04-23-2009
Quote:
Originally Posted by
izuma
10 Apr 2009 0:16:16 [6|1|3|2] * name: Tuna Belly Format: Well done, Price: 999 only
14 Apr 2009 0:00:57 [6|1|3|2] * Order menu: 'D:\resto/menu/etcetc' opened ( 2 of
7 )
14 Apr 2009 0:00:57 [6|1|3|2] * Order: 18
well they all have different number of fields, i'll try your scripts. thanks.
Well.... then you'd need to identify the 'desired' fields somehow differently.
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LEARN ABOUT OPENDARWIN
d_menu_proc
d_menu_proc(3alleg4) Allegro manual d_menu_proc(3alleg4)
NAME
d_menu_proc - Dialog procedure implementing a menu bar object. Allegro game programming library.
SYNOPSIS
#include <allegro.h>
int d_menu_proc(int msg, DIALOG *d, int c);
DESCRIPTION
This object is a menu bar which will drop down child menus when it is clicked or if an alt+key corresponding to one of the shortcuts in the
menu is pressed. It ignores a lot of the fields in the dialog structure, in particular the color is taken from the gui_*_color variables,
and the width and height are calculated automatically (the w and h fields from the DIALOG are only used as a minimum size.) The dp field
points to an array of menu structures: see do_menu() for more information. The top level menu will be displayed as a horizontal bar, but
when child menus drop down from it they will be in the normal vertical format used by do_menu(). When a menu item is selected, the return
value from the menu callback function is passed back to the dialog manager, so your callbacks should return D_O_K, D_REDRAW, or D_CLOSE.
SEE ALSO
active_menu(3alleg4), gui_menu_draw_menu(3alleg4), exgui(3alleg4)
Allegro version 4.4.2 d_menu_proc(3alleg4)