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new menu via .menu files

 
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motorsep



Joined: 02 Aug 2006
Posts: 17
Location: Del Rio, TX

PostPosted: Thu Jan 17, 2008 4:41 pm    Post subject: new menu via .menu files Reply with quote

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 Sad
Is anyone familiar with .menu files ?
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Sajt



Joined: 16 Oct 2004
Posts: 1026

PostPosted: Thu Jan 17, 2008 7:29 pm    Post subject: Reply with quote

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...
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jim



Joined: 05 Aug 2005
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PostPosted: Thu Jan 17, 2008 7:42 pm    Post subject: Reply with quote

How complicated is doing a new menu with just QC? Does it go to that same category as making new huds with CSQC?
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Spike



Joined: 05 Nov 2004
Posts: 944
Location: UK

PostPosted: Fri Jan 18, 2008 1:50 am    Post subject: Reply with quote

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. :)
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Urre



Joined: 05 Nov 2004
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PostPosted: Mon Jan 21, 2008 8:11 am    Post subject: Reply with quote

A new one will be released soon though. Dunno about the readability, but it's nicer to navigate anyway Razz
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Inside3D Staff


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

PostPosted: Tue Jan 22, 2008 5:48 am    Post subject: Reply with quote

darkplaces has the cl_prydoncursor cvar that I use to make ingame menus.
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daemon



Joined: 07 Nov 2007
Posts: 62

PostPosted: Sat Feb 02, 2008 4:41 pm    Post subject: Reply with quote

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.
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mh



Joined: 12 Jan 2008
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PostPosted: Sat Feb 02, 2008 11:50 pm    Post subject: Reply with quote

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?
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Urre



Joined: 05 Nov 2004
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PostPosted: Sun Feb 03, 2008 6:49 pm    Post subject: Reply with quote

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
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kable



Joined: 09 Jan 2007
Posts: 3

PostPosted: Sun Feb 03, 2008 8:07 pm    Post subject: Reply with quote

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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