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Spenceboy98


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Joined: 06 Jan 2012
Posts: 824
Location: In the TARDIS

Posted: 03 Feb 2012 12:34:00 am    Post subject: TI-BASIC Menu(): More than 7 options?

Lets say that I want to make a basic program and this program required a menu with more than seven options. Is this possible? If so, how?
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AHelper


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Joined: 30 Jan 2011
Posts: 1659
Location: Aufhelperstan, Utopian Republic

Posted: 03 Feb 2012 12:36:12 am    Post subject:

The only way I know of getting a longer menu is for it to be done from assembly. How that is done depends if you are going to inline asm text or if a library exists that makes menus
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Weregoose


Cemetech Expert


Joined: 23 Oct 2009
Posts: 463

Posted: 03 Feb 2012 12:52:00 am    Post subject:

Apart from writing your own menu system, you could have the last one or two selections toggle "pages"—that is, take you to different menus.
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KermMartian


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Joined: 14 Mar 2005
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Posted: 03 Feb 2012 07:14:10 am    Post subject:

Yeah, I second the pages suggestion. I generally would do it as the first menu's last option is "Next Page", the next menus have the first option as "Previous Page", up to five actual options, and then "Next Page", and the last menu has "First page" as its final option.
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AHelper


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Posted: 03 Feb 2012 11:12:07 am    Post subject:

This wouldn't be very good unless you do use inline assembly, but you could try simulating the menu function in basic :-\
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KermMartian


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Posted: 03 Feb 2012 11:13:28 am    Post subject:

Or better yet, you could just use the DCSB Libs GUIMenu function. Wink
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AHelper


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Posted: 03 Feb 2012 11:19:36 am    Post subject:

AHelper wrote:
if a library exists that makes menus
KermMartian wrote:
Or better yet, you could just use the DCSB Libs GUIMenu function.

Kind of the same thing Very Happy

If that eventually calls a dialog function, then that's what I was getting at
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Aes_Sedia5


Minor Calculator Deity


Joined: 01 Sep 2011
Posts: 1002
Location: Where Nightmares end and Dreams begin

Posted: 03 Feb 2012 12:12:12 pm    Post subject:

I personally Use a text/getKey Menu. Ex.


Code:

Text(0,0,"MENU  TITLE"
Text(6,0,"1.Menu Option 1
Text(12,0,"2.Option 2.
Etc..
Repeat Ans
getKey->K
End
If K=92 (getKey value for 1.)
Then
Do option 1
End
If K=93( Getkeys Value for number 2)
Then
Do Option 2
End


Or what I am working on right now is a moving sprite to make my menu.but that is a bit more complex, And requires you to know how to move sprites around. I can show you some code for that if you would like.
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yeongJIN_COOL


Member


Joined: 28 Apr 2011
Posts: 161

Posted: 21 Feb 2012 11:27:50 am    Post subject:

KermMartian wrote:
Or better yet, you could just use the DCSB Libs GUIMenu function. Wink

Speaking of DCSB Menu function, is there a way to specify the menu size? Smile
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KermMartian


Site Admin


Joined: 14 Mar 2005
Posts: 55759
Location: Earth, Sol, Milky Way

Posted: 21 Feb 2012 05:42:07 pm    Post subject:

yeongJIN_COOL wrote:
KermMartian wrote:
Or better yet, you could just use the DCSB Libs GUIMenu function. Wink

Speaking of DCSB Menu function, is there a way to specify the menu size? Smile
You mean the size of the small window, or the number of items? If you mean the window size, I'm afraid it's fixed at the size of a standard GUIRSmallWin.
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yeongJIN_COOL


Member


Joined: 28 Apr 2011
Posts: 161

Posted: 21 Feb 2012 05:42:43 pm    Post subject:

I meant the window size, and aw. D:
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KermMartian


Site Admin


Joined: 14 Mar 2005
Posts: 55759
Location: Earth, Sol, Milky Way

Posted: 21 Feb 2012 05:45:20 pm    Post subject:

yeongJIN_COOL wrote:
I meant the window size, and aw. D:
Why is that bad? Is it the wrong size for a certain application that you need?
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yeongJIN_COOL


Member


Joined: 28 Apr 2011
Posts: 161

Posted: 21 Feb 2012 05:48:01 pm    Post subject:

[badmemory]
When I tried to make RPG battle engine with it long time ago, it covered almost all of the screen D:
[/badmemory]

I guess there's not much bad point with it, but sometimes, I just wish that the window size could be changed.
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