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# Thread: How To Make A Simple D3D Menu [ Detailed Tutorial ]

1. ## How To Make A Simple D3D Menu [ Detailed Tutorial ]

Hey My MPGH Friends I ll Release My 4th Tutorial In This Week And Its About One Of Your Favourits The D3D Menu!

Okay The First Thing I will say is that its for learning i mean i ll teach you how to make a full base detailed for a d3d menu ofcourse not including the HOOK

2.Make a new project
3.Name the header Files and the cpp files like those in attachment
4.copy and paste what in them to ur code but be accurate in this
5.[Info]this base i gave u is without the menu.cpp and the menu.h [ cuz thats what i ll teach u today how to make them]

Code:
```#include "stdafx.h"
To Recogonize:
Code:
```#pragma once

#define ITEM_ARRAY 64 // Maximum of 64 Items change to reduce Static address size

// ============ SOME CALCULATION MACROS FOR LONG CALCULATIONS ================
// ============                THE PREFIX IS MC                  ================
#define MC_MAXX                    (X+WIDTH)                                                // X of Menu + Width
#define MC_FCTR(x,y)            ((x+y)/2)                                                // Calculate Center Point Between two items
#define MC_ITEMY(index)            (Y+(index*I_SPC)+T_SPC+(T_SPC/2))                        // Calculate Y of Item using Index or calculate Menu Maximum Y
#define MC_MSY                    (Y+T_SPC+(T_SPC/2))                                        // Y Start For Menu Items```
Code:
```class cMenu{

public:```
Item Index Structure:
Code:
```struct sitem{
char title[50];        // Name Of Item to Display
char state[50];        // States of Item
int     type;            // Type of Item ie. Cat , Items
int  max;            // Number of States
int  no;            // number inside the Array
int     *val;            // Variable Being Controlled
} items[ITEM_ARRAY];```
Item Color Enumeration:[Normal Colors]
Code:
```enum COLORS{  // Normal Colors
WHITE    =    D3DCOLOR_ARGB(255,255,255,255),
RED        =    D3DCOLOR_ARGB(255,220,20,60),
GREEN    =    D3DCOLOR_ARGB(255,0,255,0),
BLUE    =    D3DCOLOR_ARGB(255,0,0,255),
BLACK    =    D3DCOLOR_ARGB(255,0,0,0),
PURPLE    =    D3DCOLOR_ARGB(255,125,0,255),
GREY    =    D3DCOLOR_ARGB(255,128,128,128),
YELLOW  =    D3DCOLOR_ARGB(255,255,255,0),
ORANGE    =    D3DCOLOR_ARGB(255,255,125,0)
};```

Item Color Enumeration:[Item Colors]

Code:
```enum I_COLORS{  // Item Colors
C_OFF     =    D3DCOLOR_ARGB(255,255,255,255),
C_ON     =  D3DCOLOR_ARGB(255,220,20,60),
C_CAT     =    D3DCOLOR_ARGB(255,220,20,60),
C_CUR     =    D3DCOLOR_ARGB(255,220,20,60),
C_TITLE     =    D3DCOLOR_ARGB(255,255,255,255),
C_STRING =    D3DCOLOR_ARGB(255,220,20,60),
};```
BackGround Color Enumeration:
Code:
```enum BK_COLORS{ // BackGround Colors
C_BOX    = D3DCOLOR_ARGB(255,0,0,0),
C_BORDER = D3DCOLOR_ARGB(255,220,20,60)
};```
Code:
```enum I_TYPES{
T_TEXT = 0,
T_ITEM = 1,
T_CAT  = 2
};```
Class Global Variables:
Code:
```    CD3DFont *font;
int  X,Y;            // TOP LEFT OF MENU
POINT mofs;            // Offset From Mouse Last Point
POINT mpos;            // Mouse Coordinates
int  M_DRAG;        // is Menu Being Dragged
int  WIDTH;            // Width of Menu
int  I_OFS,S_OFS;    // Item Title Column Start
int  I_SPC,I_TSPC;  // Title Spacing and Item Spacing
int  T_SPC,F_SPC;    // Title Spacing from Menu Items and Footer Spacing
int  NO;            // Number of Menu Items
int  I_CUR;            // Current Menu Item
bool SHOW;            // Is menu shown
bool INIT;            // Has Menu Been Setup
// ANIMATION GLOBALS
int  ABOR;            // Board Animation Offset
int  BTEX,BDIR;        // Blinking Text Highlight```
