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    • CommentTimeAug 23rd 2017 edited


    1. List (Basic)
    2. Symbols Along (Intermediate)
    3. Fractalise (Intermediate)
    4. Edit Text (Basic)
    5. Link with Map/File (Intermediate)
    6. Offset (Intermediate)
    7. Measuring Tools (Basic)
    8. Change like draw tool (Basic)
    9. Modifiers (Intermediate)
    10. File Paths (Intermediate)
    11. Complex Shapes [Combine Path] (Intermediate)
    12. Complex Shapes [Multipoly] (Intermediate)
    13. Break (Intermediate)
    14. Map Notes (Basic)
    15. Coordinates (Intermediate)
    16. Macros (Advanced)
    17. Search Files for Text (Basic)
    18. Text Justification (Basic)
    19. Mirrored Polygons (Intermediate)
    20. Managing Drawing Tools (Intermediate)
    21. Named Views (Basic)
    22. Symbol Lookup Sheets (Intermediate)
    23. Symbol Catalog Settings (Advanced)
    24. Symbol Catalog Filters (Advanced)
    25. Symbol Control Points (Advanced)
    26. Define Symbol (Intermediate)
    27. Curves (Basic)
    28. Selections (Intermediate)
    29. Sort Symbols in Map (Basic)
    30. Extract Properties (Basic)
    31. Convert File (Basic)
    32. Get Extents (Advanced)
    33. Quick Move (Basic)
    34. Menu Editing (Advanced)
    35. Trace (Basic)
    36. Array Copy (Intermediate)
    37. Explode (Basic)
    38. Clipboard Copy (Basic)
    39. Rename & Reorder (Intermediate)
    40. Drawtools Edit (Basic)
    41. Trims (Basic)
    42. Symbol Attributes (Intermediate)
    43. Fill Style Selection Mask (Basic)
    44. Browse Files (Basic)
    45. Node Editing (Intermediate)
    46. Automatic Sheet Selection (Basic)
    47. Scale (Basic)
    48. Text along a Curve (Basic)
    49. Shaded Polygons (Intermediate)
    50. Fill with Symbols (Intermediate)
    51. Global Sun (Basic)
    52. Symbols in Area (Intermediate)

    CC3+ contains a huge amount of various commands and features. This series highlights a number of these. There won't be any special progression to this series, and the command will be selected from the entire range, from the simple basic commands, to more advanced features intended for the more advanced users. Feel free to use this topic to discuss the command presented.
    This series is called the command of the week, but it could also explain a feature. The explanations will tend to explain the technical parts of the command, and is intended to highlight the basics (and complexities) of the command, and information about how to use it, but won't be a detailed tutorial. It is up to you to use it creatively in your maps.

    Week 34 - Menu Editing

    CC3+ is a very flexible program, and one of the ways you can customize it to your own needs is by editing the menu files, where the menus and toolbars are defined. This allows you to set up the workspace exactly as you want it to be.

    Note that this topic provides an overview of the topic of menu editing, but for more in-depth technical detail, refer to the help files or the Tome of Ultimate Mapping.

    Warning: Always make backups of the menu files before editing them. As with any configuration file intended to be read by a computer, it is very vulnerable to errors, so make sure to follow the correct syntax exactly. Improper editing may cause CC3+ to crash at startup. If this happens, and you don't know how to fix it, you should restore the edited files from backup and just begin anew.

    Menu Files

    In the CC3+ data directory, you'll find one or more files with a .mnu file extension. These are the menu files used by CC3+. Everyone will always have a fcw32.mnu file, which is the default menu file in CC3+. Most addons will also add their own menu file here, so you may have city.mnu (from CD3), dungeon.mnu (from DD3) and so on.
    Each of these files represents a complete set with menus and toolbars, and CC3+ switches between these whenever you switch add-on (for example by clicking the add-on buttons). The most important thing to remember here is that each file contains the complete set of menus and toolbars, so if you wish to make a change that should be available no matter what add-on, you need to do the changes in all files. There is one exception to this, menu/toolbar elements that are placed in the fcw32.imn file will be available no matter what menu set is loaded, but if you place anything in this file, you must make sure it doesn't crash with content from any other menu file you might load.
    While most of the add-ons have such a menu file of their own, you are not restricted to these. If you wish, you can create your very own menu file and load that, for example to create a hybrid menu with easy access to both modern and medieval symbols for mixed maps. To do this, I recommend starting with a copy of one of the existing menu files, and edit that.
    To load a new menu file, use the MENUD command (or the macro version, MENUDM). You could for example include an instruction in the OnOpenMacro of your map to load a spesific custom menu set each time the map is opened (This is what CC3+ maps do to make sure the correct add-on menu is loaded)

    Note that menu files are plain text files, and should be opened with a plain text editor, such as notepad.

