Mainmenu Extra Quality
The MainMenu control represents the container for the menu structure of a form. A menu is composed of MenuItem objects that represent the individual menu commands in the menu structure. Each MenuItem can be a command for your application or a parent menu for other submenu items. To bind the MainMenu to the Form that will display it, assign the MainMenu to the Menu property of the Form.
You can create different MainMenu objects to represent different menu structures for your form. If you want to reuse the menu structure contained in a specific MainMenu, you can use its CloneMenu method to create a copy. Once you have a copy of the menu structure, you can make the appropriate modifications for your new menu structure.
In short: the default project gives you a MainMenu.xib and an AppDelegate.swift. The AppDelegate class has the @NSApplicationMain annotation, which causes your program to call the NSApplicationMain function, which in turn has some routines which load the MainMenu.xib file, which contains several hundred lines which describe the window, menu, and other things.
When rendering the main menu, Nova will order your dashboards according to the order in which they are returned by the dashboards method within your application's App\\Providers\\NovaServiceProvider class.
Nova will also automatically group your resources under the default \"Resources\" menu section according to the group property defined in the Resource class. In addition, any custom tools you have registered will be listed in the order they are defined within your application's NovaServiceProvider.
While Nova's default main menu is sufficient for most applications, there are times you may wish to completely customize the menu based on your own preferences. For that reason, Nova allows you to define your own main menu via the Nova::mainMenu method. Typically, this method should be invoked within the boot method of your application's App\\Providers\\NovaServiceProvider class:
Nova also allows you to customize the \"user\" menu found in the top-right navigation area. You can customize Nova's user menu by calling the Nova::userMenu method. This method is typically invoked within the boot method of your application's App\\Providers\\NovaServiceProvider:
You may call the append and prepend methods on a Menu instance to prepend or append new items to the. These methods are typically most helpful when customizing the user menu, since you often do not want to completely replace the existing menu:
Menu sections represent a top-level navigation item and are typically displayed with an corresponding icon representing the types of items in the menu. You can create a new menu section by calling the MenuSection::make method. This method accepts the name of the menu section and array of menu groups / items that should be placed within the section:
Instead of displaying a list of links, you may indicate that a menu section should just be a large, emphasized link to another location. To accomplish this, you may invoke the path method when defining the menu section:
Sometimes you may need another logical level between your menu sections and menu items. In this case, menu groups are the perfect solution. Menu groups allow you to group menu items under their own emphasized heading:
Menu items represent the different types of links to areas inside and outside of your application that may be added to a custom Nova menu. Nova ships with several convenience methods for creating different types of menu items.
In the 2.0 version of the .NET Framework the support for menus and toolbars has been upgraded. Unfortunately the structure of each new class has changed dramatically and conversion is not trivial. Also, the user interface exhibits some unexpected behavior. This article gives some tips for making the conversion from the old to the new. It also introduces simple extensions to the ToolStrip and MenuStrip classes that allow customization of mouseover highlighting and implementation of \"Click Through\" to improve the user interface.
Like me, you probably have some legacy code written for the 1.x versions of the .NET Framework that you would like to upgrade to the fancier menus and toolbars that are available in the latest version. The MainMenu and ContextMenu classes have been replaced with entirely new classes, MenuStrip and ContextMenuStrip. Likewise, the ToolBar class has been replaced with ToolStrip. The new classes have a more up-to-date appearance and can be extended in new ways. For example, you can easily put ComboBoxes in menus or progress bars in a ToolStrip or StatusStrip. Since the structures of the new classes are quite different, it is not entirely straightforward to upgrade the old controls. I searched the Internet in vain for a simple process to follow. In the end I decided to take notes on what I had to do and share it with the Code Project community.
Having gone through the trouble of making the conversion, you may discover that the new controls behave in a fashion you did not expect, which might not be to your taste. There are two issues. First, unlike most Windows applications, the buttons and menus do not respond to a single click when their parent form does not have focus. Instead, you must click on the control twice before it responds, once to activate the form and the second time to activate the control. This is a perfectly fine model for the user interface and is the way Office 2003 and Visual Studio 2005 work. However, it would be better if the user could choose this model or the more standard approach in which a single click activates the control. Also, the new controls have a \"feature\" (I'm trying to be kind) that is very confusing to me. Unlike Office 2003, ToolStrip or MenuStrip will still show a highlight when the mouse moves over them on an inactive form. To me, this means they are ready for action, but unfortunately they still require a second click.
If you are writing a new application, there should be no problem creating new MenuStrips and ToolStrips using the Visual Studio designer. However, if you are upgrading code, it is a large task to recreate all of your old menus and toolbars in the designer. If you use search and replace, it is not obvious how to proceed and mistakes are easily made. My goal is to save you some time by providing a step-by-step guide to the major changes. It won't cover every possibility, so you may have to correct some things after an initial compilation.
Please refer to the sample project for the details and run the sample application to observe the effects. When you run it, try all four variations and see how the menus and toolbars respond both when the main form has the focus and when the smaller form has the focus. The code inside the ToolStripEx and MenuStripEx classes is identical, it simply defines the two properties above and then implements this simple WndProc() method:
AADIZOOKAANAG IDASH DIBAAJIMOWINAN: Stories Menu -- True stories by Native authors from many tribes for InterNet. Norma Jean Croy (prisoner for 20 years) and Leonard Peltier (19 years) have stories here; so do the Little People. Myths and legends -- with tellers and sources.Picture stories; Author bios; Cinderella feature; E-texts; Language learning resources, word for computer. Items below are all menus.
Click the Play Button from the Main Toolbar to play in the editor. To test the resolution options, select New Editor Window from the Play-in-Editor dropdown menu.
The main menu is the opening screen of Team Fortress 2. Upon the initial opening of the game's menu, one of the soundtrack songs will play, but it will not loop or play again until the game is restarted. The main menu can also be opened while connected to a server (the default key to open the menu is Esc).
The Mute Players button displays a menu that allows the player to mute other players' in-game voice chat and text chat. The menu will show an empty list when the player is not connected to a server. It will not mute sounds triggered by scripts or the server, or sounds from a third-party voice-over-internet program.
This menu allows the player to enter one of three empty versions of the official maps. These contain non-functioning bots and speech bubbles, which provide voice commentary from the designers detailing the game's development.
MainMenu lives in your menu bar, with a customizable icon that lets you know when it's running. MainMenu can help you repair permissions, run Chron scripts, rebuild your Spotlight index to speed up searches, force empty your Trash, clean or flush a variety of caches and logs, and more. You can also set up a suite of regular tasks for MainMenu to run as a batch in the background, and you can receive Growl updates to track MainMenu's progress.
AddActionMenu adds your menu item after the existing menu item that has the specified name. You can also place your menu in a different location relative to the specified existing menu item, either to the left-hand side of the menu item or as a child of the menu item.
You should only use this function during the development of your IDE extension to find out specific menu item names. Because your users may run the IDE in a language other than English, your final package should not rely on this function, but instead specify the actual name of the target menu item that you found during development:
The player setup regroups the different options that relate to player appearance, such as the displayed name, gender, and skin, The main menu appears when hitting any key on the titlescreen or when hitting the Escape key during a game. Its MENUDEF name is MainMenu and it can be summoned with the menu_main console command. Its content varies slightly from game to game: 153554b96e