Class Global Functions:
Code:
```    void    DrawBox( int x, int y, int w, int h, D3DCOLOR Color,LPDIRECT3DDEVICE9 pDevice);
void    DrawBorder( int x, int y, int w, int h, D3DCOLOR Color,LPDIRECT3DDEVICE9 pDevice);
void    DrawMouse(int x, int y,LPDIRECT3DDEVICE9 pDevice);
char*    oprintf (const char *fmt, ...);
void    PostReset(LPDIRECT3DDEVICE9 pDevice);
void    PreReset(void);
char*    FPS(int en = 1);
char*    TIME(void);
char*    DATE(void);
void    ShowBox(LPDIRECT3DDEVICE9 pDevice);
private:```
Class Private Functions[so u can add groups,items,texts,custom borders and so on..all attatched under one main ]
Code:
```    void    acat(char *title, char *states, int *var);
void    aitem(char *title, char *states,int *var, int show, int when);
void    atext(char *title, char *states,int show, int when);
void    atext(char *title, char *states);
void    additem(char *title, char *states,int type, int *var, int show, int when);
void    getfield(char *str,char *dst,int no);
int        nofields(char *str);
void    Init(void);
int        Load(char* szSection, char* szKey, int iDefaultValue,LPCSTR file);
void    Save(char* szSection, char* szKey, int iValue,LPCSTR file);

//-----------------------------------------------------------------------------

};

// Item Manager Struct
struct copt{
//Global Variables
int text; // Text Items
struct sinfo{
int main;
}info;
struct splayer{
int main;
int superj;
int speed;
int stamina;
int recoil;
int trigger;
int    nfd;
}player;
struct sserver{
int main;
int spawn;
int prem;
int slots;
}server;
struct susercp{
int main;
int pfind;
int pinfo;
int pkey;
}usercp;

struct sasm{
int main;
int antik;
int invis;
int restrict;
int mview;
int nodelay;
int prone;
int uoxy;
int bone;
int shotty;
int opk;
int svp;
int    uammo;
int stw;
int wtw;
}asmm;
struct sd3d{
int main3;
int main;
int norecoil;
int nochangedelay;
int noweaponweight;
int nofalldamage;
int main2;
int seeghosts;
int fastdefuse;
int fastplant;
int crouchspeed;
int speedknife;
int nogatlinggunspeedpenalty;
int nogatlinggundelay;
}d3d;
struct schams{
int main;
int chams;
int    chamsf;
int    chamsb;
int type;
}chams;
struct sesp{
int main;
int oespn;
int oesph;
int espn;
int esph;
int espi;
int eonly;
int espd;

}esp;
struct soptions{
int main;
int move;
int reset;
int save;
}options;
};
extern copt opt;```

Code:
```#include "stdafx.h"
#include "Sounds.h"
#include "pragma.h"```
We Need To use the PostReset() method to Create Fonts and other Resources for Menu:
Code:
```void cMenu::PostReset(LPDIRECT3DDEVICE9 pDevice)
{
font = new CD3DFont("Impac", 6, D3DFONT_BOLD);
font->InitDeviceObjects(pDevice);
font->RestoreDeviceObjects();

}```
We Need To use the PreReset() method to Release Fonts / objects for menu:
Code:
```void cMenu::PreReset(void)
{
font->InvalidateDeviceObjects();
font->DeleteDeviceObjects();
delete font;
font = NULL;
}```
Code:
```void cMenu::Init()
{
if (opt.options.reset)INIT=false;
if(!INIT){
opt.options.move=0;        // BUG FIX FOR RESET DISABLE MOVE BEFORE SETTING COORDINATES
X=Y=100;                // TOP LEFT START
I_OFS=4;                // OFSET FOR ITEM
S_OFS=WIDTH-2;            // OFSET FOR STATE
T_SPC=20;                // Space from Title and Start of Items
F_SPC=20;                // Footer Spacing Hook Menu
I_SPC=17;                // Item Spacing
I_CUR=0;                // Set current Item
ABOR=0;                    // ANIMATION MOVE
BDIR=0;                    // ANIMATION HIGHLIGHT
SHOW=true;                // false=hide  true=show
INIT=true;                // STOP INITATION
}
}```
Then We need to add an FPS Counter:
Code:
```char* cMenu::FPS(int en)
{
static int     FPScounter = 0;
static float FPSfLastTickCount = 0.0f;
static float FPSfCurrentTickCount;
static char  cfps[6] = "";

