Amxxprogramer / New AMXX Menu System.txt
RichieBurundi's picture
Upload 28 files
82d6031 verified
Basic Menu - for interacting within a plugin or having a player select between objects ( such as a weapon menu )
Player Menu - for interacting with a selected player ( such as a kick menu )
Basic Vote Menu - for getting a preference from players ( such as a mapvote menu )
Sub-Menu - for having a menu within a menu ( such as a multilayered admin menu )
Advanced Vote Menu - for getting a more advanced preference ( such as a Galileo's map menu )
Multiple Menus with 1 Handler - for having multiple menus and only using a single menu_handler
Menu Items with Callbacks - for enabling/disabling menu items ( such as a Shop menu that disables items if you don't have enough money )
newmenus.inc - some helpful things from newmenus.inc
End Notes - some tips with the new menus
Basic Menu [top]
Code:
#include <amxmodx>
public plugin_init()
{
//..stuff for your plugin
register_clcmd( "my_awesome_menu","AwesomeMenu" );
//note that we do not need to register the menu anymore, but just a way to get to it
}
//lets make the function that will make the menu
public AwesomeMenu( id )
{
//first we need to make a variable that will hold the menu
new menu = menu_create( "\rLook at this awesome Menu!:", "menu_handler" );
//Note - menu_create
//The first parameter is what the menu will be titled ( what is at the very top )
//The second parameter is the function that will deal/handle with the menu ( which key was pressed, and what to do )
//Now lets add some things to select from the menu
menu_additem( menu, "\wI'm Selection #1", "", 0 );
menu_additem( menu, "\wI'm Selection #2", "", 0 );
menu_additem( menu, "\wI'm Secret Selection #3", "", ADMIN_ADMIN );
//Note - menu_additem
//The first parameter is which menu we will be adding this item/selection to
//The second parameter is what text will appear on the menu ( Note that it is preceeded with a number of which item it is )
//The third parameter is data that we want to send with this item
//The fourth parameter is which admin flag we want to be able to access this item ( Refer to the admin flags from the amxconst.inc )
//The fifth parameter is the callback for enabling/disabling items, by default we will omit this and use no callback ( default value of -1 ) Refer to the Menu Items with Callbacks section for more information.
//Set a property on the menu
menu_setprop( menu, MPROP_EXIT, MEXIT_ALL );
//Note - menu_setprop
//The first parameter is the menu to modify
//The second parameter is what to modify ( found in amxconst.inc )
//The third parameter is what to modify it to ( in this case, we are adding a option to the menu that will exit the menu. setting it to MEXIT_NEVER will disable this option )
//Additional note - MEXIT_ALL is the default property for MPROP_EXIT, so this is redundant
//Lets display the menu
menu_display( id, menu, 0 );
//Note - menu_display
//The first parameter is which index to show it to ( you cannot show this to everyone at once )
//The second parameter is which menu to show them ( in this case, the one we just made )
//The third parameter is which page to start them on
}
//okay, we showed them the menu, now lets handle it ( looking back at menu_create, we are going to use that function )
public menu_handler( id, menu, item )
{
//Because of the simplicity of this menu, we can switch for which item was pressed
//Note - this is zero-based, so the first item is 0
switch( item )
{
case 0:
{
client_print( id, print_chat, "Hooray! You selected the Awesome 1st Selection" );
//Note that if we dont want to continue through the function, we can't just end with a return. We want to kill the menu first
menu_destroy( menu );
return PLUGIN_HANDLED;
}
case 1:
{
client_print( id, print_chat, "OH NO! You selected the Awesome 2nd Selection! BEWARE!" );
}
case 2:
{
client_print( id, print_chat, "You have selected the Awesome Admin Selection! Hail Teh Bail!" );
}
case MENU_EXIT:
{
client_print( id, print_chat, "You exited the menu... what a bummer!" );
}
}
//lets finish up this function by destroying the menu with menu_destroy, and a return
menu_destroy( menu );
return PLUGIN_HANDLED;
}
Player Menu [top]
*Note - You should have an understanding of the Basic Menu first.
