D3D9 Menu
Just thought I'd help out, so gonna post some snippets of some menu coding. Maybe It'll get you started..
Entry point: //always need it
Some structs for the menu
Setting your menu
Setting menu hotkeys:
Thats all I'm posting for now, Not posting how to render the menu, DrawStrings, Setting maximum highlights. etc.
I may later. Who knows.
Just thought It might help.
Have fun.
EDIT: Some D3D colors.
Some pretty good colors, once again. Have fun. 
Entry point: //always need it
Code:
//entry point
BOOL APIENTRY DllMain( HMODULE hModule,
DWORD dreason_for_call,
LPVOID lpReserved)
{
return 0;
}
Code:
struct items{
int firstitem;
int seconditem;
}; items Items;
//menu properties
struct menu{
char *title;
int x;
int y;
int width;
int height;
int maxitems;
}; menu Menu; // can refer to it by menu or Menu ;)
Code:
void SetMenu(int x,int y, int width, int height, int maxitems, char* title)
{
Menu.title = "D3D Menu Test";
Menu.x = 10;
Menu.y = 70;
Menu.width = width;
Menu.height = height;
Menu.maxitems = 12;
}
Code:
void SetHotkeys(){
if(highlight[1] == 1 && (GetAsyncKeyState(VK_RIGHT)&1)) if(Items.firstitem <= 1){Items.firstitem++;}
if(highlight[1] == 1 && (GetAsyncKeyState(VK_LEFT)&1)) if(Items.firstitem != 0){Items.firstitem--;}
if(Items.firstitem>1)Items.firstitem=0;
}
I may later. Who knows.
Just thought It might help.
Have fun.

EDIT: Some D3D colors.
Code:
GenerateTexture(Device_Interface, &texGreen , D3DCOLOR_ARGB(255,0,255,0)); GenerateTexture(Device_Interface, &texRed , D3DCOLOR_ARGB(255,255,0,0)); GenerateTexture(Device_Interface, &texBlue , D3DCOLOR_ARGB(255,0,0,255)); GenerateTexture(Device_Interface, &texOrange , D3DCOLOR_ARGB(255,255,165,0)); GenerateTexture(Device_Interface, &texYellow , D3DCOLOR_ARGB(255,255,255,0)); GenerateTexture(Device_Interface, &texPink , D3DCOLOR_ARGB(255,255,192,203)); GenerateTexture(Device_Interface, &texCyan , D3DCOLOR_ARGB(255,0,255,255)); GenerateTexture(Device_Interface, &texPurple , D3DCOLOR_ARGB(255,160,32,240)); GenerateTexture(Device_Interface, &texBlack , D3DCOLOR_ARGB(255,0,0,0)); GenerateTexture(Device_Interface, &texWhite , D3DCOLOR_ARGB(255,255,255,255)); GenerateTexture(Device_Interface, &texSteelBlue , D3DCOLOR_ARGB(255,33,104,140)); GenerateTexture(Device_Interface, &texLightSteelBlue, D3DCOLOR_ARGB(255,201,255,255)); GenerateTexture(Device_Interface, &texLightBlue , D3DCOLOR_ARGB(255,26,140,306)); GenerateTexture(Device_Interface, &texSalmon , D3DCOLOR_ARGB(255,196,112,112)); GenerateTexture(Device_Interface, &texBrown , D3DCOLOR_ARGB(255,168,99,20)); GenerateTexture(Device_Interface, &texTeal , D3DCOLOR_ARGB(255,38,140,140)); GenerateTexture(Device_Interface, &texLime , D3DCOLOR_ARGB(255,50,205,50)); GenerateTexture(Device_Interface, &texElectricLime , D3DCOLOR_ARGB(255,204,255,0)); GenerateTexture(Device_Interface, &texGold , D3DCOLOR_ARGB(255,255, 215, 0)); GenerateTexture(Device_Interface, &texOrangeRed , D3DCOLOR_ARGB(255,255,69,0)); GenerateTexture(Device_Interface, &texGreenYellow , D3DCOLOR_ARGB(255,173,255,47)); GenerateTexture(Device_Interface, &texAquaMarine , D3DCOLOR_ARGB(255,127,255,212)); GenerateTexture(Device_Interface, &texSkyBlue , D3DCOLOR_ARGB(255,0,191,255)); GenerateTexture(Device_Interface, &texSlateBlue , D3DCOLOR_ARGB(255,132, 112, 255)); GenerateTexture(Device_Interface, &texCrimson , D3DCOLOR_ARGB(255,220,20,60)); GenerateTexture(Device_Interface, &texDarkOliveGreen, D3DCOLOR_ARGB(255,188,238,104 )); GenerateTexture(Device_Interface, &texPaleGreen , D3DCOLOR_ARGB(255,154,255, 154)); GenerateTexture(Device_Interface, &texDarkGoldenRod , D3DCOLOR_ARGB(255,255, 185, 15 )); GenerateTexture(Device_Interface, &texFireBrick , D3DCOLOR_ARGB(255,255,48,48)); GenerateTexture(Device_Interface, &texDarkBlue , D3DCOLOR_ARGB(255,0,0,204)); GenerateTexture(Device_Interface, &texDarkerBlue , D3DCOLOR_ARGB(255,0,0,153)); GenerateTexture(Device_Interface, &texDarkYellow , D3DCOLOR_ARGB(255,255,204,0)); GenerateTexture(Device_Interface, &texLightYellow , D3DCOLOR_ARGB(255,255,255,153));