if(!en)
{
FPSfCurrentTickCount = clock() * 0.001f;
FPScounter++;

if((FPSfCurrentTickCount - FPSfLastTickCount) > 1.0f)
{
FPSfLastTickCount = FPSfCurrentTickCount;
sprintf(cfps," %d",FPScounter);
FPScounter = 0;
}
}

return cfps;

}```
Now We need to add Time it is in USA Format:
Code:
```char* cMenu::DATE(void)
{
static char cdate[20] = "" ;
struct tm * current_tm;
time_t current_time;
time (&current_time);
current_tm = localtime (&current_time);
sprintf( cdate, "%d-%02d-%d",current_tm->tm_mon+1,current_tm->tm_mday,current_tm->tm_year-100+2000);
return cdate;
}```
Now We need to add Date it is in USA Format:
Code:
```char* cMenu::DATE(void)
{
static char cdate[20] = "" ;
struct tm * current_tm;
time_t current_time;
time (&current_time);
current_tm = localtime (&current_time);
sprintf( cdate, "%d-%02d-%d",current_tm->tm_mon+1,current_tm->tm_mday,current_tm->tm_year-100+2000);
return cdate;
}```
oprintf()[equivilant to sprintf but for output into of dest]
Code:
```char* cMenu::oprintf (const char *fmt, ...)
{
static char buffer[225] = "";
va_list va_alist;
va_start (va_alist, fmt);
_vsnprintf (buffer,sizeof(buffer), fmt, va_alist);
va_end (va_alist);
return buffer;
}```
Save() [saves ur setting in menu]
Code:
```void cMenu::Save(char* szSection, char* szKey, int iValue,LPCSTR file)
{
char szValue[255];
sprintf(szValue, "%d", iValue);
WritePrivateProfileString(szSection,  szKey, szValue, file);
}```
Code:
```int cMenu::Load(char* szSection, char* szKey, int iDefaultValue,LPCSTR file)
{
int iResult = GetPrivateProfileInt(szSection,  szKey, iDefaultValue, file);
return iResult;
}```
Now Lets the BaseFunction for aitem,acat,and atext
Code:
```//additem
void cMenu::additem(char *title, char *states,int type, int *var, int show, int when)
{
if(show==when)
{
strcpy(items[NO].title,title);
getfield(states,items[NO].state,*var+1);
items[NO].type=type;
items[NO].max=nofields(states);
items[NO].val=var;

NO++;
}
if(type!=T_TEXT)
{
if (opt.options.save)
Save("Items", title, *var,Base.GetFile("mset.ini"));
if (opt.options.reset)
*var=0;
}
}
//acat
void cMenu::acat(char *title, char *states,int *var)
{
}
//aitem
void cMenu::aitem(char *title, char *states,int *var,int show,int when)
{
}
//atext
void cMenu::atext(char *title, char *states,int show,int when)
{
}