Code:
#include <amxmodx>
#include <fun>
public plugin_init()
{
//Register a way to get to your menu...
register_clcmd( "my_player_menu","AwesomeMenu" );
}
public AwesomeMenu( id )
{
//Create a variable to hold the menu
new menu = menu_create( "\rLook at this Player Menu!:", "menu_handler" );
//We will need to create some variables so we can loop through all the players
new players[32], pnum, tempid;
//Some variables to hold information about the players
new szName[32], szUserId[32];
//Fill players with available players
get_players( players, pnum, "a" ); // flag "a" because we are going to add health to players, but this is just for this specific case
//Start looping through all players
for ( new i; i<pnum; i++ )
{
//Save a tempid so we do not re-index
tempid = players[i];
//Get the players name and userid as strings
get_user_name( tempid, szName, charsmax( szName ) );
//We will use the data parameter to send the userid, so we can identify which player was selected in the handler
formatex( szUserId, charsmax( szUserId ), "%d", get_user_userid( tempid ) );
//Add the item for this player
menu_additem( menu, szName, szUserId, 0 );
}
//We now have all players in the menu, lets display the menu
menu_display( id, menu, 0 );
}
public menu_handler( id, menu, item )
{
//Do a check to see if they exited because menu_item_getinfo ( see below ) will give an error if the item is MENU_EXIT
if ( item == MENU_EXIT )
{
menu_destroy( menu );
return PLUGIN_HANDLED;
}
//now lets create some variables that will give us information about the menu and the item that was pressed/chosen
new szData[6], szName[64];
new _access, item_callback;
//heres the function that will give us that information ( since it doesnt magicaly appear )
menu_item_getinfo( menu, item, _access, szData,charsmax( szData ), szName,charsmax( szName ), item_callback );
//Get the userid of the player that was selected
new userid = str_to_num( szData );
//Try to retrieve player index from its userid
new player = find_player( "k", userid ); // flag "k" : find player from userid
//If player == 0, this means that the player's userid cannot be found
//If the player is still alive ( we had retrieved alive players when formating the menu but some players may have died before id could select an item from the menu )
if ( player && is_user_alive( player ) )
{
//Set their health to 100
set_user_health( player, 100 );
}
menu_destroy( menu );
return PLUGIN_HANDLED;
}
Here is a generic player menu from ConnorMcLeod that you can use to easily add to your plugin
Code:
#include <amxmodx>
#include <amxmisc>
#define VERSION "0.0.1"
#define PLUGIN "Players Menu Generic"
public plugin_init()
{
register_plugin( PLUGIN, VERSION, "ConnorMcLeod" );
register_clcmd( "say /players", "ClCmd_Menu", ADMIN_RCON );
}
public ClCmd_Menu( id, lvl, cid )
{
if ( cmd_access( id, lvl, cid, 0 ) )
{
new iMenu = MakePlayerMenu( id, "Players Menu Misc", "PlayersMenuHandler" );
menu_setprop( iMenu, MPROP_NUMBER_COLOR, "\y" );
menu_display( id, iMenu );
}
return PLUGIN_HANDLED;
}
enum ( <<= 1 )
{
PLMENU_OBEY_IMMUNITY = 1,
PLMENU_ALLOW_SELF,
PLMENU_ONLY_ALIVE,
PLMENU_NO_BOTS
}
MakePlayerMenu( id, const szMenuTitle[], const szMenuHandler[], iFlags = PLMENU_OBEY_IMMUNITY )
{
new iMenu = menu_create( szMenuTitle, szMenuHandler );
new bool:bIsSuperAdmin;
if ( iFlags & PLMENU_OBEY_IMMUNITY )
{
bIsSuperAdmin = !!( get_user_flags( id ) & ADMIN_RCON );
}
new iPlayers[32], iNum, iPlayer, szPlayerName[32], szUserId[32];
new szFlags[4] = "h";
if ( iFlags & PLMENU_ONLY_ALIVE )
{
szFlags[++iNum] = 'a';
}
if ( flags & PLMENU_NO_BOTS )
{
szFlags[++iNum] = 'c';
}
get_players( iPlayers, iNum, szFlags );
for ( --iNum; iNum >= 0; iNum-- )
{
iPlayer = iPlayers[iNum];
