Well, it would appear that I bit off a bit more than I am currently prepared to chew. While I can write ACS for just about anything given patience and time, I'm a mapper, so I've never had a need to do anything like this. I've always been happy staying within the confines of the default GUI. Not anymore though. I need, or at least want this to work so I don't have to find an alternative.
Here is an image of my design. Note however that this is being displayed in the map through a series of HUDMessages instead of being the actual menu at work. This was nothing more than a test for positioning purposes. Sorry that everything is blacked out. The image is a screenshot in-game and I don't want to reveal any more than I have to(yes secret project
). I thought it might help people understand what I'm talking about. As the image says, each part is its own image. The background is one image(yes slightly translucent
) That image is displayed first, currently with a negative id number so it displays behind everything else. The next images to pop up are the header and the video feed/screenshot image together. The buttons then display in sequential order, top to bottom. I staggered that a bit for effect. All of this is done through a HUDMSG_FADEINOUT type for the fade-in effect. Lastly once everything is onscreen I replace all of it with a HUDMSG_PLAIN type that has an infinite hold-time. Later, when players select option 5 I'd like to replace the images again with another set of HUDMSG_FADEINOUT types so that the menu will fade out. Also, because I want to use the mouse in this menu, it's important to freeze the player, so I want to be looking for keypresses of the movement keys to also close the menu in conjunction with option 5.
The idea is that will be a bit flexible so that I don't always
have to have 5 options when making a menu. Perhaps I only need 3. What then do I do with the number 4 slot? I don't know yet.
So I'm back here for help. Considering the design, would it be possible to make the buttons the only interactive parts of the menu? I'm not interested in being able to move the menu around. It fills the screen just like in the screenshot. I have taken into account different display settings so I have used SetHUDSize to display it at my resolution of 1280x1024. So assuming that I can make the buttons the only interactive part, then how do I do that? I've been looking into AFADoomer's popup box system, but frankly the code is beyond me. I'd post it here, but I'm afraid that might not be kosher without permission. The other suggestions Jimmy made won't work because his is keyboard based and the last option would require me to decompile the ACS, which I don't know how to do or if it's possible to do. So I need some more pointing in the right direction. Perhaps if it is ok to post the code, someone could help me put it into some layman's terms? Anyway, thanks in advance!
Oh, one more thing. Since I'm here, I'll just ask before going off to play with this. I'd like the space in the right, lower corner to display a video feed from the location of whatever action is being executed(door opening, lock resetting, ect.). Am I right to assume that simply layering another image of the same size over the square that is a camera texture and has a camera tagged to it would accomplish this goal? It doesn't seem too far fetched, but then again I don't know the full limitations of the HUDMessage system.
edit: removed image(personal thing)