    The Toolbars

    Note that CC3+ has 8 toolbars available. CC3+ uses 6 of these by default, but you can use the other two if you wish. To show these toolbars, you need to enable 'Custom Icon bar 2' and 'Custom Icon bar 3' by clicking the screen tools button at the bottom of the CC3+ interface. Note that unless you edit the menu files and add contents to them, they will be blank.

    Menu File Contents

    Menu files contains two types of content, toolbars and menu elements. You can easily distinguish these by their appearance.
    Toolbar items all start with a hash mark and a number, like this:
    #300,CC2LAND:[Default Landmass]{|DRAWTOOLSM;LAND*;}|DRAWTOOLSM;Land, Default*;
    The number is simply identifies which toolbar this is (the first digit) and then the position on the toolbar for this particular button. Positions goes from 00 to 98, with 99 being reserved for the name of the toolbar itself. By default, CC3+ only uses toolbars 0 (leading zeroes are not shown in the file, so entries for this particular toolbar is thus 1 and 2 digit numbers), 1, 2, 3, 4 and 6, leaving 5 and 7 available.
    Note that the order of the toolbar lines doesn't matter, just make sure you don't assign two buttons to the same toolbar/position.

    The rest of the lines are the menus. These lines do need to be in the correct order, as menus are built based on their order. The lines doesn't get assigned to a specific menu by an identifier, like the toolbars, but rather they appear on the menu for which header they appear under.

    Editing Toolbars

    Let us break down our example toolbar line:
    #300,CC2LAND:[Default Landmass]{|DRAWTOOLSM;LAND*;}|DRAWTOOLSM;Land, Default*;
    • # - All toolbar lines start with the hash sign
    • 3 - The first digit indicates which toolbar the button will appear on. If the first digit is missing, it refers to toolbar 0
    • 00 - The next two digits indicates the position on the toolbar. 00 is the leftmost position. Normally, these are sequential, but you can skip a number to make a gap in the buttons
    • , - A separator. Required
    • CC2LAND - The internal mane of the icon to use on the button. This can also be the filename of a bitmap file instead.
    • : - Another separator. Required
    • [Default Landmass] - The tool tip shown when hovering the mouse cursor over the button
    • {|DRAWTOOLSM;LAND*;} - That part in curly brackets are the right click command for this button. If this is left out, the button won't do anything when right clicked. The part inside the bracket is the same as for the left click action, described below
    • | - This cancels the current command in progress (if any). This is important, as otherwise undesired results may occur. If it is a transparent command (one that can safely be executed in the middle of another command without disrupting it, like redraw), you can use ~ instead.
    • DRAWTOOLSM;Land, Default*; - This is the actual command executed by the button. Note that the ;'s inside the command are where you would have pressed enter if you had typed this on the command line manually. Depending on the expected inout for the command, spaces can also be considered an end command/next parameter statement, so beware extra spaces in the command.

    Right click pop-up menus

    Some buttons provide you with a nice little pop-up menu when you (right) click them. They generally look like this:
    #211,CC2SCALE:[Scale]{|CMENU @SYSTEM\SCALE.mnc;}|SCA;
    The command CMENU is what loads the popup menu, which in this case is found in the @SYSTEM\SCALE.mnc file. These pop-up menus follow the same rules as ordinary menu files, except that they don't contain toolbars, and only contain a single menu (while the ordinary files contain all of them. They are usually stored with the .mnc extension.

    Editing menus

    The menu entires are much simpler than toolbar entries, but when editing the menu section, there are four kinds of entries you need to look out for:
    • Menu headers: These signifies the start of a new menu (like File, Edit, View, Draw, Tools, etc...). They consists of a line containing a name (the title of the menu) and a colon. They also usually contain a &-sign in there, often at the front. The &-sign is used to indicate the accelerator key for keyboard access to the menu, and can be used on all menu elements, not only menu headers.
    • Submenus: Most menus contain one or more submenus. A submenu is defined by a text label followed by >: Note that all menu elements that should be in the submenu are then indented by one space in the .mnu file.
      Entity Order>:
    • Separators: These create separator lines in the menus to visually group/separate parts of the menu.
    • Menu Entries: A menu entry consists of the text that appers on the menu, followed by a colon, and then either a | (for a regular command) or a ~ (for a transparent command, as explained in the toolbars section above) and then finally the command to execute. It is also possible to define a shortcut key for a menu element by hitting tab after the name, then typing ^X (where X is any letter), this will define the keyboard shortcut Ctrl+X to execute this menu element.
      &Save	^S:~|SAVE;
      Dungeon Designer:~|LOADDD3;MENUDM @dungeon.mnu;

    General Advice

    The best way to find examples of what you can put in a menu file is by looking at the existing menu files. You can find the commands you need either by looking in menu files, looking at the alphabetical command list in the help files, or the CC3+ command reference in the Tome of Ultimate Mapping. For toolbar button icons, there isn't a list, but you can find the identifiers for the existing buttons by looking in the menu file for the addon that has the button image you want to use.