get_user_name( iPlayer, szPlayerName, charsmax( szPlayerName ) );
if ( iFlags & PLMENU_OBEY_IMMUNITY && !bIsSuperAdmin
&& ( ( get_user_flags( iPlayer ) & ADMIN_IMMUNITY ) &&
( ( iFlags & PLMENU_ALLOW_SELF ) ? ( id != iPlayer ) : true ) ) )
{
menu_addtext( iMenu, szPlayerName );
}
else
{
formatex( szUserId, charsmax( szUserId ), "%d", get_user_userid( iPlayer ) );
menu_additem( iMenu, szPlayerName, szUserId, 0 );
}
}
return iMenu;
}
public PlayersMenuHandler_Sample( id, iMenu, iItem )
{
if ( iItem == MENU_EXIT )
{
menu_destroy( iMenu );
return PLUGIN_HANDLED;
}
new szUserId[32], szPlayerName[32], iPlayer, iAccess, iCallback;
menu_item_getinfo( iMenu, iItem, iCallback, szUserId, charsmax( szUserId ), szPlayerName, charsmax( szPlayerName ), iCallback );
if ( ( iPlayer = find_player( "k", str_to_num( szUserId ) ) ) )
{
new szName[32];
get_user_name( iPlayer, szName, charsmax( szName ) );
client_print( id, print_chat, "You have chosen #%s %s %s", szUserId, szPlayerName, szName );
}
else
{
client_print( id, print_chat, "Player %s<%s> seems to be disconnected", szPlayerName, szAuthid );
}
menu_destroy( iMenu );
return PLUGIN_HANDLED;
}
Basic Vote Menu [top]
*Note - You should have an understanding of the Basic Menu first.
Code:
#include <amxmodx>
//This will hold the VoteMenu
new gVoteMenu;
//This will hold the votes for each option
new gVotes[2];
//This determines if a vote is already happening
new gVoting;
public plugin_init()
{
//Register a way to get to your vote...
register_clcmd( "start_vote","StartVote" );
}
public StartVote( id )
{
//If there is already a vote, don't start another
if ( gVoting )
{
client_print( id, print_chat, "There is already a vote going." );
//We return PLUGIN_HANDLED so the person does not get Unknown Command in console
return PLUGIN_HANDLED;
}
//Reset vote counts from any previous votes
gVotes[0] = gVotes[1] = 0;
//Note that if you have more than 2 options, it would be better to use the line below:
//arrayset( gVotes, 0, sizeof gVotes );
//Store the menu in the global
gVoteMenu = menu_create( "\rLook at this Vote Menu!:", "menu_handler" );
//Add some vote options
menu_additem( gVoteMenu, "Vote Option 1", "", 0 );
menu_additem( gVoteMenu, "Vote Option 2", "", 0 );
//We will need to create some variables so we can loop through all the players
new players[32], pnum, tempid;
//Fill players with available players
get_players( players, pnum );
//Start looping through all players to show the vote to
for ( new i; i < pnum; i++ )
{
//Save a tempid so we do not re-index
tempid = players[i];
//Show the vote to this player
menu_display( tempid, gVoteMenu, 0 );
//Increase how many players are voting
gVoting++;
}
//End the vote in 10 seconds
set_task(10.0, "EndVote" );
return PLUGIN_HANDLED;
}
public menu_handler( id, menu, item )
{
//If the menu was exited or if there is not a vote
if ( item == MENU_EXIT || !gVoting )
{
//Note were not destroying the menu
return PLUGIN_HANDLED;
}
//Increase the votes for what they selected
gVotes[ item ]++;
//Note were not destroying the menu
return PLUGIN_HANDLED;
}
public EndVote()
{
//If the first option recieved the most votes
if ( gVotes[0] > gVotes[1] )
client_print(0, print_chat, "First option recieved most votes (%d )", gVotes[0] );
//Else if the second option recieved the most votes
else if ( gVotes[0] < gVotes[1] )
client_print(0, print_chat, "Second option recieved most votes (%d )", gVotes[1] );
//Otherwise the vote tied
else
client_print(0, print_chat, "The vote tied at %d votes each.", gVotes[0] );
//Don't forget to destroy the menu now that we are completely done with it
menu_destroy( gVoteMenu );
//Reset that no players are voting
gVoting = 0;
}
Sub-Menu [top]
*Note - You should have an understanding of the Basic Menu first.
