public PIMenu()
    {
        Tick += OnTick;
        KeyDown += OnKeyDown;

        Function.Call(Hash.REQUEST_CLIP_SET, "move_m@brave");
        Function.Call(Hash.REQUEST_CLIP_SET, "move_m@confident");
        Function.Call(Hash.REQUEST_CLIP_SET, "move_m@drunk");
        Function.Call(Hash.REQUEST_CLIP_SET, "move_m@drunk@verydrunk");
        Function.Call(Hash.REQUEST_CLIP_SET, "move_m@fat@a");
        Function.Call(Hash.REQUEST_CLIP_SET, "move_m@shadyped@a");
        Function.Call(Hash.REQUEST_CLIP_SET, "move_m@hurry@a");
        Function.Call(Hash.REQUEST_CLIP_SET, "move_m@injured");
        Function.Call(Hash.REQUEST_CLIP_SET, "move_m@intimidation@1h");
        Function.Call(Hash.REQUEST_CLIP_SET, "move_m@quick");
        Function.Call(Hash.REQUEST_CLIP_SET, "move_m@sad@a");
        Function.Call(Hash.REQUEST_CLIP_SET, "move_m@tool_belt@a");

        MenuColor = Color.Blue;

        MainMenu = new UIMenu(Game.Player.Name.ToString(), "INTERACTION MENU", new Point(0, 0));
        MenuPool.Add(MainMenu);
        GlobalMenuBanner = new UIResRectangle();
        GlobalMenuBanner.Color = MenuColor;
        MainMenu.SetBannerType(GlobalMenuBanner);
        MainMenu.Title.Font = GTA.Font.ChaletComprimeCologne;
        MainMenu.Title.Scale = 0.86f;
        MainMenu.Subtitle.Color = MenuColor;

        var QuickGPSList = new List<dynamic>
        {
            "None",
            "Ammu-Nation",
            "Convenience Store",
            "Mod Shop",
            "Clothes Store",
        };

        MainMenu.AddItem(QuickGPSItem = new UIMenuListItem("Quick GPS", QuickGPSList, 0, "Select to place your waypoint at a set location."));

        QuickGPSItem.Activated += (UIMenu sender, UIMenuItem selecteditem) =>
        {
            var tmpList = (UIMenuListItem)selecteditem;
            switch (tmpList.Index)
            {
                case 0:
                    Function.Call(Hash.SET_WAYPOINT_OFF);
                    break;
                case 1:
                    Vector3 NearestAmmunation = PointsOfInterest.GetClosestPoi(Game.Player.Character.Position, PointsOfInterest.Type.AmmuNation);
                    Function.Call(Hash.SET_NEW_WAYPOINT, NearestAmmunation.X, NearestAmmunation.Y);
                    break;
            }
        };

        InventoryMenu = new UIMenu(Game.Player.Name.ToString(), "INVENTORY", new Point(0, 0));
        MenuPool.Add(InventoryMenu);
        InventoryMenu.SetBannerType(GlobalMenuBanner);
        InventoryMenu.Title.Font = GTA.Font.ChaletComprimeCologne;
        InventoryMenu.Title.Scale = 0.86f;
        InventoryMenu.Subtitle.Color = MenuColor;

        var InventoryMenuItem = new UIMenuItem("Inventory", "Your inventory which contains clothing, ammo, and much more.");

        MainMenu.AddItem(InventoryMenuItem);

        MainMenu.BindMenuToItem(InventoryMenu, InventoryMenuItem);

        var PlayerMoodsList = new List<dynamic>
        {
            "None",
            "Normal",
            "Happy",
            "Angry",
            "Injured",
            "Stressed",
        };

        MainMenu.AddItem(PlayerMoodItem = new UIMenuListItem("Player Mood", PlayerMoodsList, 0, "Sets your character's facial expression."));

        var WalkStyleList = new List<dynamic>
        {
            "Normal",
            "Brave",
            "Confident",
            "Drunk",
            "Fat",
            "Gangster",
            "Hurry",
            "Injured",
            "Intimidated",
            "Quick ",
            "Sad",
            "Tough Guy"
        };

        MainMenu.AddItem(WalkStyleItem = new UIMenuListItem("Walk Style", WalkStyleList, 0, "Sets your Character's walking style."));

        var AimingStyleList = new List<dynamic>
        {
            "None",
            "Gangster",
            "Cowboy",
        };

        MainMenu.AddItem(AimingStyleItem = new UIMenuListItem("Aiming Style", AimingStyleList, 0, "Sets your Character's pistol aiming style."));

        PassiveModeItem = new UIMenuItem("Enable Passive Mode", "Passive Mode will prevent damage and wanted levels from police.");

        MainMenu.AddItem(PassiveModeItem);

        MenuOptionsMenu = new UIMenu(Game.Player.Name.ToString(), "MENU OPTIONS", new Point(0, 0));
        MenuPool.Add(MenuOptionsMenu);
        MenuOptionsMenu.SetBannerType(GlobalMenuBanner);
        MenuOptionsMenu.Title.Font = GTA.Font.ChaletComprimeCologne;
        MenuOptionsMenu.Title.Scale = 0.86f;
        MenuOptionsMenu.Subtitle.Color = MenuColor;

        var MenuOptionsMenuItem = new UIMenuItem("Menu Options", "");

        MainMenu.AddItem(MenuOptionsMenuItem);

