Andy90 Posted October 16, 2023 Share Posted October 16, 2023 I think a context menu widget is an realy helpfull widget for gui's. I created a script to create one. I will post it in case some needs it 1. Context Menu Script Script.itemHeight = 22 --Height of the menu entry Script.hovered = false --Is hovered variable Script.menuItems = {} --The menu items as table Script.padding = 2 --The padding between the menu entrys --Shows the context menu function Script:ShowContextMenu(x, y) self:HideContextMenu() local sz = self.widget:GetSize(true) local height = self:CalculateHeight() self.widget:SetLayout(x, y, sz.width, height) self.widget:Show() self.widget:Redraw() end --Hides the context menu function Script:HideContextMenu() self.widget:Hide() self.widget:GetParent():Redraw() end --Sets new context menu items function Script:SetContextMenuItems(contextMenuItems) self.menuItems = contextMenuItems self.widget:Redraw() end --Calculates the height of the context menu function Script:CalculateHeight() return (#self.menuItems * self.itemHeight) + (#self.menuItems * self.padding) + self.padding end --Renders the context menu function Script:Draw(x, y, width, height) local gui = self.widget:GetGUI() local pos = self.widget:GetPosition(true) local sz = self.widget:GetSize(true) local fontHeight = gui:GetFontHeight() local height = self:CalculateHeight() local iX = pos.x + self.padding local iY = pos.y + self.padding local iWidth = sz.width - (self.padding * 2) gui:SetColor(0.145, 0.145, 0.145) gui:DrawRect(pos.x, pos.y, sz.width, height, 0) gui:SetColor(0, 0, 0) gui:DrawRect(pos.x, pos.y, sz.width, height, 1) for _, item in ipairs(self.menuItems) do local centerX = (iX + sz.width) / 2 local textX = centerX - (gui:GetTextWidth(item.Text) / 2) local textY = (iY + (self.itemHeight / 2)) - ((gui:GetFontHeight() / 2) - self.padding) if self:IsItemHovered(iX, iY, iWidth, self.itemHeight) then gui:SetColor(0.075, 0.075, 0.075) item.Hovered = true else gui:SetColor(0.175, 0.175, 0.175) item.Hovered = false end gui:DrawRect(iX, iY, iWidth, self.itemHeight, 0) gui:SetColor(1, 1, 1) gui:DrawText(item.Text, iX + self.padding, textY, iWidth, self.itemHeight) iY = iY + self.itemHeight + self.padding end end --Returns the hovered item function Script:GetHoveredItem() for _, item in ipairs(self.menuItems) do if item.Hovered then return item end end return nil end --On mouse enter event function Script:MouseEnter(x, y) self.hovered = true self.widget:Redraw() end --On mouse leave event function Script:MouseLeave(x, y) self.hovered = false self.widget:Redraw() end --On mouse down event function Script:MouseDown(button, x, y) if button == Mouse.Left then self.widget:Redraw() end end --On mouse up event function Script:MouseUp(button, x, y) if button == Mouse.Left then if self.hovered then EventQueue:Emit(Event.WidgetAction, self.widget) local selectedItem = self:GetHoveredItem() if selectedItem ~= nil then selectedItem.OnClick(selectedItem) end self:HideContextMenu() end self.widget:Redraw() end end --On mouse move event function Script:MouseMove(x, y) self.widget:Redraw() end --Check if a item is hovered function Script:IsItemHovered(x, y, width, height) if self.hovered then local mousePos = Window:GetCurrent():GetMousePosition() if mousePos.x > x and mousePos.y > y and mousePos.x < x + width and mousePos.y < y + height then return true end end return false end 2. Intial the widget self.contextMenu = Widget:Create("", 15, 15, 150, 64, base, "Scripts/Own/GUI/ContextMenu.lua") local menuItems = { { Text = "Unequip", OnClick = function() System:Print("Unequip Item") self.ivEquipItem3.script:ClearItem() self.Tool = nil end }, { Text = "Repair Item", OnClick = function() System:Print("Repair Item") end } } self.contextMenu.script:SetContextMenuItems(menuItems) self.contextMenu.script:HideContextMenu() 3. Open the context menu widget function IvEquipItem3Click(event, parent) local mousePos = window:GetMousePosition() parent.contextMenu.script:ShowContextMenu(mousePos.x,mousePos.y) end 5 Quote Link to comment Share on other sites More sharing options...
WazMeister Posted November 7 Share Posted November 7 Just found this! Amazing to read and ref the Leadwerks documentation to understand and improve my experience. Wish there was more of this stuff shared. Thanks so much! Will use this and rather than copy and paste, will read line by line, ref the documentation and ensure I understand it all and gain knowledge. GREAT! 1 Quote Dream since child of making games! From Game Programming Starter Kit 3.0, Blitz Basic, Map Creation since Duke 3D, Game Maker, Blitz3D (of recent..2023) and many other engines and years..... never really sticking to it with inner struggles that I've had to fight along with pushing to learn and acheive. 40 years old.. came across Leadwerks on Steam... Learning slowly but surely and loving it! Learn with me or just watch me fail! at my random Youtube Channel, as I stream adhoc while learning and using LeadWerks and other game creating tools. https://www.youtube.com/@wazmeister3151/featured Link to comment Share on other sites More sharing options...
Andy90 Posted November 13 Author Share Posted November 13 Thanks for your feedback Its nice to see that it actualy helped someone. Quote Link to comment Share on other sites More sharing options...
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