Code:
#include <amxmodx>
public plugin_init()
{
register_clcmd( "my_awesome_menu","AwesomeMenu" );
}
public AwesomeMenu( id )
{
new menu = menu_create( "\rLook at this awesome Menu!:", "menu_handler" )
menu_additem( menu, "\wI'm Selection #1", "", 0 );
menu_additem( menu, "\wGo to SubMenu", "", 0 );
menu_display( id, menu, 0 );
}
public menu_handler( id, menu, item )
{
switch( item )
{
case 0:
{
client_print( id, print_chat, "Hooray! You selected the Awesome 1st Selection" );
}
case 1:
{
//Send them to the submenu
SubMenu( id );
}
case MENU_EXIT:
{
//Do nothing?
}
}
menu_destroy( menu );
return PLUGIN_HANDLED;
}
SubMenu( id )
{
//Note that we will be using a different menu handler
new menu = menu_create( "\rLook at this awesome Sub-Menu!:", "submenu_handler" )
menu_additem( menu, "\wI'm Sub-Selection #1", "", 0 );
menu_additem( menu, "\wI'm Sub-Selection #2", "", 0 );
menu_display( id, menu, 0 );
}
public submenu_handler( id, menu, item )
{
switch( item )
{
case 0:
{
client_print( id, print_chat, "Hooray! You selected the Awesome 1st Sub-Selection" );
}
case 1:
{
client_print( id, print_chat, "OH NO! You selected the Awesome 2nd Sub-Selection! BEWARE!" );
}
case MENU_EXIT:
{
//If they are still connected
if ( is_user_connected( id ) )
//Lets send them back to the top menu
AwesomeMenu( id );
}
}
menu_destroy( menu );
return PLUGIN_HANDLED;
}
Advanced Vote Menu [top]
*Note - You should have an understanding of the Basic Menu and the Basic Vote Menu first.
Code:
#include <amxmisc>
#include <fun>
//How many different votes there will be in the menu
#define MAX_VOTEIDS 7
//How much "weight" a normal player's vote is worth
#define WEIGHT_PLAYER 1
//How much "weight" an admin's vote is worth
#define WEIGHT_ADMIN 2
new gVoteMenu;
new gVotes[MAX_VOTEIDS];
new gVoting;
//This will store the voteids
new gVoteID[MAX_VOTEIDS];
public plugin_init()
{
register_clcmd( "start_vote","StartVote" );
}
public StartVote( id )
{
if ( gVoting )
{
client_print( id, print_chat, "There is already a vote going." );
return PLUGIN_HANDLED;
}
//Reset vote counts from any previous votes
arrayset( gVotes, 0, sizeof gVotes );
gVoteMenu = menu_create( "\rWho should get 255 Health?", "menu_handler" );
//Here you can do whatever you want to add your voteids.
