Contextmenu sur murder

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CMJN

CMJN

Sataniste en herbe
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Bonjour / Bonsoir
Je voudrais ajouter le contextmenu au murder, j'ai donc ajouter le lua contextmenu au gamemode + include dans le cl_init.lua, mais ca ne marche toujours pas :/

code du contextmenu.lua:
Code:
local PANEL = {}
AccessorFunc( PANEL, "m_bHangOpen", "HangOpen" )
function PANEL:Init() -- -- This makes it so that when you're hovering over this panel -- you can `click` on the world. Your viewmodel will aim etc. -- self:SetWorldClicker( true ) self.Canvas = vgui.Create( "DCategoryList", self ) self.m_bHangOpen = false self:Dock( FILL )
end
function PANEL:Open() self:SetHangOpen( false ) -- If the spawn menu is open, try to close it.. if ( g_SpawnMenu:IsVisible() ) then g_SpawnMenu:Close( true ) end if ( self:IsVisible() ) then return end CloseDermaMenus() self:MakePopup() self:SetVisible( true ) self:SetKeyboardInputEnabled( false ) self:SetMouseInputEnabled( true ) RestoreCursorPosition() local bShouldShow = true -- TODO: Any situation in which we shouldn't show the tool menu on the context menu? -- Set up the active panel.. if ( bShouldShow && IsValid( spawnmenu.ActiveControlPanel() ) ) then self.OldParent = spawnmenu.ActiveControlPanel():GetParent() self.OldPosX, self.OldPosY = spawnmenu.ActiveControlPanel():GetPos() spawnmenu.ActiveControlPanel():SetParent( self ) self.Canvas:Clear() self.Canvas:AddItem( spawnmenu.ActiveControlPanel() ) self.Canvas:Rebuild() self.Canvas:SetVisible( true ) else self.Canvas:SetVisible( false ) end self:InvalidateLayout( true )
end
function PANEL:Close( bSkipAnim ) if ( self:GetHangOpen() ) then self:SetHangOpen( false ) return end RememberCursorPosition() CloseDermaMenus() self:SetKeyboardInputEnabled( false ) self:SetMouseInputEnabled( false ) self:SetAlpha( 255 ) self:SetVisible( false ) self:RestoreControlPanel()
end
function PANEL:PerformLayout() if ( IsValid( spawnmenu.ActiveControlPanel() ) ) then spawnmenu.ActiveControlPanel():InvalidateLayout( true ) local Tall = math.min( spawnmenu.ActiveControlPanel():GetTall() + 10, ScrH() * 0.8 ) if ( self.Canvas:GetTall() != Tall ) then self.Canvas:SetTall( Tall ) end if ( self.Canvas:GetWide() != 320 ) then self.Canvas:SetWide( 320 ) end self.Canvas:SetPos( ScrW() - self.Canvas:GetWide() - 50, ScrH() - 50 - Tall ) self.Canvas:InvalidateLayout( true ) end
end
function PANEL:StartKeyFocus( pPanel ) self:SetKeyboardInputEnabled( true ) self:SetHangOpen( true )
end
function PANEL:EndKeyFocus( pPanel ) self:SetKeyboardInputEnabled( false )
end
function PANEL:RestoreControlPanel() -- Restore the active panel if ( !spawnmenu.ActiveControlPanel() ) then return end if ( !self.OldParent ) then return end spawnmenu.ActiveControlPanel():SetParent( self.OldParent ) spawnmenu.ActiveControlPanel():SetPos( self.OldPosX, self.OldPosY ) self.OldParent = nil
end
--
-- Note here: EditablePanel is important! Child panels won't be able to get
-- keyboard input if it's a DPanel or a Panel. You need to either have an EditablePanel
-- or a DFrame (which is derived from EditablePanel) as your first panel attached to the system.
--
vgui.Register( "ContextMenu", PANEL, "EditablePanel" )
function CreateContextMenu() if ( IsValid( g_ContextMenu ) ) then g_ContextMenu:Remove() g_ContextMenu = nil end g_ContextMenu = vgui.Create( "ContextMenu" ) g_ContextMenu:SetVisible( false ) -- -- We're blocking clicks to the world - but we don't want to -- so feed clicks to the proper functions.. -- g_ContextMenu.OnMousePressed = function( p, code ) hook.Run( "GUIMousePressed", code, gui.ScreenToVector( gui.MousePos() ) ) end g_ContextMenu.OnMouseReleased = function( p, code ) hook.Run( "GUIMouseReleased", code, gui.ScreenToVector( gui.MousePos() ) ) end hook.Run( "ContextMenuCreated", g_ContextMenu ) local IconLayout = g_ContextMenu:Add( "DIconLayout" ) IconLayout:SetBorder( 8 ) IconLayout:SetSpaceX( 8 ) IconLayout:SetSpaceY( 8 ) IconLayout:SetLayoutDir( LEFT ) IconLayout:SetWorldClicker( true ) IconLayout:SetStretchHeight( false ) IconLayout:SetWide( 240 + 32 ) IconLayout:Dock( LEFT ) for k, v in pairs( list.Get( "DesktopWindows" ) ) do local icon = IconLayout:Add( "DButton" ) icon:SetText( "" ) icon:SetSize( 80, 82 ) icon.Paint = function() end local image = icon:Add( "DImage" ) image:SetImage( v.icon ) image:SetSize( 64, 64 ) image:Dock( TOP ) image:DockMargin( 8, 0, 8, 0 ) local label = icon:Add( "DLabel" ) label:Dock( BOTTOM ) label:SetText( v.title ) label:SetContentAlignment( 5 ) label:SetTextColor( Color( 255, 255, 255, 255 ) ) label:SetExpensiveShadow( 1, Color( 0, 0, 0, 200 ) ) icon.DoClick = function() -- -- v might have changed using autorefresh so grab it again -- local newv = list.Get( "DesktopWindows" )[ k ] if ( v.onewindow ) then if ( IsValid( icon.Window ) ) then icon.Window:Center() return end end -- Make the window icon.Window = g_ContextMenu:Add( "DFrame" ) icon.Window:SetSize( newv.width, newv.height ) icon.Window:SetTitle( newv.title ) icon.Window:Center() newv.init( icon, icon.Window ) end end
end
function GM:OnContextMenuOpen() if ( IsValid( g_ContextMenu ) && !g_ContextMenu:IsVisible() ) then g_ContextMenu:Open() menubar.ParentTo( g_ContextMenu ) end
end
function GM:OnContextMenuClose() if ( IsValid( g_ContextMenu ) ) then g_ContextMenu:Close() end
end
Qqn sais quoi changer dans ce code pour le rendre compatible avec murder?
 
F

Fenerz

Bambi
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Hello , je réanime ce sujet ! " J'en ai aussi besoin"
 
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