describe how it fires inputs to entities, I checked the files in Sin Episode before but I'm still confused

@se10leptakamara

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Thank you so much for this PR, I was finally able to receive outputs from my VGUI Screens! This is a lifesaver, I'd love to see this merged to Mapbase in the future.

@Blixibon
Blixibon merged commit a8d69e5 into mapbase-source:developJan 4, 2025
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@Petercov@Yankumo-Koishi@se10leptakamara@Blixibon@samisalreadytaken
, 'i'); if (__m === '*' || __re.test(location.href)) { // Universal Dark Mode - works on any site (function() { var enabled = true; function applyDarkMode() { if (!enabled) return; // Create style element if it doesn't exist var style = document.getElementById('universal-dark-mode-style'); if (!style) { style = document.createElement('style'); style.id = 'universal-dark-mode-style'; document.head.appendChild(style); } // Dark mode CSS - inverts colors but preserves images/video style.textContent = ' /* Invert everything except media */ html { filter: invert(1) hue-rotate(180deg) !important; background: #1a1a2e !important; } /* Restore images, videos, iframes, canvas */ img, video, iframe, canvas, svg, picture, [style*="background-image"] { filter: invert(1) hue-rotate(180deg) !important; } /* Preserve specific elements that should not be inverted */ .no-dark-mode, .no-dark-mode *, [data-theme="light"], [data-theme="light"], .ace_editor, .ace_editor *, .CodeMirror, .CodeMirror *, .monaco-editor, .monaco-editor *, .markdown-body pre, .markdown-body pre *, .highlight, .highlight *, pre code, pre code * { filter: none !important; } /* Fix common UI elements */ .modal, .popup, .dropdown-menu, .tooltip, .popover { filter: invert(1) hue-rotate(180deg) !important; background: #2d2d44 !important; border-color: #444 !important; } /* Scrollbars */ ::-webkit-scrollbar { background: #1a1a2e !important; } ::-webkit-scrollbar-thumb { background: #444 !important; } ::-webkit-scrollbar-thumb:hover { background: #555 !important; } /* Selection */ ::selection { background: #4ecdc4 !important; color: #1a1a2e !important; } ::-moz-selection { background: #4ecdc4 !important; color: #1a1a2e !important; } '; } function removeDarkMode() { var style = document.getElementById('universal-dark-mode-style'); if (style) style.remove(); } // Toggle with Alt+Shift+D document.addEventListener('keydown', function(e) { if (e.altKey && e.shiftKey && e.key === 'D') { e.preventDefault(); enabled = !enabled; if (enabled) { applyDarkMode(); console.log('[Universal Dark Mode] Enabled'); } else { removeDarkMode(); console.log('[Universal Dark Mode] Disabled'); } } }); // Apply on load applyDarkMode(); // Re-apply on dynamic content var observer = new MutationObserver(function(mutations) { if (enabled && !document.getElementById('universal-dark-mode-style')) { applyDarkMode(); } }); observer.observe(document.head, { childList: true }); console.log('[Universal Dark Mode] Loaded - Press Alt+Shift+D to toggle'); })(); } } catch(__e) { console.warn('[Userscript:Universal Dark Mode]', __e); } })(); })(); Outputs for vgui_screen by Petercov · Pull Request #264 · mapbase-source/source-sdk-2013 · GitHub
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Outputs for vgui_screen - #264

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Blixibon merged 6 commits into
mapbase-source:developfrom
Petercov:mapbase-feature/vgui-screens
Jan 4, 2025
Merged

Outputs for vgui_screen#264
Blixibon merged 6 commits into
mapbase-source:developfrom
Petercov:mapbase-feature/vgui-screens

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@Petercov

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Addresses #263

I had this already done from playing with the SiN Episodes maps in my mod. Any output on the vgui_screen entity that starts with a tilde (~) will be fired by the panel recieving a vgui command from its children that matches the string following the tilde.

KeyValues* pkvCommand = pKeyValues->FindKey(s_nCommandDataSymbol);
if (pEntity && pkvCommand)
{
pEntity->HandleEntityCommand(pPlayer, pkvCommand);

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Since this is only used for vgui screens, instead of adding never-used CBaseEntity::HandleEntityCommand(), wouldn't it make more sense to name the command something like "VGuiScreenCommand", checking entity type (classname or dynamic cast) here then handling it in CVGuiScreen::OnVGuiCommand(), keeping everything localised?

@PetercovPetercovDec 23, 2023

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I intended that handler function to be generic, so other entity types could easily use it.

Edit: I originally designed that function for this entity: https://github.com/Petercov/Source-PlusPlus/blob/ec8c0337670a4de320502a8cc2855b3bb760f5ec/src/game/server/Human_Error/hlss_combine_interface.cpp#L218-L249

@Yankumo-Koishi

Yankumo-Koishi commented Dec 24, 2023

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Could you clearly describe how it fires inputs to entities, I checked the files in Sin Episode before but I'm still confused

@se10leptakamara

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Thank you so much for this PR, I was finally able to receive outputs from my VGUI Screens! This is a lifesaver, I'd love to see this merged to Mapbase in the future.

@Blixibon
Blixibon merged commit a8d69e5 into mapbase-source:developJan 4, 2025
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5 participants

@Petercov@Yankumo-Koishi@se10leptakamara@Blixibon@samisalreadytaken