Options Menu
Revision as of 15:23, 12 April 2012 by imported>JustinOther (Added Menu() function example for larger, looping menus)
Overview
Using Show - Message, it is possible to make an options menu with any number of buttons and/or levels. In these examples, we'll use apparel items, but a menu can be prompted and managed in a number of ways. First off, create a message form and add/fill in its buttons. Note that no more than ten buttons can be offered by any given message box and that the button indices are offset by one such that the first option's index is 0 and not 1.
Examples
- For the first example, we'll have only three options: Mage, Thief, and Warrior. The token should be unplayable in this case. When the item is added to the player, the menu will be prompted and will exit as soon as a button is selected, executing the appropriate code.
ScriptName OptionsMenuScript extends ObjectReference
Message Property OptionsMESG Auto
Event OnContainerChanged(ObjectReference akNewContainer, ObjectReference akOldContainer)
If akNewContainer == Game.GetPlayer() ; Only the player
Int iButton = OptionsMESG.Show() ; Shows your menu. iButton == -1 until input
If (iButton != =-1)
If (iButton == 1) ; Mage
Debug.Notification("Mage selected")
ElseIf (iButton == 1) ; Thief
Debug.Notification("Thief selected")
ElseIf (iButton == 2) ; Warrior
Debug.Notification("Warrior selected")
EndIf
akNewContainer.RemoveItem(GetBaseObject(), 1, True) ; Silently remove token
EndIf
EndIf
EndEvent
- For the next example, we'll offer sub-options for each main selection. For a multilevel menu, a function works well. Keep in mind each message forms' buttons can have conditions, so you could hide "Lunch" and "Dinner" if it's time for breakfast or hide "Lobster" if it's not currently available. In this case, to make it repeatable, we'll use a playable apparel item so the menu will show each time it is equipped
ScriptName OptionsMenuScript extends ObjectReference
Message Property MainMenuMESG Auto
Message Property BreakfastMESG Auto
Message Property LunchMESG Auto
Message Property DinnerMESG Auto
Event OnEquipped(Actor akActor)
If akActor == Game.GetPlayer()
Game.DisablePlayerControls(False, False, False, False, False, True) ; Momentarily disable other menus
Game.GetPlayer().EquipItem(GetBaseObject(), True, True) ; Prevent unequip/reequip in favorites until the current menu is resolved
Utility.Wait(0.01) ; This ensures equipping the token from the favorites menu works
Game.GetPlayer().UnequipItem(GetBaseObject(), False, True) ; Silently unequip item
Game.EnablePlayerControls(False, False, False, False, False, True) ; Undo DisablePlayerControls
Menu()
EndIf
EndEvent
Function Menu(Bool abMenu = True, Int aiButton = 0)
While abMenu
If (aiButton != -1) ; Wait for input
aiButton = MainMenuMESG.Show() ; Main Menu
abMenu = False
If (aiButton == 0) ; Breakfast
aiButton = BreakfastMESG.Show()
If (aiButton == 0) ; Sweet Roll
ElseIf (aiButton == 1) ; Pancakes
ElseIf (aiButton == 2) ; Bacon & Eggs
EndIf
ElseIf (aiButton == 1) ; Lunch
aiButton = LunchMESG.Show()
If (aiButton == 0) ; Turkey Sandwich
ElseIf (aiButton == 1) ; Ham Sandwich
ElseIf (aiButton == 2) ; BLT
EndIf
ElseIf (aiButton == 2) ; Dinner
aiButton = DinnerMESG.Show()
If (aiButton == 0) ; Filet Mignon
ElseIf (aiButton == 1) ; Lobster
ElseIf (aiButton == 2) ; Fried Chicken
EndIf
EndIf
EndIf
EndWhile
EndFunction
- To make a multilevel, looping menu that will not close until a "Done" button is pressed, use the above method but with the Menu() function altered. Note that you can jump to a given message by specifying the aiMessage argument when calling the function. Sub-options as described in the previous example can be added to the below in the same manner. Theoretically, any number of options can be added with the below.
Function Menu(Int aiMessage = 0, Int aiButton = 0, Bool abMenu = True)
While abMenu
If (aiButton == -1)
ElseIf (aiMessage == 0)
aiButton = OptionsMenu00MESG.Show()
If (aiButton == 0)
ElseIf (aiButton == 1)
ElseIf (aiButton == 2)
ElseIf (aiButton == 3)
ElseIf (aiButton == 4)
ElseIf (aiButton == 5)
ElseIf (aiButton == 6)
ElseIf (aiButton == 7)
ElseIf (aiButton == 8) ; More
aiMessage = 1
ElseIf (aiButton == 9) ; Done
abMenu = False
EndIf
ElseIf (aiMessage == 1)
aiButton = OptionsMenu01MESG.Show()
If (aiButton == 0)
ElseIf (aiButton == 1)
ElseIf (aiButton == 2)
ElseIf (aiButton == 3)
ElseIf (aiButton == 4)
ElseIf (aiButton == 5)
ElseIf (aiButton == 6)
ElseIf (aiButton == 7) ; Back
aiMessage = 0
ElseIf (aiButton == 8) ; More
aiMessage = 2
ElseIf (aiButton == 9) ; Done
abMenu = False
EndIf
ElseIf (aiMessage == 2)
aiButton = OptionsMenu02MESG.Show()
If (aiButton == 0)
ElseIf (aiButton == 1)
ElseIf (aiButton == 2)
ElseIf (aiButton == 3)
ElseIf (aiButton == 4)
ElseIf (aiButton == 5)
ElseIf (aiButton == 6)
ElseIf (aiButton == 7)
ElseIf (aiButton == 8) ; Back
aiMessage = 1
ElseIf (aiButton == 9) ; Done
abMenu = False
EndIf
EndIf
EndWhile
EndFunction