a. I only have the up/down slider for the textbox/listbox/dropdown
b. The media is stored in the Editor under "\Images\Stock". The sounds are under "Sounds" in the Editor. The GUI interface is open source inside a single file "Menu Functions.h". The latest version is posted as above and that file is within "Common C++ Files" folder.
c. The short answer is no. You can, however, make your own image editor interface and simply put it on top of a "group".
d. Open source..... Have fun.
It does not use a CALLBACK. It's simply a class.
If you declare:
GUI_MENU_UTILITY GUI;
Now you can use the GUI as a class interface:
void DarkGDK ( void )
{
strcpy(StartPath,dbGetDir());
dbSetDisplayMode (GetSystemMetrics( SM_CXSCREEN ), GetSystemMetrics( SM_CYSCREEN ), 32 );
dbSetWindowLayout ( 0, 0, 0 );
dbMaximizeWindow ( );
dbSyncOn( );
dbHideMouse();
GUI.InitMenuGUI("",1,0,0,"Sample GUI.MNU");//if you are using a GUI you made, you don't need "MaxGroups" or "MaxMenuItems"
// and the "Path" is for textures and that's in the file.
GUI.ShowSystemMenu=false;
//Here is how you initialize the FileSystem.
GUI.EndImageNumber=FileSystem.InitFileSystem("..\\images\\",GUI.EndImageNumber,GUI,StartPath);
FileSystem.GetFolderContent();
while ( LoopGDK ( ) )
{
if (GUI.Initialized){
if (dbMouseY()<1) GUI.ShowSystemMenu=true;//I decided to hide the system menu unless the mouse goes all the way to the top
GUI.ShowGUI();
if ((dbMouseClick()==1)&&(GUI.MouseOverSysMenu==-2)) GUI.ShowSystemMenu=false;
if (GUI.MenuGroup[FileSystem.FileGroup].ShowGroup) FileSystem.DisplayFolderContent();
CheckInterface();//this is where you would check your different "outside of the GUI interface"
dbPasteSprite(GUI.MouseSprite,dbMouseX(),dbMouseY());//allways show the mouse last
}
dbText(0,100,"Move the mouse to the top of \nthe screen to show the system menu");
dbSync ( );
}
GUI.UnloadMenuGUI();
return;
}
*** How is it crashing?
The fastest code is the code never written.