//We are going to use players for the example
new players[32], pnum, tempid;
get_players( players, pnum, "a" );
//Variable for if the player was added to the vote
new bool:player_added[33], voteid_count;
new szName[32], szVoteId[10];
//Loop through until we get enough voteids or run out of players
while( voteid_count < MAX_VOTEIDS && voteid_count < pnum )
{
//Get a random player
tempid = players[ random( pnum ) ];
//If they haven't been added yet
if ( !player_added[tempid] )
{
get_user_name( tempid, szName, charsmax( szName ) );
//We are setting the data to the voteid number
num_to_str( voteid_count, szVoteId, charsmax( szVoteId ) );
menu_additem( gVoteMenu, szName, szVoteId, 0 );
//Make sure we do not add them again
player_added[tempid] = true;
//Save the voteid as the user id for the player
gVoteID[voteid_count] = get_user_userid( tempid );
//Go to the next voteid
voteid_count++;
}
}
//Now we have all the voteids
for ( new i; i < pnum; i++ )
{
//Save a tempid so we do not re-index
tempid = players[i];
//Show the vote to this player
menu_display( tempid, gVoteMenu, 0 );
//Increase how many players are voting by their weight
if ( is_user_admin( tempid ) )
gVoting += WEIGHT_ADMIN;
else
gVoting += WEIGHT_PLAYER;
}
set_task(10.0, "EndVote" );
return PLUGIN_HANDLED;
}
public menu_handler( id, menu, item )
{
//If the menu was exited or if there is not a vote
if ( item == MENU_EXIT || !gVoting )
{
return PLUGIN_HANDLED;
}
new szData[6], szName[64];
new item_access, item_callback;
menu_item_getinfo( menu, item, item_access, szData,charsmax( szData ), szName,charsmax( szName ), item_callback );
//Get the voteid number that was selected
new voteid_num = str_to_num( szData );
//Increase the votes for what they selected by weight
if ( is_user_admin( id ) )
gVotes[voteid_num] += WEIGHT_ADMIN;
else
gVotes[voteid_num] += WEIGHT_PLAYER;
return PLUGIN_HANDLED;
}
public EndVote()
{
//This will hold how many different votes were selected
new votes_select;
//This will hold the top 3 votes
new votes[3];
//This will hold the top 3 selected voteids
new voteid[3];
new i, j;
//Loop through all the voteids
for ( i=0; i<MAX_VOTEIDS; i++ )
{
//If the voteid recieved any votes
if ( gVotes[i] )
{
//If we are still trying to get the top 3
if ( votes_select < 3 )
{
//Save the data for the current voteid selected
votes[votes_select] = gVotes[i];
voteid[votes_select] = i;
//Go to the next voteid that might have been selected
votes_select++;
}
else
{
//Loop through all the top votes, replace any that are lower than the selected voteid
for ( j=0; j<3; j++ )
{
//If this one recieved less votes
if ( votes[j] < gVotes[i] )
{
//Change the data to the voteid with more votes
votes[j] = gVotes[i];
voteid[j] = i;
//Don't need to bother looking for more
break;
}
}
}
}
}
//If noone voted
if ( !votes_select )
{
client_print(0, print_chat, "CRICKEY! No one voted!" );
}
//Else if one voteid recieved all the votes
else if ( votes_select == 1 )
{
//Get the player id from the voteid
new player = find_player( "k", voteid[0]);
VoteGiveHealth( player );
}
//Else if two different voteids recieved all the votes
else if ( votes_select == 2 )
{
//If they recieved even votes
if ( votes[0] == votes[1] )
{
//Give it to a random one
client_print(0, print_chat, "Vote has tied. Choosing random from tied votes." );
new player = find_player( "k", voteid[ random(2 ) ] );
VoteGiveHealth( player );
}
//Else if the first recieved the most
else if ( votes[0] > votes[1] )
{
//Give it to the first
new player = find_player( "k", voteid[ 0 ] );
VoteGiveHealth( player );
}
//Else the second recieved the most
else
{
//Give it to the second
new player = find_player( "k", voteid[ 1 ] );
VoteGiveHealth( player );
}
}
//Else there were at least 3 different votes
else
{
//Here you might want to do run-off voting, but well just select a random one
new player = find_player( "k", voteid[ random( MAX_VOTEIDS ) ] );
client_print(0, print_chat, "Could not determine a winner. Selecting random." );
VoteGiveHealth( player );
}
menu_destroy( gVoteMenu );
gVoting = 0;
}
VoteGiveHealth( id )
{
if ( is_user_alive( id ) )
{
set_user_health( id, 255 );
new szName[32];
get_user_name( id, szName, charsmax( szName ) );
client_print(0, print_chat, "Look that Kangaroo %s has 255 Health!", szName );
}
}
Multiple Menus with 1 Handler [top]
*Note - You should have a good understanding of the Sub Menu first.
