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    Evo Button Menu v2.5
    Old 28th March 2009, 08:29 PM   #1
    stefanlg
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    Evo Button Menu v2.5

    Evo Menu v2.5

    Whats new on Evo Menu v2.5?
    • [2.5] Coded in the Movable Menu
    • [2.5] Added a custom mouse
    • [2.5] fixed some memory leakes and Release's
    • [2.2] Added bold and italic onto intanalize font
    • [2.2] Added auto window menu text sizing( will auto set hight for window text depending on text size )
    • [2.1] New spec menu time/date display
    • [2.0] Coded for d3d9
    • [2.0] Evo Menu is now even more user(noob) frienly
    • [2.0] Evo Menu is now coded using sprites instead of fillrgba, this will increase your FPS
    • [2.0] New gui design
    • [2.0] Now coded with an auto space alignment for buttons & menu



    Games tested on and worked:
    Call of Duty 4( FPS: 60 )
    Call of Duty 5( FPS: 65 )
    Counter Strike: Source( FPS: 140 )
    Combat Arms
    Parabellum
    Operation 7
    BFHeroes
    Trackmania

    For people who are having trouble with the pow() in the DrawNormalLineD3D you need to download DirectX 9.0 SDK Summer 2004, You are probably missing includes or headers.
    http://www.microsoft.com/downloads/d...displaylang=en

    Source Included:
    http://www.unknowncheats.me/forum/do...o=file&id=4082

    If you have tested this menu on any games that i have not listed and it worked can you please pm or post to me what game so i can add it to the list.


    Credits:
    NeoIII
    cLTFX
    UnknownCheats
    Monster64

    Last edited by stefanlg; 3rd June 2009 at 10:09 AM. Reason: Update v2.5
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    Old 28th March 2009, 08:45 PM   #2
    m0d hipp¥
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    Oh, that definitely looks ALOT nicer.

    Suggestions, try increasing the font size or perhaps making it a bit bolder so it's a little bit easier to read for both the menu and the little spec menu on the right side.

    Also for the time, some people aren't familiar with military time, perhaps you can have a submenu for the time button on the right side, that allows the user to select military time, standard time and off to turn off the feature.

    Then to draw standard (American time), you can use this:
    first include the following file

    Code:
    #include <time.h>
    then wherever your time is rendered
    Code:
            time_t rawtime;
    	struct tm * timeinfo;
    	time( &rawtime );
    	timeinfo = localtime( &rawtime );
    
    		int h = timeinfo->tm_hour;
    		int m = timeinfo->tm_min;
    
    		static char const * const AM = "AM";
    		static char const* const PM = "PM";
    		char const *suffix = "AM";
    
    		if (h >= 12 && h < 24) 
    		{
    			if (h != 12) 
    			{ 
    				h = h % 12; 
    			}
    			suffix = "PM";
    		}
    
    		else 
    		{
    			if (h == 0 || h == 24) 
    			{ 
    				h = 12; 
    			}
    		}
    
    		cgi.R_SetColor( colorWhite );
    
    		sprintf( buff, "%02i:%02i:%02i %s", h, m, timeinfo->tm_sec, suffix);
    		cgi.R_DrawString( verdana12, buff, 12, 241, 12, 0 );
    Obviously your draw strings and coloring will be different, but this is just an example, and it will also print out AM & PM
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    Old 28th March 2009, 08:58 PM   #3
    Roverturbo
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    Nice and if you want to make the time zone correct for each user like m0d hipp¥ mentioned then you can simply use GetLocalTime(...). You don't necessarily need to use the time(...) and then convert to local using the localtime(...).
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    Old 28th March 2009, 09:00 PM   #4
    d1gitalSLR
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    Awesome, It is godlike. I just need to figure out how to use these sprites correctly in my game.

