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Menu.h
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// --------------------------------
// Condition menu
// --------------------------------
#ifdef CONDITION_MENU
//ITEM(0, "Evaluated condition")
//SEPARATOR
//ITEM(1, "Triggered condition")
SUB_START("Left side")
ITEM(0, "Left/Top")
ITEM(1, "Left/Middle")
ITEM(2, "Left/Bottom")
SUB_END
SUB_START("Middle")
ITEM(3, "Middle/Top")
ITEM(4, "Center")
ITEM(5, "Middle/Bottom")
SUB_END
SUB_START("Right side")
ITEM(6, "Right/Top")
ITEM(7, "Right/Middle")
ITEM(8, "Right/Bottom")
SUB_END
#endif
// --------------------------------
// Action menu
// --------------------------------
#ifdef ACTION_MENU
// You have access to edPtr and you can throw in normal C++
// code wherever you want in any of these menus. If you want to
// show certain conditions based on a property (a la OINC socket)
// use the property's value stored in edPtr:
// if(edPtr->ShowAdvancedOptions)
// {
// SUB_START("Bake pie")
// ITEM(0, "Apple pie")
// ITEM(1, "Mince pie")
// SUB_END
// }
// else
// {
// ITEM(0, "Bake apple pie")
// }
// You could do some pretty cool stuff with this, like loading a
// menu from an external source (ActiveX object?)
// for(int i=0;i<edPtr->ActionCount;i++)
// ITEM(i,edPtr->Actions[i])
// This will run every time the menu is opened in MMF2, so don't
// make it too slow or it could get annoying
//SUB_START("This is a submenu")
// ITEM(0,"Trigger condition")
//SUB_END
//SEPARATOR
//ITEM(1,"Dummy action")
SUB_START("Box Properties")
ITEM(0,"Set Tile Width")
ITEM(1,"Set Tile Height")
SEPARATOR
ITEM(2,"Set Box Width")
ITEM(3,"Set Box Height")
SEPARATOR
ITEM(4,"Set Box Start Position")
SUB_END
ITEM(5,"Generate Box")
#endif
// --------------------------------
// Expression menu
// --------------------------------
#ifdef EXPRESSION_MENU
ITEM(0,"Last X")
//SEPARATOR
ITEM(1,"Last Y")
#endif