{
}
//no fields
{
char *ptr;
int  no;
for(no=1; (ptr=strchr(str,(char)'|'))!=NULL; no++)str=ptr+1;

return no;
}
//get field
{
char *ptr;
int  i;
for(i=1; (ptr=strchr(str,(char)'|'))!=NULL ; i++)
{
if(i==no) break;
str=ptr+1;
}
if(ptr)
{
i=(int)(ptr-str);
strncpy(dst,str,i);
dst[i]=0;
}
else
strcpy(dst,str);
}
//draw box
void cMenu::DrawBox( int x, int y, int w, int h, D3DCOLOR Color,LPDIRECT3DDEVICE9 pDevice)
{
struct Vertex
{
float x,y,z,ht;
DWORD Color;
}V[4] = {
{x,y+h, 0.0f, 0.0f, Color},
{x,y, 0.0f, 0.0f, Color},
{x+w,y+h, 0.0f, 0.0f, Color},
{x+w,y, 0.0f, 0.0f, Color}
};
pDevice->SetTexture(0, NULL);
pDevice->SetFVF(D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_TEX1);
pDevice->SetRenderState(D3DRS_ALPHABLENDENABLE,true);
pDevice->SetRenderState(D3DRS_DESTBLEND,D3DBLEND_INVSRCALPHA);
pDevice->DrawPrimitiveUP(D3DPT_TRIANGLESTRIP,2,V,sizeof(Vertex));
return;
}
//draw border
void cMenu::DrawBorder( int x, int y, int w, int h, D3DCOLOR Color,LPDIRECT3DDEVICE9 pDevice)
{
DrawBox(x,  y, 1,  h,Color,pDevice);
DrawBox(x,y+h, w,  1,Color,pDevice);
DrawBox(x,  y, w,  1,Color,pDevice);
DrawBox(x+w,y, 1,h+1,Color,pDevice);
return;
}```
Check Hot Keys:
Code:
```void cMenu::ShowMenu(LPDIRECT3DDEVICE9 pDevice)
{

//-----------------------------------------------------------------------------
// Desc: Check Hotkeys
//-----------------------------------------------------------------------------
int    lm        =    GetAsyncKeyState(VK_LBUTTON)&1;
int    rm        =    GetAsyncKeyState(VK_RBUTTON)&1;
int    left    =    GetAsyncKeyState(VK_LEFT )&1;
int    right    =    GetAsyncKeyState(VK_RIGHT)&1;
int    up        =    GetAsyncKeyState(VK_UP   )&1;
int    down    =    GetAsyncKeyState(VK_DOWN )&1;
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------

Init();

//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
if(GetAsyncKeyState(VK_INSERT)&1) SHOW=(!SHOW);
if(SHOW){

//-----------------------------------------------------------------------------
// Desc: Get Mouse Coordinates and translate
//-----------------------------------------------------------------------------

GetCursorPos(&mpos);// Update Mouse Coordinates
ScreenToClient(GetForegroundWindow(),&mpos); // Translate to Current Window

//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------

//if(mpos.x>X && mpos.x<X+WIDTH && mpos.y>Y && mpos.y<Y+T_SPC && GetAsyncKeyState(VK_LBUTTON)&1 && !opt.options.move)  // If Header Clicked on
//{
//    M_DRAG=1;
//}
//else
//{
//    mofs.x=mpos.x - X;
//    mofs.y=mpos.y - Y;
//}

//if(M_DRAG)
//{
//    if(GetAsyncKeyState(VK_LBUTTON)&1)M_DRAG=0;
//    X = mpos.x - mofs.x;
//    Y = mpos.y - mofs.y;
//}

if(opt.options.move && GetAsyncKeyState(VK_LCONTROL))    // If Options for Left Control is Set
{
X =(((X<=mpos.x+4) && (X>=mpos.x)) || ((X>=mpos.x-4) && (X<=mpos.x)))?(X=mpos.x):(X+=((mpos.x-X)/4));
Y =(((Y<=mpos.y+4) && (Y>=mpos.y)) || ((Y>=mpos.y-4) && (Y<=mpos.y)))?(Y=mpos.y):(Y+=((mpos.y-Y)/4));
}```
Code:
```        NO=0;
acat("FPS",FPS(0),&opt.d3d.main3);
acat("Normal Functions","[OPEN]|[CLOSE]",&opt.d3d.main);
aitem("No Recoil","OFF|ON",&opt.d3d.norecoil,opt.d3d.main,1);
aitem("No Change Delay","OFF|ON",&opt.d3d.nochangedelay,opt.d3d.main,1);
aitem("No Weapon Weight","OFF|ON",&opt.d3d.noweaponweight,opt.d3d.main,1);
aitem("No Fall Damage","OFF|ON",&opt.d3d.nofalldamage,opt.d3d.main,1);
acat("Super Functions","[OPEN]|[CLOSE]",&opt.d3d.main2);
aitem("See Ghosts","OFF|ON",&opt.d3d.seeghosts,opt.d3d.main2,1);
aitem("Fast Defuse","OFF|ON",&opt.d3d.fastdefuse,opt.d3d.main2,1);
aitem("Fast Plant","OFF|ON",&opt.d3d.fastplant,opt.d3d.main2,1);
aitem("Crouch Speed","OFF|ON",&opt.d3d.crouchspeed,opt.d3d.main2,1);
aitem("Speed Knife","OFF|ON",&opt.d3d.speedknife,opt.d3d.main2,1);
aitem("No Gatling Gun Speed Penalty","OFF|ON",&opt.d3d.nogatlinggunspeedpenalty,opt.d3d.main2,1);
aitem("No Gatling Gun Delay","OFF|ON",&opt.d3d.nogatlinggundelay,opt.d3d.main2,1);