    EDIT: Someone please approve the link.
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    Old 28th March 2009, 09:16 PM   #5
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    Quote:
    Originally Posted by m0d hipp¥ View Post
    Then to draw standard (American time), you can use this:
    An easier alternative method to printing a clock (like you would see on your desktop)

    Code:
    time_t rawtime;
    struct tm * timeinfo;
    char Time [80];
    char Date [80];
    
    time ( &rawtime );
    timeinfo = localtime ( &rawtime );
    
    strftime (Time,80,"%I:%M %p",timeinfo);
    strftime (Date,80,"%a, %b %d, %Y",timeinfo);
    	
    Draw.Text(Font1,50,50,145,145,145,255,"%s", Time);
    Draw.Text(Font1,20,5,145,145,145,255,"%s", Date);
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    Old 28th March 2009, 09:21 PM   #6
    Roverturbo
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    Quote:
    Originally Posted by d1gitalSLR View Post
    EDIT: Someone please approve the link.
    Done, it's just a project and source code so there is no scan report.
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    First learn computer science and all the theory, next develop a programming style, then forget all that and just hack.

    Learning is creation and not consumption. Knowledge is not something a learner absorbs, but something a learner creates.

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    Old 28th March 2009, 10:40 PM   #7
    JoshRose
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    Sorry if this sounds noobish, but i can't find the key to bring the menu up.

    Regs
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    Old 28th March 2009, 11:23 PM   #8
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    New Small Update

    jjrose54 you can find the menu key in EndScene. its called
    evo.CheckGui( VK_INSERT );
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    Old 29th March 2009, 01:29 AM   #9
    Roverturbo
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    Quote:
    Originally Posted by stefanlg View Post
    New Small Update
    Approved, thank you for the update.
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    Real programmers don't document, if it was hard to write, it should be hard to understand.

    First learn computer science and all the theory, next develop a programming style, then forget all that and just hack.

    Learning is creation and not consumption. Knowledge is not something a learner absorbs, but something a learner creates.

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    Old 29th March 2009, 02:12 AM   #10
    zero_tolerance
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    Evo Button Menu v2.5Evo Button Menu v2.5Evo Button Menu v2.5Evo Button Menu v2.5

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    Looks very clean stefanlg, I like it

    I don't think I've seen someone put together a menu where the buttons have a gradient. Nicely done
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    Old 29th March 2009, 04:59 AM   #11
    m0d hipp¥
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    Nice update, and I'm gald you took my suggestions into consideration, is it a possibility to use a different font as well though as I mentioned above. Perhaps the font is fine, however if you can make it bolder so it's easier to see, or make it 1 or 2 sizes bigger. Other than that nicely done man!
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    Old 29th March 2009, 05:55 AM   #12
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    Update v2.2

    yes, with in the intanalizefont function you can change the font type. In the new update i have included Bold & italicized onto the function. and auto window menu text sizing
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    Old 29th March 2009, 07:02 AM   #13
    BeScared
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    Nice 1. But cant download says this file is purgatory.
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    Old 29th March 2009, 10:11 AM   #14
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    Thank very much, cool stuff +rep

    Gonna grab v2.2 when it's approved
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    Old 29th March 2009, 12:40 PM   #15
    Roverturbo
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    Quote:
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    Nice 1. But cant download says this file is purgatory.
    Quote:
    Originally Posted by doobie View Post
    Gonna grab v2.2 when it's approved
    Approved, enjoy...
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    Real programmers don't document, if it was hard to write, it should be hard to understand.

    First learn computer science and all the theory, next develop a programming style, then forget all that and just hack.

    Learning is creation and not consumption. Knowledge is not something a learner absorbs, but something a learner creates.

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    Old 29th March 2009, 05:23 PM   #16
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    Excellent, now I too am 100% satisfied with the release. Excellent job!
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    Old 29th March 2009, 07:59 PM   #17
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    Can someone please explain how this works?

    -----
    Sorry for my noobness. Im new to this coding stuff.
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    Old 30th March 2009, 12:16 AM   #18
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    expain what part of it?
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    Old 30th March 2009, 01:10 AM   #19
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    Quote:
    Originally Posted by d1gitalSLR View Post
    Awesome, It is godlike. I just need to figure out how to use these sprites correctly in my game.

    EDIT: Someone please approve the link.
    Tbh it doesn't look like any of that would require sprites... any games' drawing functions would be enough.
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    Old 30th March 2009, 05:02 AM   #20
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    expain what part of it?
    Plz,Try to explain that all....

    What i must to do with this folders....?
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