        MainMenu.BindMenuToItem(MenuOptionsMenu, MenuOptionsMenuItem);

        AboutMenu = new UIMenu(Game.Player.Name.ToString(), "ABOUT", new Point(0, 0));
        MenuPool.Add(AboutMenu);
        AboutMenu.SetBannerType(GlobalMenuBanner);
        AboutMenu.Title.Font = GTA.Font.ChaletComprimeCologne;
        AboutMenu.Title.Scale = 0.86f;
        AboutMenu.Subtitle.Color = MenuColor;

        var AboutOptionsMenuItem = new UIMenuItem("About", "");

        MenuOptionsMenu.BindMenuToItem(AboutMenu, AboutOptionsMenuItem);

        var MenuColorList = new List<dynamic>
        {
            "Blue",
            "Red",
            "Green",
            "Orange",
            "Purple",
            "Yellow",
        };

        MenuOptionsMenu.AddItem(MenuColorItem = new UIMenuListItem("Color", MenuColorList, 0, "Select interaction menu's color theme."));

        MenuOptionsMenu.AddItem(AboutOptionsMenuItem);

        var VersionItem = new UIMenuItem("Version");
        var AuthorItem = new UIMenuItem("Author");

        AboutMenu.AddItem(VersionItem);
        AboutMenu.AddItem(AuthorItem);

        VersionItem.SetRightLabel("1.0");
        AuthorItem.SetRightLabel("jedijosh920 & Guadmaz");

        MainMenu.OnItemSelect += (UIMenu sender, UIMenuItem selectedItem, int index) =>
        {
            switch (index)
            {
                case 5:
                    if (!IsPassiveMode)
                    {
                        Game.Player.Character.IsInvincible = true;
                        Game.Player.Character.Alpha = 200;
                        Function.Call(Hash.SET_POLICE_IGNORE_PLAYER, Game.Player, true);
                        Function.Call(Hash.SET_WANTED_LEVEL_MULTIPLIER, 0.0f);
                        PassiveModeItem.Text = "Disable Passive Mode";
                        IsPassiveMode = true;
                    }

                    else if (IsPassiveMode)
                    {
                        Game.Player.Character.ResetAlpha();
                        Function.Call(Hash.SET_POLICE_IGNORE_PLAYER, Game.Player, false);
                        Function.Call(Hash.SET_WANTED_LEVEL_MULTIPLIER, 1.0f);
                        PassiveModeItem.Text = "Enable Passive Mode";
                        IsPassiveMode = false;
                    }
                    break;
            }
        };

        MenuOptionsMenu.OnListChange += (UIMenu sender, UIMenuListItem listItem, int newIndex) =>
        {
            if (listItem == MenuColorItem)
            {
                switch (newIndex)
                {
                    case 0:
                        MenuColor = Color.Blue;
                        break;
                    case 1:
                        MenuColor = Color.Red;
                        break;
                    case 2:
                        MenuColor = Color.Green;
                        break;
                    case 3:
                        MenuColor = Color.Orange;
                        break;
                    case 4:
                        MenuColor = Color.Purple;
                        break;
                    case 5:
                        MenuColor = Color.Yellow;
                        break;
                }
            }

            if (listItem == WalkStyleItem)
            {
                switch (newIndex)
                {
                    case 0:
                        Game.Player.Character.Task.ClearAll();
                        Function.Call(Hash.RESET_PED_MOVEMENT_CLIPSET, Game.Player.Character, 0x3E800000);
                        break;
                    case 1:
                        Function.Call(Hash.SET_PED_MOVEMENT_CLIPSET, Game.Player.Character, "move_m@brave", 0x3E800000);
                        Game.Player.Character.Task.ClearAll();
                        break;
                    case 2:
                        Function.Call(Hash.SET_PED_MOVEMENT_CLIPSET, Game.Player.Character, "move_m@confident", 0x3E800000);
                        Game.Player.Character.Task.ClearAll();
                        break;
                    case 3:
                        Function.Call(Hash.SET_PED_MOVEMENT_CLIPSET, Game.Player.Character, "move_m@drunk@verydrunk", 0x3E800000);
                        Game.Player.Character.Task.ClearAll();
                        break;
                    case 4:
                        Function.Call(Hash.SET_PED_MOVEMENT_CLIPSET, Game.Player.Character, "move_m@fat@a", 0x3E800000);
                        Game.Player.Character.Task.ClearAll();
                        break;
                    case 5:
                        Function.Call(Hash.SET_PED_MOVEMENT_CLIPSET, Game.Player.Character, "move_m@shadyped@a", 0x3E800000);
                        Game.Player.Character.Task.ClearAll();
                        break;
                    case 6:
                        Function.Call(Hash.SET_PED_MOVEMENT_CLIPSET, Game.Player.Character, "move_m@hurry@a", 0x3E800000);
                        Game.Player.Character.Task.ClearAll();
                        break;
                    case 7:
                        Function.Call(Hash.SET_PED_MOVEMENT_CLIPSET, Game.Player.Character, "move_m@injured", 0x3E800000);
                        Game.Player.Character.Task.ClearAll();
                        break;
                    case 8:
                        Function.Call(Hash.SET_PED_MOVEMENT_CLIPSET, Game.Player.Character, "move_m@intimidation@1h", 0x3E800000);
                        Game.Player.Character.Task.ClearAll();
                        break;
                    case 9:
                        Function.Call(Hash.SET_PED_MOVEMENT_CLIPSET, Game.Player.Character, "move_m@quick", 0x3E800000);
                        Game.Player.Character.Task.ClearAll();
                        break;
                    case 10:
                        Function.Call(Hash.SET_PED_MOVEMENT_CLIPSET, Game.Player.Character, "move_m@sad@a", 0x3E800000);
                        Game.Player.Character.Task.ClearAll();
                        break;
                    case 11:
                        Function.Call(Hash.SET_PED_MOVEMENT_CLIPSET, Game.Player.Character, "move_m@tool_belt@a", 0x3E800000);
                        Game.Player.Character.Task.ClearAll();
                        break;
                }
            }

