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motorsep
Joined: 02 Aug 2006 Posts: 17 Location: Del Rio, TX
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Posted: Thu Jan 17, 2008 4:41 pm Post subject: new menu via .menu files |
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How can I create simple menu (some what like Quake menu, but with ability to use mouse at the same time as keys) using menu.dat and .menu files?
I looked into Nexuiz .menu files, but to me it looks like a mess :/
I don't even know what .menu file I have to create first and so on
Is anyone familiar with .menu files ? |
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Sajt
Joined: 16 Oct 2004 Posts: 1026
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Posted: Thu Jan 17, 2008 7:29 pm Post subject: |
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Nexuiz's menu QC contains the .menu parser.
A simple menu QC implementation would not include the .menu files, it would all be done in the QC.
But I'm not the one to do it... _________________ F. A. Špork, an enlightened nobleman and a great patron of art, had a stately Baroque spa complex built on the banks of the River Labe. |
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jim

Joined: 05 Aug 2005 Posts: 400 Location: In The Sun
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Posted: Thu Jan 17, 2008 7:42 pm Post subject: |
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How complicated is doing a new menu with just QC? Does it go to that same category as making new huds with CSQC? _________________ zbang! |
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Spike
Joined: 05 Nov 2004 Posts: 944 Location: UK
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Posted: Fri Jan 18, 2008 1:50 am Post subject: |
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Supposedly you could do a fairly simple menu like quake has.
Seperate draw/keyboard functions, respond to just up/down/enter. Simple, and easy.
But then you don't have any mouse support.
Certainly the menu.dat nexuiz has is overkill, but it does actually do quite a lot of stuff. Of course, its utterly unreadable. :) _________________ What's a signature? |
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Urre

Joined: 05 Nov 2004 Posts: 1073 Location: Sweden
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Posted: Mon Jan 21, 2008 8:11 am Post subject: |
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A new one will be released soon though. Dunno about the readability, but it's nicer to navigate anyway  _________________ Look out for Twigboy |
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Error Inside3D Staff

Joined: 05 Nov 2004 Posts: 558 Location: VA, USA
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daemon

Joined: 07 Nov 2007 Posts: 62
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Posted: Sat Feb 02, 2008 4:41 pm Post subject: |
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i don't recommend using cl_prydoncursor in csqc menus. it's only purpose would be to show where the mouse is located, and it's movement is different than what csqc's getmousepos() returns. just drawpic a cursor image where it should be in csqc. _________________ -daemon [ daemonforge.org ] |
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mh

Joined: 12 Jan 2008 Posts: 910
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Posted: Sat Feb 02, 2008 11:50 pm Post subject: |
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I'd personally vote against mouse support in menus.
GLQuake (and presumably WinQuake also) release the mouse back to the OS when the menus or console are activated, and this is a Good Thing to have, IMO.
Mouse support on the other hand is nice to have alright, but is it really necessary? _________________ DirectQ Engine - New release 1.8.666a, 9th August 2010
MHQuake Blog (General)
Direct3D 8 Quake Engines |
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Urre

Joined: 05 Nov 2004 Posts: 1073 Location: Sweden
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Posted: Sun Feb 03, 2008 6:49 pm Post subject: |
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mh: if you're making a game, rather than a mod, using a based-on Quake engine, which has little to do with Quake, you might want to. Keyboard only menus are rather '97 _________________ Look out for Twigboy |
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kable
Joined: 09 Jan 2007 Posts: 3
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Posted: Sun Feb 03, 2008 8:07 pm Post subject: |
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mh: Releasing/Ungrabbing mouse doen't disable mouse events. Ad the only change needed in the menu is using absolute mouse position instead of relatives. |
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