WoW:Using UIDropDownMenu: Difference between revisions
(Explains how to use UIDropDownMenu.) |
(Link new HOWTO that discusses how to minimize garbage of throw-away tables and have UI examples.) |
||
Line 69: | Line 69: | ||
UIDropDownMenu_AddButton(info); | UIDropDownMenu_AddButton(info); | ||
end | end | ||
Note that careless use of throw-away tables can make your addon generate a lot of unnecessary memory garbage. This is especially true I you don't create menu only once, but recreate it dynamically every time it is displayed to place check marks or any other dynamic content where it needed. See [[HOWTO: Use Tables Without Generating Extra Garbage]] for some advices on how to minimize or eliminate completely garbage generation in such cases. | |||
== Step 4 : Showing the Menu == | == Step 4 : Showing the Menu == |
Revision as of 12:02, 16 February 2007
UIDropDownMenu can be used to display a basic drop down menu or a series of complex menus such as those that occur when you right click a chat tab. This tutorial explains both.
Step 1 : The Button
This button will cause the drop down menu to be displayed.
<Frame parent="UIParent"> <Frames> <Button name="MyDropDownMenuButton"> <Scripts> <OnClick> MyDropDownMenuButton_OnClick(); </OnClick> </Scripts> </Button> </Frames> </Frame>
Next, you must choose how you want the menu to be displayed. There are two options, the last requires an extra frame.
- The standard drop down menu.
- Using the "MENU" keyword.
Step 2 : The Menu
If you choose the second, "MENU" option, an extra frame is required. Otherwise, skip this step.
<Frame name="MyDropDownMenu" inherits="UIDropDownMenuTemplate" id="1"> <Scripts> <OnLoad> UIDropDownMenu_Initialize(this, MyDropDownMenu_OnLoad, "MENU"); </OnLoad> </Scripts> </Frame>
The frame must inherit the UIDropDownMenuTemplate, unless you choose to remake that frame.
Step 3 : Initialization
If you skipped #Step 2 : The Menu, you must add an OnLoad function to your button in the following fashion. This will display the menu in the first style specified in #Step 1 : The Button.
<Frame parent="UIParent"> <Frames> <Button name="MyDropDownMenuButton"> <Scripts> <OnLoad> UIDropDownMenu_Initialize(this, MyDropDownMenu_OnLoad); </OnLoad> <OnClick> MyDropDownMenuButton_OnClick(); </OnClick> </Scripts> </Button> </Frames> </Frame>
As you have seen from the example, the third variable in UIDropDownMenu_Initialize changes the appearance of the menu. If the third variable is nil, the menu will be displayed in the fashion of the first example shown in #Step 1 : The Button. If the third variable is "MENU", which requires the initialization to occur in a seperate frame outside of the button as shown in #Step 2 : The Menu, the menu will be displayed in the fashion of the second example shown in #Step 1 : The Button.
The OnLoad function itself should be as follows. This example adds one option to the menu.
function MyDropDownMenu_OnLoad() info = {}; info.text = "This is an option in the menu."; info.value = "OptionVariable"; info.func = FunctionCalledWhenOptionIsClicked; -- Add the above information to the options menu as a button. UIDropDownMenu_AddButton(info); end
Note that careless use of throw-away tables can make your addon generate a lot of unnecessary memory garbage. This is especially true I you don't create menu only once, but recreate it dynamically every time it is displayed to place check marks or any other dynamic content where it needed. See HOWTO: Use Tables Without Generating Extra Garbage for some advices on how to minimize or eliminate completely garbage generation in such cases.
Step 4 : Showing the Menu
Your menu will be displayed when the button is clicked. This is called by the following function.
function MyDropDownMenuButton_OnClick() ToggleDropDownMenu(1, nil, MyDropDownMenu, MyDropDownMenuButton, 0, 0); end
Click here for more information on ToggleDropDownMenu.