            if (listItem == PlayerMoodItem)
            {
                switch (newIndex)
                {
                    case 0:
                        Function.Call(Hash.CLEAR_FACIAL_IDLE_ANIM_OVERRIDE, Game.Player.Character);
                        break;
                    case 1:
                        Function.Call(Hash.SET_FACIAL_IDLE_ANIM_OVERRIDE, Game.Player.Character, "mood_normal_1", 0);
                        break;
                    case 2:
                        Function.Call(Hash.SET_FACIAL_IDLE_ANIM_OVERRIDE, Game.Player.Character, "mood_happy_1", 0);
                        break;
                    case 3:
                        Function.Call(Hash.SET_FACIAL_IDLE_ANIM_OVERRIDE, Game.Player.Character, "Mood_Angry_1", 0);
                        break;
                    case 4:
                        Function.Call(Hash.SET_FACIAL_IDLE_ANIM_OVERRIDE, Game.Player.Character, "Mood_Injured_1", 0);
                        break;
                    case 5:
                        Function.Call(Hash.SET_FACIAL_IDLE_ANIM_OVERRIDE, Game.Player.Character, "Mood_Stressed_1", 0);
                        break;
                }
            }

            if (listItem == AimingStyleItem)
            {
                switch (newIndex)
                {
                    case 0:
                        Function.Call(Hash.SET_WEAPON_ANIMATION_OVERRIDE, Game.Player.Character, Function.Call<int>(Hash.GET_HASH_KEY, "default"));
                        break;
                    case 1:
                        Function.Call(Hash.SET_WEAPON_ANIMATION_OVERRIDE, Game.Player.Character, Function.Call<int>(Hash.GET_HASH_KEY, "Gang1H"));
                        break;
                    case 2:
                        Function.Call(Hash.SET_WEAPON_ANIMATION_OVERRIDE, Game.Player.Character, Function.Call<int>(Hash.GET_HASH_KEY, "Hillbilly"));
                        break;
                }
            }
        };

        var menu = new AmmoMenu();
        var ammoItem = new UIMenuItem("Ammo");
        InventoryMenu.AddItem(ammoItem);
        InventoryMenu.BindMenuToItem(menu, ammoItem);
        MenuPool.Add(menu);

        MainMenu.RefreshIndex();
        InventoryMenu.RefreshIndex();
    }
Exemple #2
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        /// <summary>
        /// Create and add a submenu to the menu pool.
        /// Adds an item with the given text and description to the menu, creates a corresponding submenu, and binds the submenu to the item.
        /// The submenu inherits its title from the menu, and its subtitle from the item text.
        /// </summary>
        /// <param name="menu">The parent menu to which the submenu must be added.</param>
        /// <param name="text">The name of the submenu.</param>
        /// <param name="description">The name of the submenu.</param>
        /// <returns>The newly created submenu.</returns>
        public UIMenu AddSubMenu(UIMenu menu, string text, string description, PointF offset)
        {
            UIMenuItem item = new UIMenuItem(text, description);

            menu.AddItem(item);
            UIMenu submenu = new UIMenu(menu.Title.Caption, text, offset);

            if (BannerInheritance && menu.BannerTexture != null)
            {
                submenu.SetBannerType(menu.BannerTexture);
            }
            else if (BannerInheritance && menu.BannerRectangle != null)
            {
                submenu.SetBannerType(menu.BannerRectangle);
            }
            else if (BannerInheritance && menu.BannerSprite != null)
            {
                submenu.SetBannerType(menu.BannerSprite);
            }
            submenu.MouseControlsEnabled = menu.MouseControlsEnabled;
            submenu.MouseEdgeEnabled     = menu.MouseEdgeEnabled;
            Add(submenu);
            menu.BindMenuToItem(submenu, item);
            menu._poolcontainer = this;
            return(submenu);
        }
Exemple #3
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        /// <summary>
        /// Create and add a submenu to the menu pool.
        /// Adds an item with the given text and description to the menu, creates a corresponding submenu, and binds the submenu to the item.
        /// The submenu inherits its title from the menu, and its subtitle from the item text.
        /// </summary>
        /// <param name="menu">The parent menu to which the submenu must be added.</param>
        /// <param name="text">The name of the submenu.</param>
        /// <param name="description">The name of the submenu.</param>
        /// <returns>The newly created submenu.</returns>
        public UIMenu AddSubMenu(UIMenu menu, string text, string description, PointF offset)
        {
            UIMenuItem item = new UIMenuItem(text, description);

            menu.AddItem(item);
            UIMenu submenu = new UIMenu(menu.Title.Caption, text, offset);

            if (BannerInheritance && menu.BannerTexture != null)
            {
                submenu.SetBannerType(menu.BannerTexture);
            }
            else if (BannerInheritance && menu.BannerRectangle != null)
            {
                submenu.SetBannerType(menu.BannerRectangle);
            }
            else if (BannerInheritance && menu.BannerSprite != null)
            {
                submenu.SetBannerType(menu.BannerSprite);
            }
            Add(submenu);
            menu.BindMenuToItem(submenu, item);
            return(submenu);
        }
        public CommunityRaces()
	    {
		    Tick += OnTick;
		    int racesLoaded = LoadRaces();

