WoW:Using UIDropDownMenu: Difference between revisions
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* The standard drop down menu. | * The standard drop down menu. | ||
:[[Image: | :[[Image:WoWiki Example UIDropDownMenu NoMenu.jpg|The standard drop down menu.]] | ||
* Using the "MENU" keyword. | * Using the "MENU" keyword. | ||
: [[Image: | : [[Image:WoWiki Example UIDropDownMenu Menu.jpg|Using the "MENU" keyword.]] | ||
== Step 2 : The Menu == | == Step 2 : The Menu == | ||
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ToggleDropDownMenu(1, nil, dropdown, self, -20, 0); | ToggleDropDownMenu(1, nil, dropdown, self, -20, 0); | ||
== See | == See also == | ||
*[[UI Object UIDropDownMenu]] | *[[UI Object UIDropDownMenu]] | ||
*[[API EasyMenu]] | *[[API EasyMenu]] |
Revision as of 17:16, 7 April 2009
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 separate 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 -- can also be done as function() FunctionCalledWhenOptionIsClicked() end; -- 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.
If you want to split menus, this code examples may help you:
-- creating test data structure local Test1_Data = { ["level1_test_1"] = { [1] = { ["name"] = "sublevel 1"; }, [2] = { ["name"] = "sublevel 2"; }, }, ["level1_test_2"] = { [1] = { ["name"] = "sublevel A"; }, [2] = { ["name"] = "sublevel B"; }, } }
-- menu create function function Test1_DropDown_Initialize(self,level) level = level or 1; if (level == 1) then for key, subarray in pairs(Test1_Data) do local info = UIDropDownMenu_CreateInfo(); info.hasArrow = true; -- creates submenu info.notCheckable = true; info.text = key; info.value = { ["Level1_Key"] = key; }; UIDropDownMenu_AddButton(info, level); end -- for key, subarray end -- if level 1 if (level == 2) then -- getting values of first menu local Level1_Key = UIDROPDOWNMENU_MENU_VALUE["Level1_Key"]; subarray = Test1_Data[Level1_Key]; for key, subsubarray in pairs(subarray) do local info = UIDropDownMenu_CreateInfo(); info.hasArrow = false; -- no submenues this time info.notCheckable = true; info.text = subsubarray["name"]; -- use info.func to set a function to be called at "click" info.value = { ["Level1_Key"] = Level1_Key; ["Sublevel_Key"] = key; }; UIDropDownMenu_AddButton(info, level); end -- for key,subsubarray end -- if level 2 end -- function Test1_DropDown_Initialize
To use the Menu, you can do
local dropdown = CreateFrame("Frame", "Test_DropDown", UIParent, "UIDropDownMenuTemplate"); UIDropDownMenu_Initialize(dropdown, Test1_DropDown_Initialize, "MENU");
and you need something to active the menu, as with any menu
ToggleDropDownMenu(1, nil, dropdown, self, -20, 0);