Ah thanks for that.

The overview map - or it's equivalent in the MMOG "Second Life" is a style I'm
aiming for right now. Pretty nice setup.  Checkboxes/map key on the right side
that let you turn on/off different map features.  Click & drag to pan map,
mouse wheel to zoom in/out - if my memory serves me.


Quoting Ian Warwick <[EMAIL PROTECTED]>:

> 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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