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i had this problem in lethal agents for the package panel, i had to do this
to update all the combo box text:
const char *WeaponAliasToWeaponName( const char *alias );
const char *FullArmorName( const char *alias );
void CPackagePanel::UpdateSelectionMenus()
{
//Tony; TODO: OPTOMIZE.
m_pArmorType->SetText(FullArmorName(package_armor.GetString()));
m_pPrimaryWeapon->SetText(WeaponAliasToWeaponName(package_primary.GetString()));
m_pSecondaryWeapon->SetText(WeaponAliasToWeaponName(package_secondary.GetString()));
m_pAccessoryOne->SetText(WeaponAliasToWeaponName(package_accessory1.GetString()));
m_pAccessoryTwo->SetText(WeaponAliasToWeaponName(package_accessory2.GetString()));
}
On 11/3/07, Christopher Harris <[EMAIL PROTECTED]> wrote:
>
> Oh well I forgot to add that it acts as though it selected those options.
> In
> that if I add a msg for when that command is fired for changing the combo
> box it fires. And I can use the thing as though things are selected just
> the
> text is not updating. So the user cannot see that they have really
> selected
> something or not. After they make all their choices though and press ok,
> the
> proper changes are propagated to the opropriate command to create that
> entity as they set it up.
>
> I peeked in the combo box .cpp file in the vgui_controls project and all I
> saw that could be possible is in the place where it does settext on mouse
> type of option it checkes for a editable text setting. I don't want my
> thing
> to be able to be edited, I just want it to be that user can only choose
> the
> options I give. But this does not make sense when it works fine in Setting
> the text in the debugger. I am about to test this myself to confirm... And
> if so just make a new baseclass with that function overrided. But honestly
> don't see this being the solution since it is working perfect when ran
> through debugger.
>
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