Eden Editor: Configuring Menu Bar: Difference between revisions
m (→Separators: typo) |
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text = "My Awesome Tool"; // Item text | text = "My Awesome Tool"; // Item text | ||
picture = "\MyAddon\data\myAwesomeTool_ca.paa"; // Item picture | picture = "\MyAddon\data\myAwesomeTool_ca.paa"; // Item picture | ||
// Expression called upon clicking; ideally, it should call your custom function | action = "[] call ME_fnc_MyAwesomeTool;";// Expression called upon clicking; ideally, it should call your custom function | ||
opensNewWindow = 1;// Adds ... to the name of the menu entry, indicating the user that a new window will be opened. | |||
}; | }; | ||
}; | }; |
Revision as of 15:39, 11 May 2019
Menu Bar is the central control element of the Eden Editor, where all available options and tools are available. When adding a new functionality to the editor, you should strongly consider listing the feature there.
The menu bar is configured as a CT_MENU_STRIP, and it's possible to freely modify it from an addon. Because anyone can access the configuration, remember to tag your class names to make them unique (i.e., MyTag_AwesomeTool instead of just AwesomeTool).
Following code examples will show the most common ways how to extend the menu bar.
Tool
When you're adding a tool which has its own isolated functionality, Tools section is the best place where to put it.
Single
class ctrlMenuStrip;
class display3DEN
{
class Controls
{
class MenuStrip: ctrlMenuStrip
{
class Items
{
class Tools
{
items[] += {"ME_MyTool"}; // += must be used; you want to expand the array, not override it!
};
class ME_MyTool
{
text = "My Awesome Tool"; // Item text
picture = "\MyAddon\data\myAwesomeTool_ca.paa"; // Item picture
action = "[] call ME_fnc_MyAwesomeTool;";// Expression called upon clicking; ideally, it should call your custom function
opensNewWindow = 1;// Adds ... to the name of the menu entry, indicating the user that a new window will be opened.
};
};
};
};
};
Folder
If your feature is more complex and one menu item would not be enough to control it, you can instead add a folder with all required options inside.
class ctrlMenuStrip;
class display3DEN
{
class Controls
{
class MenuStrip: ctrlMenuStrip
{
class Items
{
class Tools
{
items[] += {"ME_MyFolder"};
};
class ME_MyFolder
{
text = "My Awesome Folder...";
items[] = {"ME_MyTool1", "ME_MyTool1"}; // Links to items inside the folder
};
class ME_MyTool1
{
text = "My Awesome Tool 1";
};
class ME_MyTool2
{
text = "My Awesome Tool 1";
};
};
};
};
};
Separators
To ensure the user is not overwhelmed by the sheer amount of tools it is recommended to not only use folders, but also seperators. You can add a seperator like so:
class ctrlMenuStrip;
class display3DEN
{
class Controls
{
class MenuStrip: ctrlMenuStrip
{
class Items
{
class Tools
{
items[] += {"ME_MyFolder"};
};
class ME_MyFolder
{
text = "My Awesome Folder...";
items[] = {"ME_MyTool1","Separator","ME_MyTool1"}; // The seperator is treated like any other tool
};
class ME_MyTool1
{
text = "My Awesome Tool 1";
};
class ME_MyTool2
{
text = "My Awesome Tool 1";
};
};
};
};
};
Scenario Attributes
When you add a new window with scenario attributes (see Attributes Modding to learn how it can be achieved), the user will still need a way how to access it. The best way is to add a link to the window at the end of Attributes option.
class ctrlMenuStrip;
class display3DEN
{
class Controls
{
class MenuStrip: ctrlMenuStrip
{
class Items
{
class Attributes
{
items[] += {"ME_MyAttributes"};
};
class ME_MyAttributes
{
text = "My Awesome Attributes";
action = "edit3DENMissionAttributes 'MyScenarioAttributes';";
};
};
};
};
};