acat("Information ","[OPEN]|[CLOSE]",&opt.info.main);
atext("By:","Master Coders",opt.info.main,1);
atext("Version","Master Coders V4",opt.info.main,1);
/*atext("FPS",FPS(0),opt.info.main,1);*/
atext("Time",TIME(),opt.info.main,1);
atext("Date",DATE(),opt.info.main,1);

opt.options.save=0;

DrawBox(X,MC_MSY,WIDTH,(NO*I_SPC),C_BOX,pDevice);// Render Menu Backround for items
DrawBorder(X,MC_MSY,WIDTH,(NO*I_SPC),C_BORDER,pDevice);// set-up border```
Code:
```        for(int no=0; no<NO; no++)
{
D3DCOLOR text;

text=(*(items[no].val)>0)?C_ON:C_OFF;    // Is ON OR OFF

if(items[no].type==T_CAT)
text=C_CAT;    // Category

if(I_CUR==no)
{

if(BDIR==0)
(BTEX<0xFF/4)?BTEX+=1:BDIR=1;
if(BDIR==1)
(BTEX>0x00)?BTEX-=1:BDIR=0;

if(ABOR>I_SPC*I_CUR)
ABOR=I_SPC*I_CUR;
else if (ABOR<(-I_SPC*I_CUR))
ABOR=(-I_SPC*I_CUR);

if(ABOR<0)
ABOR++;
else if(ABOR>0)
ABOR--;

text=0xFF000000+(0x10000*(BTEX*4))+(0x100*(BTEX*4))+0x1*(BTEX*4);

DrawBorder(X,MC_ITEMY(no)-ABOR,WIDTH,I_SPC,C_CUR,pDevice);
}

if(mpos.x>X && mpos.x<MC_MAXX && mpos.y>MC_ITEMY(no) && mpos.y<MC_ITEMY(no)+I_SPC)
{
text=0xFF000000+(0x10000*(BTEX*4))+(0x100*(BTEX*4))+0x1*(BTEX*4);
DrawBorder(X,MC_ITEMY(no),WIDTH,I_SPC,C_CUR,pDevice);
}

}```
Footer:
Code:
```        DrawBox(X,MC_ITEMY(NO)+(F_SPC/2),WIDTH,(F_SPC),C_BOX,pDevice);// Draw Footer Filled
DrawBorder(X,MC_ITEMY(NO)+(F_SPC/2),WIDTH,(F_SPC),C_BORDER,pDevice);// Footer Border

