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[ Picked text/plain from multipart/alternative ]
Can you attach/embed ActiveX objects into a Source game UI?

On 18/10/05, Aditya Gaddam <[EMAIL PROTECTED]> wrote:
>
> 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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> >
> >
>
>
> --
> http://www.pixelfaction.com
> AIM:ApeWithABrain
>
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