Code:
#include <amxmodx>
public plugin_init()
{
register_clcmd( "my_awesome_menu","AwesomeMenu" );
}
public AwesomeMenu( id )
{
new menu = menu_create( "\rLook at this awesome Menu!:", "menu_handler" )
//Note that our data is 'm' to know it is from the main menu
menu_additem( menu, "\wI'm Selection #1", "m", 0 );
menu_additem( menu, "\wGo to SubMenu", "m", 0 );
menu_display( id, menu, 0 );
}
SubMenu( id )
{
new menu = menu_create( "\rLook at this awesome Sub-Menu!:", "menu_handler" )
//Note that our data is 's' to know it is from the sub menu
menu_additem( menu, "\wI'm Sub-Selection #1", "s", 0 );
menu_additem( menu, "\wI'm Sub-Selection #2", "s", 0 );
menu_display( id, menu, 0 );
}
public menu_handler( id, menu, item )
{
if ( item == MENU_EXIT )
{
menu_destroy( menu );
return PLUGIN_HANDLED;
}
new szData[6], szName[64];
new item_access, item_callback;
menu_item_getinfo( menu, item, item_access, szData,charsmax( szData ), szName,charsmax( szName ), item_callback );
//Switch based on the first character of the data ( the 'm' or the 's')
switch( szData[0] )
{
//All our main menu data will be handled in this case
case 'm':
{
switch( item )
{
case 0:
{
client_print( id, print_chat, "Hooray! You selected the Awesome 1st Selection" );
}
case 1:
{
SubMenu( id );
}
}
}
//All our sub menu data will be handled in this case
case 's':
{
switch( item )
{
case 0:
{
client_print( id, print_chat, "Hooray! You selected the Awesome 1st Sub-Selection" );
}
case 1:
{
client_print( id, print_chat, "OH NO! You selected the Awesome 2nd Sub-Selection! BEWARE!" );
}
}
//Note that this is still only for our sub menu
AwesomeMenu( id );
}
}
menu_destroy( menu );
return PLUGIN_HANDLED;
}
Menu Items with Callbacks [top]
*Note - You should have a good understanding of the Player Menu first.
*Additional Note - This example uses a respawn function specific for Counter-Strike
Code:
#include <amxmodx>
#include <hamsandwich>
//Create a global variable to hold our callback
new g_MenuCallback;
public plugin_init()
{
register_clcmd( "my_player_menu","RespawnMenu" );
//Create our callback and save it to our variable
g_MenuCallback = menu_makecallback( "menuitem_callback" );
//The first parameter is the public function to be called when a menu item is being shown.
}
public RespawnMenu( id )
{
new menu = menu_create( "\rRevive Player Menu!:", "menu_handler" );
new players[32], pnum, tempid;
new szName[32], szUserId[10];
get_players( players, pnum );
for ( new i; i < pnum; i++ )
{
tempid = players[i];
get_user_name( tempid, szName, charsmax( szName ) );
formatex( szUserId, charsmax( szUserId ), "%d", get_user_userid( tempid ) );
//Add the item for this player with the callback
menu_additem( menu, szName, szUserId, 0, g_MenuCallback );
//Note that the last parameter that we usually omit is now filled with the callback variable
}
menu_display( id, menu, 0 );
}
//This is our callback function. Return ITEM_ENABLED, ITEM_DISABLED, or ITEM_IGNORE.
