I've almost got a modal overview map working.  I'll update the developer wiki
with the code for it when I'm done.  Basically it's a window that can be
moved/resized and closed.  Player stops moving/freezes when map is open because
the map window has taken over keyboard + mouse focus.

Quoting Tim Holt <[EMAIL PROTECTED]>:

> 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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