			_quitMenu = new UIMenu("", "~r~ARE YOU SURE YOU WANT TO QUIT?", new Point(0, -107));
			var qitem = new UIMenuItem("Quit current race.");
			qitem.Activated += (item, index) =>
			{
				if (_currentRace == null) return;
				_quitMenu.Visible = false;
				Game.FadeScreenOut(500);
				Wait(1000);
				Game.Player.Character.Position = _currentRace.Trigger;
				EndRace();
				Game.FadeScreenIn(500);
			};
            _quitMenu.AddItem(qitem);
			var citem = new UIMenuItem("Cancel.");
			citem.Activated += (item, index) =>
			{
				_quitMenu.Visible = false;
			};
            _quitMenu.AddItem(citem);
			_quitMenu.RefreshIndex();
			_quitMenu.SetBannerType(new UIResRectangle());

		    foreach (Race race in _races)
		    {
			    var tmpBlip = World.CreateBlip(race.Trigger);
			    tmpBlip.IsShortRange = true;
				tmpBlip.Sprite = BlipSprite.Race;
		    }
		    UI.Notify("~b~~h~Community Races~h~~n~~w~Loaded ~b~" + racesLoaded + "~w~ race(s).");

		    if (File.Exists("scripts\\MapEditor.dll"))
				AttachMapEditor();
	    }
Exemple #5
0
        private UIMenu route_menu()
        {
            rm = new UIMenu("", "GTAV BUS MOD");
            menu_p.Add(rm);
            List<dynamic> route_names = _get_routes_name();
            var start_but = new UIMenuItem("Start", "Click to start route.");
            rm.AddItem(start_but);
            var _routes_list = new UIMenuListItem("Routes List", route_names, 0, "Choose route");
            rm.AddItem(_routes_list);
            var _cancel = new UIMenuItem("Cancel", "Cancel current route");
            _cancel.Enabled = false;
            rm.AddItem(_cancel);

            if(__lock)
            {
                start_but.Enabled = false;
                _routes_list.Enabled = false;
                _cancel.Enabled = true;

            }
            rm.SetBannerType("scripts\\bus_mod.png");
            rm.OnItemSelect += OnItemSelect;
            rm.OnListChange += OnListChange;
            rm.RefreshIndex();
            return rm;
        }
Exemple #6
0
        //menu
        private UIMenu mis_menu()
        {
            mi_menu = new UIMenu("", "GTAV BUS MOD");
            menu_p.Add(mi_menu);
            List<dynamic> mission_name = _get_mission_name();
            var start_but = new UIMenuItem("Start", "Click to start mission.");
            mi_menu.AddItem(start_but);
            var _mission_list = new UIMenuListItem("Missions List", mission_name, 0, "Choose mission");
            mi_menu.AddItem(_mission_list);
            var _cancel = new UIMenuItem("Cancel", "Cancel current mission");
            _cancel.Enabled = false;
            mi_menu.AddItem(_cancel);

            if (_lock)
            {
                start_but.Enabled = false;
                _mission_list.Enabled = false;
                _cancel.Enabled = true;

            }
            mi_menu.SetBannerType("scripts\\bus_mod.png");
            mi_menu.OnItemSelect += OnItemSelect;
            mi_menu.OnListChange += OnListChange;
            mi_menu.RefreshIndex();
            return mi_menu;
        }
Exemple #7
0
        private UIMenu main_menu()
        {
            main_m = new UIMenu("", "GTAV BUS MOD");
            menu_p.Add(main_m);
            var mission_ = new UIMenuItem("Mission mod", "Click to start mission mod");
            main_m.AddItem(mission_);
            var routes_ = new UIMenuItem("Routes mod", "Click to start routes mod");
            main_m.AddItem(routes_);
            main_m.SetBannerType("scripts\\bus_mod.png");

            main_m.Visible = !main_m.Visible;
            main_m.OnItemSelect += OnItemSelect;
            main_m.BindMenuToItem(mis_menu(), mission_);
            main_m.BindMenuToItem(route_menu(), routes_);
            main_m.RefreshIndex();
            return main_m;
        }
Exemple #8
0
        public MapEditor()
        {
            Tick += OnTick;
            KeyDown += OnKeyDown;

            if (!Directory.Exists("scripts\\MapEditor"))
                Directory.CreateDirectory("scripts\\MapEditor");

            ObjectDatabase.SetupRelationships();
            LoadSettings();

            try
            {
                Translation.Load("scripts\\MapEditor", _settings.Translation);
            }
            catch (Exception e)
            {
                UI.Notify("~b~~h~Map Editor~h~~w~~n~Failed to load translations. Falling back to English.");
                UI.Notify(e.Message);
            }

            _scaleform = new Scaleform(0);
            _scaleform.Load("instructional_buttons");