public menuitem_callback( id, menu, item )
{
//Create some variables to hold information about the menu item
new szData[6], szName[64];
new item_access, item_callback;
//Get information about the menu item
menu_item_getinfo( menu, item, item_access, szData,charsmax( szData ), szName,charsmax( szName ), item_callback );
//Note - item_callback should be equal to g_MenuCallback
//Get which player the item is for
new userid = str_to_num( szData );
new player = find_player( "k", userid ); // flag "k" : find player from userid
//If the user is alive, we want to disable reviving them
if ( is_user_alive( tempid ) )
{
return ITEM_DISABLED;
}
//Otherwise we can just ignore the return value
return ITEM_IGNORE;
//Note that returning ITEM_ENABLED will override the admin flag check from menu_additem
}
public menu_handler( id, menu, item )
{
if ( item == MENU_EXIT )
{
menu_destroy( menu );
return PLUGIN_HANDLED;
}
new szData[6], szName[64];
new item_access, item_callback;
menu_item_getinfo( menu, item, item_access, szData,charsmax( szData ), szName,charsmax( szName ), item_callback );
//Get the id of the player that was selected
new userid = str_to_num( szData );
new player = find_player( "k", userid ); // flag "k" : find player from userid
//If the player is not alive
//Note - you should check this again in the handler function because the player could have been revived after the menu was shown
if ( !is_user_alive( player ) )
{
//Respawn them
ExecuteHamB( Ham_CS_RoundRespawn, player );
}
menu_destroy( menu );
return PLUGIN_HANDLED;
}
newmenus.inc [top]
Code:
//The following defines are to be used with the native menu_setprop
#define MPROP_PERPAGE 1 /* Number of items per page ( param1 = number, 0=no paginating, 7=default ) */
#define MPROP_BACKNAME 2 /* Name of the back button ( param1 = string ) */
#define MPROP_NEXTNAME 3 /* Name of the next button ( param1 = string ) */
#define MPROP_EXITNAME 4 /* Name of the exit button ( param1 = string ) */
#define MPROP_TITLE 5 /* Menu title text ( param1 = string ) */
#define MPROP_EXIT 6 /* Exit functionality ( param1 = number, see MEXIT constants ) */
#define MPROP_NOCOLORS 8 /* Sets whether colors are not auto ( param1 = number, 0=default ) */
#define MPROP_NUMBER_COLOR 10 /* Color indicator to use for numbers ( param1 = string, "\r"=default ) */
//These two defines are to be used when changing a menu's MPROP_EXIT value
#define MEXIT_ALL 1 /* Menu will have an exit option ( default )*/
#define MEXIT_NEVER -1 /* Menu will not have an exit option */
//For more details about the following natives, check your actual newmenus.inc
native menu_create( const title[], const handler[], ml=0 );
native menu_makecallback( const function[]);
native menu_additem( menu, const name[], const info[]="", paccess=0, callback=-1 );
native menu_pages( menu );
native menu_items( menu );
native menu_display( id, menu, page=0 );
native menu_find_id( menu, page, key );
native menu_item_getinfo( menu, item, &access, info[], infolen, name[]="", namelen=0, &callback );
native menu_item_setname( menu, item, const name[]);
native menu_item_setcmd( menu, item, const info[]);
native menu_item_setcall( menu, item, callback=-1 );
native menu_destroy( menu );
native player_menu_info( id, &menu, &newmenu, &menupage=0 );
native menu_addblank( menu, slot=1 );
native menu_addtext( menu, const text[], slot=1 );
native menu_setprop( menu, prop, ...);
native menu_cancel( player );
End Notes: [top]
Most of the menu_* natives will throw errors if they are passed an invalid menu. A menu is invalid if it is -1.
You can expand on these in many ways, like only have one menu_handler to handle more than 1 menu
If you are using a constant menu ( doesn't change at all ) you do not need to create and destroy it each time. It is better to save it as a global.
These examples are not completely optimized, but they are for beginners and so they are simplified.
List of Colors for menus: ( there are no other colors available )
White - \w
Yellow - \y
Red - \r
Grey/Disabled - \d
To align text to the right - \R
A menu will not show if it does not have any items.
Text and blanks can only be added after an item.
To hide a menu ( new or old style ) one can do:
Code:
show_menu( id, 0, "^n", 1 );
One can remove the Next, Back, and Exit buttons to show up to 10 items by using:
Code:
menu_setprop( menu, MPROP_PERPAGE, 0 );