I wrote a reply about 20 min ago, but my enternet connection failed. I won't make the same mistake twice. I'll copy my post before trying to send it.
I won't be able to help you much for the next few days because I will be traveling and I won't have a reliable enternet connection (reference the first paragraph). I'll try to make it simple so you can work without my input for the next few days.
First you need to be sure to have ALL character interface in a single function or have a single function call that has calls inside it to any various interface function. Next you will need a bool variable setup so that when set will cause you game loop to not call it. Next setup a "special key" that when pressed toggles the bool variable you made between true and false. Example:
bool DoMenu=false;//when false, your program will function like the game.
............... stuff............
in your LoopGDK()
.............. stuff............
if (!DoMenu) CharacterInterface();
else {
(render the menu I will show you using dbText() )
(maybe call a function to do the menu interface)
}
if ("key pressed"=="special key"){
DoMenu=!DoMenu;
while ("key pressed"=="special key"); //this will cause all loop function to stop while you are pressing the "special key" and keep it from toggling DoMenu between true and false constatly. We only want to cycle this once per key press.
}
Example menu:
Quote: "press "C" to make a waypoint
press "D" to delete the closest waypoint
press "M" to mark the closest waypoint for connection
press "N" to connect closest waypoint to marked waypoint
"
You can put any other functionallity you want in the menu.
The fastest code is the code never written.