            _objectInfoMenu = new UIMenu("", "~b~" + Translation.Translate("PROPERTIES"), new Point(0, -107));
            _objectInfoMenu.ResetKey(UIMenu.MenuControls.Back);
            _objectInfoMenu.DisableInstructionalButtons(true);
            _objectInfoMenu.SetBannerType(new UIResRectangle(new Point(), new Size()));
            _menuPool.Add(_objectInfoMenu);

            ModManager.InitMenu();

            _objectsMenu = new UIMenu("Map Editor", "~b~" + Translation.Translate("PLACE OBJECT"));

            ObjectDatabase.LoadFromFile("scripts\\ObjectList.ini", ref ObjectDatabase.MainDb);
            ObjectDatabase.LoadInvalidHashes();
            ObjectDatabase.LoadFromFile("scripts\\PedList.ini", ref ObjectDatabase.PedDb);
            ObjectDatabase.LoadFromFile("scripts\\VehicleList.ini", ref ObjectDatabase.VehicleDb);

            _crosshairPath = Path.GetFullPath("scripts\\MapEditor\\crosshair.png");
            _crosshairBluePath = Path.GetFullPath("scripts\\MapEditor\\crosshair_blue.png");
            _crosshairYellowPath = Path.GetFullPath("scripts\\MapEditor\\crosshair_yellow.png");

            if (!File.Exists("scripts\\MapEditor\\crosshair.png"))
                _crosshairPath = Sprite.WriteFileFromResources(Assembly.GetExecutingAssembly(), "MapEditor.crosshair.png", "scripts\\MapEditor\\crosshair.png");
            if (!File.Exists("scripts\\MapEditor\\crosshair_blue.png"))
                _crosshairBluePath = Sprite.WriteFileFromResources(Assembly.GetExecutingAssembly(), "MapEditor.crosshair_blue.png", "scripts\\MapEditor\\crosshair_blue.png");
            if (!File.Exists("scripts\\MapEditor\\crosshair_yellow.png"))
                _crosshairYellowPath = Sprite.WriteFileFromResources(Assembly.GetExecutingAssembly(), "MapEditor.crosshair_yellow.png", "scripts\\MapEditor\\crosshair_yellow.png");

            RedrawObjectsMenu();
            _objectsMenu.OnItemSelect += OnObjectSelect;
            _objectsMenu.OnIndexChange += OnIndexChange;
            _menuPool.Add(_objectsMenu);

            _objectsMenu.ResetKey(UIMenu.MenuControls.Back);
            _objectsMenu.AddInstructionalButton(new InstructionalButton(Control.SelectWeapon, Translation.Translate("Change Axis")));
            _objectsMenu.AddInstructionalButton(new InstructionalButton(Control.MoveUpDown, Translation.Translate("Zoom")));
            _objectsMenu.AddInstructionalButton(new InstructionalButton(Control.Jump, Translation.Translate("Search")));

            _searchMenu = new UIMenu("Map Editor", "~b~" + Translation.Translate("PLACE OBJECT"));
            _searchMenu.OnItemSelect += OnObjectSelect;
            _searchMenu.OnIndexChange += OnIndexChange;
            _menuPool.Add(_searchMenu);

            _searchMenu.ResetKey(UIMenu.MenuControls.Back);
            _searchMenu.AddInstructionalButton(new InstructionalButton(Control.SelectWeapon, Translation.Translate("Change Axis")));
            _searchMenu.AddInstructionalButton(new InstructionalButton(Control.MoveUpDown, Translation.Translate("Zoom")));
            _searchMenu.AddInstructionalButton(new InstructionalButton(Control.Jump, Translation.Translate("Search")));

            _mainMenu = new UIMenu("Map Editor", "~b~" + Translation.Translate("MAIN MENU"));
            _mainMenu.AddItem(new UIMenuItem(Translation.Translate("Enter/Exit Map Editor")));
            _mainMenu.AddItem(new UIMenuItem(Translation.Translate("New Map"), Translation.Translate("Remove all current objects and start a new map.")));
            _mainMenu.AddItem(new UIMenuItem(Translation.Translate("Save Map"), Translation.Translate("Save all current objects to a file.")));
            _mainMenu.AddItem(new UIMenuItem(Translation.Translate("Load Map"), Translation.Translate("Load objects from a file and add them to the world.")));
            _mainMenu.RefreshIndex();
            _mainMenu.DisableInstructionalButtons(true);
            _menuPool.Add(_mainMenu);

            _formatMenu = new UIMenu("Map Editor", "~b~" + Translation.Translate("SELECT FORMAT"));
            _formatMenu.DisableInstructionalButtons(true);
            _formatMenu.ParentMenu = _mainMenu;
            RedrawFormatMenu();
            _menuPool.Add(_formatMenu);

            _metadataMenu = new UIMenu("Map Editor", "~b~" + Translation.Translate("SAVE MAP"));
            _metadataMenu.DisableInstructionalButtons(true);
            _metadataMenu.ParentMenu = _formatMenu;
            RedrawMetadataMenu();
            _menuPool.Add(_metadataMenu);

            _filepicker = new UIMenu("Map Editor", "~b~" + Translation.Translate("PICK FILE"));
            _filepicker.DisableInstructionalButtons(true);
            _filepicker.ParentMenu = _formatMenu;
            _menuPool.Add(_filepicker);