KeyBoard Navi:
Code:
```        if(left && (*items[I_CUR].val)>0)
{
(*items[I_CUR].val)-=1;

Sound.wav.playsoundmem((LPCSTR)SWITCH);
}

if(right && (*items[I_CUR].val)<(items[I_CUR].max-1))
{
(*items[I_CUR].val)+=1;
Sound.wav.playsoundmem((LPCSTR)SWITCH);
}

if(up)
{
do {
I_CUR=(I_CUR==0)?(NO-1):(I_CUR-1);
if(ABOR>(-(I_SPC)))ABOR-=I_SPC;
} while (items[I_CUR].type==T_TEXT);
Sound.wav.playsoundmem((LPCSTR)MOVE);

}

if(down || items[I_CUR].type==T_TEXT)
{
do
{
I_CUR=(I_CUR+1)%NO;
if(ABOR<(I_SPC))ABOR+=I_SPC;
} while (items[I_CUR].type==T_TEXT);
Sound.wav.playsoundmem((LPCSTR)MOVE);
}
//-----------------------------------------------------------------------------
// Desc: Menu Saftey / Sanity Checks and ReEncryption
//-----------------------------------------------------------------------------
if(I_CUR>NO)I_CUR=NO-1; // Prevent Selection From Hiding be hind hidden item

//-----------------------------------------------------------------------------
}
}```
VS:
D3D Menu.rar - Jotti's malware scan
https://www.virustotal.com/file/e923...is/1332877057/

IT HAS 2 BE LIKE DAT:

Done and GL
@Scata
@Royku
@Jigsaw
@Hero
@Qmo for sharing this base
@Dead(H)ell [me] for modifying & explaining it in details
plz a sticky

2. ## The Following 370 Users Say Thank You to Dead(H)ell For This Useful Post:

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3. Very nice tut!
In my opinion you can get contributor

4. approved+stickied

5. ## The Following 2 Users Say Thank You to Austin For This Useful Post:

Patryk65400 (05-22-2013),Pronome191 (08-01-2012)

6. Originally Posted by Scata
approved+stickied

Roger. & @Swag tysm brother

7. Funny you ask for credits but you don't credit yourself?

https://www.mpgh.net/forum/31-c-c-pro...ml#post5431992

Thread should be unstuck because I know you didn't forget to add credits

8. ## The Following User Says Thank You to dakr54 For This Useful Post:

giniyat101 (04-12-2012)

9. nice good job

10. Nice Tutorial Liked it - Good Job

11. Originally Posted by dakr54
Funny you ask for credits but you don't credit yourself?

https://www.mpgh.net/forum/31-c-c-pro...ml#post5431992

Thread should be unstuck because I know you didn't forget to add credits
HAHA, sorry but take a look on the comments in the thread of qmo and u willl know its not his and he leeched it + he didnt explain it he just said copy&paste but i did detailed it and modified his menu so nice notice but i cant credit a leecher and i dint credit my self cuz i am not the owner of the code i explained in details how to make a d3d menu which no 1 in this forum did explain dat be4 got it bro?

HAHA, sorry but take a look on the comments in the thread of qmo and u willl know its not his and he leeched it + he didnt explain it he just said copy&paste but i did detailed it and modified his menu so nice notice but i cant credit a leecher and i dint credit my self cuz i am not the owner of the code i explained in details how to make a d3d menu which no 1 in this forum did explain dat be4 got it bro?
Well even if it isn't his, you still need to give credits. Even if you don't know who it is, at least give credits in some sort of way.

13. Nice job bro.

14. @Dead(H)ell , i was will post but exams /fp , btw good job bro

15. look at the time,..... the code is wrong,,, it gives an... error when compiling
^_^

16. Originally Posted by pakeke80
look at the time,..... the code is wrong,,, it gives an... error when compiling
^_^
just a copier so sad but i wont answer cuz ur a leecher when u learn the meaning of the code then come back and ask

just a copier so sad but i wont answer cuz ur a leecher when u learn the meaning of the code then come back and ask
You're one to talk, this whole code is leeched .... lmfao Let me ask you this, What's the difference between signed char a; char a; and the difference between char a; and unsigned char a; ?

18. Originally Posted by ~FALLEN~
You're one to talk, this whole code is leeched .... lmfao Let me ask you this, What's the difference between signed char a; char a; and the difference between char a; and unsigned char a; ?

let me tell u this..did i say its my code?NO i said its for @Qmo and i explained it in details

19. ## The Following User Says Thank You to Dead(H)ell For This Useful Post:

ahmedmola1 (10-05-2012)

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