This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Yes, confirmation that editable set to 1 does not fix it. It in fact makes it worse because with the others that don't work they will at least set the text when I press tab to go through all the tab positions.
One other note is the very top one which is probably the first one I create in the panel works fine. I think it is something to do with this. Here is a very brief snippet of my combo box creation processes: m_pObjectDisplay = new CModelPanel(this, "ModelDisplay", "models/breen.mdl"); m_pObjectDisplay->SetModelRotating(0,0.5,0); m_pCategoryMenu = new ComboBox(this, "Categories", 3, false); m_pCategoryMenu->SetOpenDirection( Menu::DOWN ); m_pObjectMenu = new ComboBox(this, "Objects", 100, false); m_pObjectMenu->SetOpenDirection( Menu::DOWN ); m_pTeamMenu = new ComboBox(this, "Teams", 20, false); m_pTeamMenu->SetOpenDirection( Menu::DOWN ); m_pNPCWepsMenu = new ComboBox(this, "NPCWeps", 20, false); m_pNPCWepsMenu->SetOpenDirection( Menu::DOWN ); m_pPlayerMenu = new ComboBox(this, "Commanders", 32, false); m_pPlayerMenu->SetOpenDirection( Menu::DOWN ); m_pModelsMenu = new ComboBox(this, "Models", 100, false); m_pModelsMenu->SetOpenDirection( Menu::DOWN ); I then add menu options in a few ways. Objects are populated based on category. The category is forced to the first category choice when the panel is to be shown. This causes it to also call the OnCommand for that category which populates it with the objects for that category. Team menu is populated by iterating over the global team list. NPC Weapons are hand added in ie multiple AddMenuItems() for each menu item. Player menu iterates over the players and adds all player entindexes which are not null and are in the team selected in the team menu. Models menu reads in a file which just lists a bunch of models. It is static as well for the life of the panel. It is this way because you select a category of which you have currently choices of vehicles, weapons, npcs. You then select an object of that type. All the objects of vehicles and weapons have a predefined model. The models, team, npc weapons, and player are all used only for npcs. Model tells it what model to use, npc weapon tells it the weapon to use, player tells it who to consider its commander. All the combo boxes are set to option 0 on showing of the panel to ensure no unselected choices because that was causing crashes in my console command generation. And it makes no sense for each one to not select a default. Chris ----- Original Message ----- From: "Christopher Harris" <[EMAIL PROTECTED]> To: <[email protected]> Sent: Saturday, November 03, 2007 1:35 AM Subject: Re: [hlcoders] Multiple Combo Boxes. Not updating currently selected text. > 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. > ----- Original Message ----- > From: "OvermindDL1" <[EMAIL PROTECTED]> > To: <[email protected]> > Sent: Saturday, November 03, 2007 12:21 AM > Subject: Re: [hlcoders] Multiple Combo Boxes. Not updating currently > selected text. > > > As a quick guess, some variables might be being stomped on > (uninitialized memory?). Although I doubt that it is that easy, first > thing to look for at least. Would help if you could give some example > code, being as simple as possible to demonstrate the issue of course. > > On 11/2/07, Christopher Harris <[EMAIL PROTECTED]> wrote: >> This is a multi-part message in MIME format. >> -- >> [ Picked text/plain from multipart/alternative ] >> I am having a very perplexing issue. I have a set of Combo Boxes in a vgui >> element which are not updating the state of the currently selected item to >> reflect what a use picks or even if I set the active item by row in code. >> >> What is odd though is if I run the game through vs2005 debugger the combo >> boxes work flawlessly. Does anyone have any insight as to why this might >> be. >> >> Chris >> -- >> >> >> _______________________________________________ >> To unsubscribe, edit your list preferences, or view the list archives, >> please visit: >> http://list.valvesoftware.com/mailman/listinfo/hlcoders >> >> > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > -- _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

