put NewMenu("Beep","Once","Twice","(-","Boing/9") into menu1
put NewMenu("Visual","Effect 1","(Effect 2") into menu2
end openCard
on closeCard
global menu1, menu2
put DeleteMenu(menu1) into menu1
put DeleteMenu(menu2) into menu2
end closeCard
on idle
global menu1, menu2, lastTick
if (the ticks-lastTick)>120 then
put the ticks into lastTick
ShowMenu menu1
ShowMenu menu2
end if
pass idle
end idle
on doMenu which
global menu1, menu2
if which is "Once" then
beep 1
CheckMenu menu1,1,true
else if which is "Twice" then
beep 1
wait 4
beep 1
CheckMenu menu1,2,true
else if which is "Boing" then
flash 3
play "Boing"
CheckMenu menu1,4,true
else if which is "Effect 1" then
push card
visual effect dissolve to black
EnableMenu menu2,1,false
EnableMenu menu2,2,true
pop card
else if which is "Effect 2" then
push card
visual effect dissolve to white
pop card
EnableMenu menu2,1,true
EnableMenu menu2,2,false
else
pass doMenu
end if
end doMenu
-- part contents for background part 1
----- text -----
NewMenu is an XFCN (external function) that allows you to add your own menus to a HyperCard stack. You may have up to eight menus with up to 15 items per menu.
The number the NewMenu function returns is a reference number to the menu you just installed. You MUST have this number to delete or make changes to the menu later on!
When you change userLevels, or select paint tools, or do anything to cause HyperCard to change the menu bar--your new menu will be erased from the menu bar. It is NOT gone from memory, just from the menu bar. To have it replaced automatically do the "on idle" routine shown below. This will make sure your menu is showing whenever you are in browse mode (on idle is not called when you're in button, field, or paint tools mode).
Add an item like "(-" to insert a divider line between menu options. You may also end items with a slash letter (as is "An item/I") to add command keys.
All this would generally be done in a stack's script as follows:
on openCard -- display new menus
global menu1, menu2 -- keep the "handles" to the menus in these globals
put NewMenu("Beep","Once","Twice","(-","Boing/9") into menu1
if menu1 is 0 then answer("Unable to make menu 'BEEP'") with "Drat"
put NewMenu("Visual","Effect 1") into menu2
if menu2 is 0 then answer("Unable to make menu 'Visual'") with "Drat"
end openCard
on closeCard -- delete the menus we've created using the globals saved in openStack
global menu1, menu2
put DeleteMenu(menu1) into menu1 -- clearing global for safety
put DeleteMenu(menu2) into menu2
end closeCard
on idle -- call ShowMenu every so often just in case our menus vanished
global menu1, menu2, lastTick
if (the ticks-lastTick)>120 then -- gives better performance than on every iteration
put the ticks into lastTick
ShowMenu(menu1)
ShowMenu(menu2)
end if
pass idle
end idle
on doMenu which -- get our menu items from doMenu before HyperCard does...
global menu1, menu2 -- for CheckMenu and EnableMenu below
if which is "Once" then
beep 1
get CheckMenu(menu1,1,true)
else if which is "Twice" then
beep 1
wait 4
beep 1
get CheckMenu(menu1,2,true)
else if which is "Boing" then
play "Boing"
get CheckMenu(menu1,4,true)
else if which is "Effect 1" then
push card
visual effect dissolve to black
pop card
get EnableMenu(menu2,1,false)
else pass doMenu -- Remember to pass on menu commands you don't trap!
end doMenu
Notice that if you want the menu to appear for all cards in the stack, you would place the NewMenu function in the stack's script and install it "on openStack" and remove it "on closeStack". If you wanted a menu to appear only for a certain background, the commands would be in that background's script and done "on openBackground" and "on closeBackground". And the commands to make a menu to appear only on a certain card would be done in that card's script "on openCard"/"on closeCard".