Well, I was thinking it would be easier if we just used existing APIs
to render something onto a hidden window and after its done loading
the page we would just hook onto that window somehow and control it.

I found an ActiveX version of the mozilla api here
http://www.iol.ie/~locka/mozilla/mozilla.htm

It seems that you control it just the way you would control the IE
ActiveX object so I am guessing we can just attach this to a window
and go from there.

Oh and hey ss =P

-Aditya

On 10/18/05, Dan Stevens (IAmAI) <[EMAIL PROTECTED]> wrote:
> --
> [ Picked text/plain from multipart/alternative ]
> I've also considered a similar implementation to that
> Xfire<http://www.xfire.com>does to produce its in-game menus. I think
> it uses DirectX
> overlays. Xfire's in-game menus are entirely keyboard controlled, so whether
> a mouse controllable UI is possible. Anyone know much about this or how
> Xfire implements its in-game menus.
>
> On 17/10/05, Andrew Orner <[EMAIL PROTECTED]> wrote:
> >
> > I was looking into it to use as a semi-MotD, but instead of displaying
> > an MotD at server join it would rather show a server info screen.
> >
> > And as for your question of an in-game browser, no way is Source's VGUI
> > a practical solution to making it (again because of the problems
> > experienced with it), it would probably be much better if you
> > implemented your own sort of HTML browser.
> >
> > -- Andrew
> >
> > Dan Stevens (IAmAI) wrote:
> >
> > >--
> > >[ Picked text/plain from multipart/alternative ]
> > >I am afraid I cannot help you with your queries. However, would you mine
> > if
> > >I asked what the purpose of your invistigation in the VGUI:HTML control?
> > I
> > >am interested as I have been considering the possibility of an in-game
> > web
> > >browser. Do you think such an application be practical to implement using
> > >Source's VGUI?
> > >
> > >On 17/10/05, Andrew Orner <[EMAIL PROTECTED]> wrote:
> > >
> > >
> > >>I've tried messing around with the vgui::HTML widget for various VGUI
> > >>elements, and noticed that scrolling via scrollbar does not work, it's
> > >>apparently memory inefficient as trying to use the scrollbar lags the
> > >>game, and the bitmap texture is not repainted behind the scrollbars
> > >>despite what is in the coding. Does anyone know of any sort of fixes
> > >>for this, or for Valve, is this ever going to be fixed? I've asked
> > >>around at other places and have not heard of any fixes for this yet, and
> > >>I'm hoping that I'm not going to have to keep it at a tiny window that
> > >>text has to fit in or else be cut off due to scrollbars being disabled.
> > >>
> > >>Also, I've been trying to change the position of the flashlight to be at
> > >>a certain place on the body rather than a random point on the chest. I
> > >>have looked into the code, and am pretty sure I know where to put it. I
> > >>assume that any attachments I put the flashlight on go to the world
> > >>model? I tried attaching it to a point on the view model (for first
> > >>person) but it still seems to come from the center of the body (while in
> > >>first person) and is very jumpy and erratic - only after standing still
> > >>for a few seconds does the light have smooth movement.
> > >>
> > >>Does anyone have any insight into either of these?
> > >>
> > >>Thanks,
> > >>-- Andrew
> > >>
> > >>_______________________________________________
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> > >>
> > >>
> > >>
> > >>
> > >--
> > >
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> > >
> > >
> > >
> >
> >
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> >
> >
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>
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http://www.pixelfaction.com
AIM:ApeWithABrain

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