            _mainMenu.OnItemSelect += (m, it, i) =>
            {
                switch (i)
                {
                    case 0: // Enter/Exit Map Editor
                        IsInFreecam = !IsInFreecam;
                        Game.Player.Character.FreezePosition = IsInFreecam;
                        Game.Player.Character.IsVisible = !IsInFreecam;
                        World.RenderingCamera = null;
                        if (!IsInFreecam)
                        {
                            Game.Player.Character.Position -= new Vector3(0f, 0f, Game.Player.Character.HeightAboveGround - 1f);
                            return;
                        }
                        World.DestroyAllCameras();
                        _mainCamera = World.CreateCamera(GameplayCamera.Position, GameplayCamera.Rotation, 60f);
                        _objectPreviewCamera = World.CreateCamera(new Vector3(1200.016f, 3980.998f, 86.05062f), new Vector3(0f, 0f, 0f), 60f);
                        World.RenderingCamera = _mainCamera;
                        break;
                    case 1: // New Map
                        JavascriptHook.StopAllScripts();
                        PropStreamer.RemoveAll();
                        PropStreamer.Markers.Clear();
                        _currentObjectsMenu.Clear();
                        PropStreamer.Identifications.Clear();
                        PropStreamer.ActiveScenarios.Clear();
                        PropStreamer.ActiveRelationships.Clear();
                        PropStreamer.ActiveWeapons.Clear();
                        PropStreamer.Doors.Clear();
                        PropStreamer.CurrentMapMetadata = new MapMetadata();
                        ModManager.CurrentMod?.ModDisconnectInvoker();
                        ModManager.CurrentMod = null;
                        foreach (MapObject o in PropStreamer.RemovedObjects)
                        {
                            var t = World.CreateProp(o.Hash, o.Position, o.Rotation, true, false);
                            t.PositionNoOffset = o.Position;
                        }
                        PropStreamer.RemovedObjects.Clear();
                        _loadedEntities = 0;
                        _changesMade = 0;
                        _lastAutosave = DateTime.Now;
                        UI.Notify("~b~~h~Map Editor~h~~w~~n~" + Translation.Translate("Loaded new map."));
                        break;
                    case 2:
                        if (ModManager.CurrentMod != null)
                        {
                            string filename = Game.GetUserInput(255);
                            if (String.IsNullOrWhiteSpace(filename))
                            {
                                UI.Notify("~r~~h~Map Editor~h~~n~~w~" + Translation.Translate("The filename was empty."));
                                return;
                            }
                            Map tmpMap = new Map();
                            tmpMap.Objects.AddRange(PropStreamer.GetAllEntities());
                            tmpMap.RemoveFromWorld.AddRange(PropStreamer.RemovedObjects);
                            tmpMap.Markers.AddRange(PropStreamer.Markers);
                            UI.Notify("~b~~h~Map Editor~h~~n~~w~" + Translation.Translate("Map sent to external mod for saving."));
                            ModManager.CurrentMod.MapSavedInvoker(tmpMap, filename);
                            return;
                        }
                        _savingMap = true;
                        _mainMenu.Visible = false;
                        RedrawFormatMenu();
                        _formatMenu.Visible = true;
                        break;
                    case 3:
                        _savingMap = false;
                        _mainMenu.Visible = false;
                        RedrawFormatMenu();
                        _formatMenu.Visible = true;
                        break;
                }
            };

            _formatMenu.OnItemSelect += (m, item, indx) =>
            {
                if (_savingMap)
                {
                    string filename = "";
                    if (indx != 0)
                        filename = Game.GetUserInput(255);

                    switch (indx)
                    {
                        case 0: // XML
                            // TODO: Send to another menu
                            _formatMenu.Visible = false;
                            RedrawMetadataMenu();
                            _metadataMenu.Visible = true;
                            break;
                        case 1: // Objects.ini
                            if (!filename.EndsWith(".ini")) filename += ".ini";
                            SaveMap(filename, MapSerializer.Format.SimpleTrainer);
                            break;
                        case 2: // C#
                            if (!filename.EndsWith(".cs")) filename += ".cs";
                            SaveMap(filename, MapSerializer.Format.CSharpCode);
                            break;
                        case 3: // Raw
                            if (!filename.EndsWith(".txt")) filename += ".txt";
                            SaveMap(filename, MapSerializer.Format.Raw);
                            break;
                        case 4: // SpoonerLegacy
                            if (!filename.EndsWith(".SP00N")) filename += ".SP00N";
                            SaveMap(filename, MapSerializer.Format.SpoonerLegacy);
                            break;
                        case 5: // Menyoo
                            if (!filename.EndsWith(".xml")) filename += ".xml";
                            SaveMap(filename, MapSerializer.Format.Menyoo);
                            break;
                    }
                }
                else
                {
                    string filename = "";
                    if (indx != 4)
                        filename = Game.GetUserInput(255);

                    MapSerializer.Format tmpFor = MapSerializer.Format.NormalXml;
                    switch (indx)
                    {
                        case 0: // XML
                            tmpFor = MapSerializer.Format.NormalXml;
                            break;
                        case 1: // Objects.ini
                            tmpFor = MapSerializer.Format.SimpleTrainer;
                            break;
                        case 2: // Spooner
                            tmpFor = MapSerializer.Format.SpoonerLegacy;
                            break;
                        case 3: // Spooner
                            tmpFor = MapSerializer.Format.Menyoo;
                            break;
                        case 4: // File picker
                            _formatMenu.Visible = false;
                            RedrawFilepickerMenu();
                            _filepicker.Visible = true;
                            return;
                    }
                    LoadMap(filename, tmpFor);
                }
                _formatMenu.Visible = false;
            };

