It's possible you just need to subclass from vgui::Frame rather than
vgui::Panel, and mouse input will work, this is what I did.

-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tim Holt
Sent: 18 August 2005 18:51
To: [email protected]; Kamran
Cc: [email protected]
Subject: Re: [hlcoders] Accepting mouse input in the overview map

I was thinking of tackling this by having the "mini" overview be as it
is now - no mouse interface.  But then also an alternate overview map
which is actually a modal dialog - like the MOTD display is (have to
click "OK" to continue).

Quoting Kamran <[EMAIL PROTECTED]>:

> That's pretty impossible, if you think about it: if your mouse is
> controlling your view, how can it also control the overview map?
>
> There should be a way though if you toggle it fullscreen, which is I
> think what you're after?
>
> Alex Thomson wrote:
>
> >This is a multi-part message in MIME format.
> >--
> >[ Picked text/plain from multipart/alternative ]
> >
> >So, I've set up my overview map pretty much as described in the Wiki
> >and that all works great.
> >
> >Now I want a mouse cursor visible on that panel (like in the console
> >or options menu). I've tried the functions SetMouseInputEnabled and
> >HasInputElements, along with various other things, but none of these
> >seem to help. The mouse still controls the player movement and no
> >cursor is visible. Any ideas?
> >
> >
>
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