            _settingsMenu = new UIMenu("Map Editor", "~b~" + Translation.Translate("SETTINGS"));

            for (int i = -_possibleRange; i <= _possibleRange; i++)
            {
                _possiblePositions.Add(i * 0.01);
            }

            for (int i = -36000; i <= 36000; i++)
            {
                _possibleRoll.Add(i * 0.01);
            }

            var possibleLangauges = new List<string>
            {
                "Auto"
            };
            possibleLangauges.AddRange(Translation.Translations.Select(t => t.Language).ToList());

            var language = new UIMenuListItem(Translation.Translate("Language"),
                possibleLangauges.Select(t => (dynamic) t).ToList(), possibleLangauges.IndexOf(_settings.Translation));

            language.OnListChanged += (sender, index) =>
            {
                var newLanguage = sender.IndexToItem(index).ToString();
                Translation.SetLanguage(newLanguage);
                _settings.Translation = newLanguage;
                SaveSettings();
                if (newLanguage == "Auto")
                {
                    language.Description = "Use your game's language settings.";
                    return;
                }
                var descFile = Translation.Translations.FirstOrDefault(t => t.Language == newLanguage);
                if (descFile == null) return;
                language.Description = "~h~" + Translation.Translate("Translator") + ":~h~ " + descFile.Translator;
            };

            var checkem = new UIMenuListItem(Translation.Translate("Marker"), new List<dynamic>(Enum.GetNames(typeof(CrosshairType))), Enum.GetNames(typeof(CrosshairType)).ToList().FindIndex(x => x == _settings.CrosshairType.ToString()));
            checkem.OnListChanged += (i, indx) =>
            {
                CrosshairType outHash;
                Enum.TryParse(i.IndexToItem(indx).ToString(), out outHash);
                _settings.CrosshairType = outHash;
                SaveSettings();
            };

            List<dynamic> autosaveList = new List<dynamic> {Translation.Translate("Disable")};
            for (int i = 5; i <= 60; i += 5)
            {
                autosaveList.Add(i);
            }
            int aIndex = autosaveList.IndexOf(_settings.AutosaveInterval);
            if (aIndex == -1)
                aIndex = 0;

            var autosaveItem = new UIMenuListItem(Translation.Translate("Autosave Interval"), autosaveList, aIndex, Translation.Translate("Interval in minutes between automatic autosaves."));
            autosaveItem.OnListChanged += (item, index) =>
            {
                var sel = item.IndexToItem(index);
                _settings.AutosaveInterval = (sel as string) == Translation.Translate("Disable") ? -1 : Convert.ToInt32(item.IndexToItem(index), CultureInfo.InvariantCulture);
                SaveSettings();
            };

            List<dynamic> possibleDrawDistances = new List<dynamic> {Translation.Translate("Default"), 50, 75};
            for (int i = 100; i <= 3000; i += 100)
            {
                possibleDrawDistances.Add(i);
            }
            int dIndex = possibleDrawDistances.IndexOf(_settings.DrawDistance);
            if (dIndex == -1)
                dIndex = 0;
            var drawDistanceItem = new UIMenuListItem(Translation.Translate("Draw Distance"), possibleDrawDistances, dIndex, Translation.Translate("Draw distance for props, vehicles and peds. Reload the map for changes to take effect."));
            drawDistanceItem.OnListChanged += (item, index) =>
            {
                var sel = item.IndexToItem(index);
                _settings.DrawDistance = (sel as string) == Translation.Translate("Default") ? -1 : Convert.ToInt32(item.IndexToItem(index), CultureInfo.InvariantCulture);
                SaveSettings();
            };

            List<dynamic> senslist = new List<dynamic>();
            for (int i = 1; i < 60; i++)
            {
                senslist.Add(i);
            }
            var gamboy = new UIMenuListItem(Translation.Translate("Mouse Camera Sensitivity"), senslist, _settings.CameraSensivity - 1);
            gamboy.OnListChanged += (item, index) =>
            {
                _settings.CameraSensivity = index + 1;
                SaveSettings();
            };
            var gampadSens = new UIMenuListItem(Translation.Translate("Gamepad Camera Sensitivity"), senslist, _settings.GamepadCameraSensitivity - 1);
            gampadSens.OnListChanged += (item, index) =>
            {
                _settings.GamepadCameraSensitivity = index + 1;
                SaveSettings();
            };

            var keymovesens = new UIMenuListItem(Translation.Translate("Keyboard Movement Sensitivity"), senslist, _settings.KeyboardMovementSensitivity - 1);
            keymovesens.OnListChanged += (item, index) =>
            {
                _settings.KeyboardMovementSensitivity = index + 1;
                SaveSettings();
            };

            var gammovesens = new UIMenuListItem(Translation.Translate("Gamepad Movement Sensitivity"), senslist, _settings.GamepadMovementSensitivity - 1);
            gammovesens.OnListChanged += (item, index) =>
            {
                _settings.GamepadMovementSensitivity = index + 1;
                SaveSettings();
            };

            var butts = new UIMenuCheckboxItem(Translation.Translate("Instructional Buttons"), _settings.InstructionalButtons);
            butts.CheckboxEvent += (i, checkd) =>
            {
                _settings.InstructionalButtons = checkd;
                SaveSettings();
            };
            var gamepadItem = new UIMenuCheckboxItem(Translation.Translate("Enable Gamepad Shortcut"), _settings.Gamepad);
            gamepadItem.CheckboxEvent += (i, checkd) =>
            {
                _settings.Gamepad = checkd;
                SaveSettings();
            };

            var counterItem = new UIMenuCheckboxItem(Translation.Translate("Entity Counter"), _settings.PropCounterDisplay);
            counterItem.CheckboxEvent += (i, checkd) =>
            {
                _settings.PropCounterDisplay = checkd;
                SaveSettings();
            };

            var snapper = new UIMenuCheckboxItem(Translation.Translate("Follow Object With Camera"), _settings.SnapCameraToSelectedObject);
            snapper.CheckboxEvent += (i, checkd) =>
            {
                _settings.SnapCameraToSelectedObject = checkd;
                SaveSettings();
            };

            var boundItem = new UIMenuCheckboxItem(Translation.Translate("Bounding Box"), _settings.BoundingBox.GetValueOrDefault(false));
            boundItem.CheckboxEvent += (i, checkd) =>
            {
                _settings.BoundingBox = checkd;
                SaveSettings();
            };

            var scriptItem = new UIMenuCheckboxItem(Translation.Translate("Execute Scripts"), _settings.LoadScripts);
            scriptItem.CheckboxEvent += (i, checkd) =>
            {
                _settings.LoadScripts = checkd;
                SaveSettings();
            };

            var validate = new UIMenuItem(Translation.Translate("Validate Object Database"),Translation.Translate(
                "This will update the current object database, removing any invalid objects. The changes will take effect after you restart the script." +
                " It will take a couple of minutes."));
            validate.Activated += (men, item) => ValidateDatabase();

            var resetGrps = new UIMenuItem(Translation.Translate("Reset Active Relationship Groups"),
                Translation.Translate("This will set all ped's relationship groups to Companion."));
            resetGrps.Activated += (men, item) =>
            {
                PropStreamer.Peds.ForEach(ped => ObjectDatabase.SetPedRelationshipGroup(new Ped(ped), "Companion"));
            };

            var objectValidationItem = new UIMenuCheckboxItem(Translation.Translate("Skip Invalid Objects"), _settings.OmitInvalidObjects);
            objectValidationItem.CheckboxEvent += (i, checkd) =>
            {
                _settings.OmitInvalidObjects = checkd;
                SaveSettings();
            };

            #if DEBUG

            var testItem = new UIMenuItem("Load Terrain");
            testItem.Activated += (sender, item) =>
            {
                if (!Game.IsWaypointActive)
                {
                    Function.Call(Hash.CLEAR_HD_AREA);
                    return;
                }
                var wpyPos = World.GetWaypointPosition();

                Function.Call(Hash.SET_HD_AREA, wpyPos.X, wpyPos.Y, wpyPos.Z, 400f);
            };
            _settingsMenu.AddItem(testItem);

            #endif

            _settingsMenu.AddItem(language);
            _settingsMenu.AddItem(gamepadItem);
            _settingsMenu.AddItem(drawDistanceItem);
            _settingsMenu.AddItem(autosaveItem);
            _settingsMenu.AddItem(checkem);
            _settingsMenu.AddItem(boundItem);
            _settingsMenu.AddItem(gamboy);
            _settingsMenu.AddItem(gampadSens);
            _settingsMenu.AddItem(keymovesens);
            _settingsMenu.AddItem(gammovesens);
            _settingsMenu.AddItem(butts);
            _settingsMenu.AddItem(counterItem);
            _settingsMenu.AddItem(snapper);
            _settingsMenu.AddItem(scriptItem);
            _settingsMenu.AddItem(objectValidationItem);
            _settingsMenu.AddItem(validate);
            _settingsMenu.AddItem(resetGrps);
            _settingsMenu.RefreshIndex();
            _settingsMenu.DisableInstructionalButtons(true);
            _menuPool.Add(_settingsMenu);

            _currentObjectsMenu = new UIMenu("Map Editor", "~b~" + Translation.Translate("CURRENT ENTITES"));
            _currentObjectsMenu.OnItemSelect += OnEntityTeleport;
            _currentObjectsMenu.DisableInstructionalButtons(true);
            _menuPool.Add(_currentObjectsMenu);

            var binder = new UIMenuItem(Translation.Translate("Settings"));
            _currentEntitiesItem = new UIMenuItem(Translation.Translate("Current Entities"));

            var binder2 = new UIMenuItem(Translation.Translate("Create Map for External Mod"));

            _mainMenu.AddItem(_currentEntitiesItem);
            _mainMenu.AddItem(binder);
            _mainMenu.AddItem(binder2);

            _mainMenu.BindMenuToItem(_settingsMenu, binder);
            _mainMenu.BindMenuToItem(_currentObjectsMenu, _currentEntitiesItem);
            _mainMenu.BindMenuToItem(ModManager.ModMenu, binder2);
            _mainMenu.RefreshIndex();
            _menuPool.Add(ModManager.ModMenu);
        }
 public static void PrettifyMenu(ref UIMenu menu)
 {
     menu.Title.Caption = Game.Player.Name;
     menu.SetBannerType(GlobalMenuBanner);
     menu.Title.Font = GTA.Font.ChaletComprimeCologne;
     menu.Title.Scale = 0.86f;
     menu.Subtitle.Color = MenuColor;
 }