
UnvAsiIntrf.dll should be supported by the end user as it is pure C++, and AsiSupport.dll should also not cause any problem if the end user has all required dependencies to use RPH.
#Rage plugin hook 2545 code#
This version was created with compatibility and user-friendliness in mind: managed code is in its own file ("AsiSupport.dll", which is the RPH Plugin), and all unmanaged code (the bare minimum the make the plugin work) is in UnvAsiIntrf.dll (which stands for "Universal ASI Interface"). Though, this mix between managed and native code created problems and confusion: errors were hard to track down, the program was hard to maintain, and the plugin didn't work for a lot of people. The first version was entirely coded in C++/CLI: native C++ code was used to interact with native ASI plugins, and the "CLI" (or "managed") part of the code was used to interact with the. Everything but the raw DirectX access ("Present callbacks") has been implemented, so most ASIs should load and work properly.
#Rage plugin hook 2545 mods#
MainMenu.This is a RPH plugin that converts ASI mods into UASI ("Universal ASI") mods which can be loaded with RAGE Plugin Hook in the same way ASI mods are loaded with ScriptHookV. MainMenu.AddItem(New UIMenuCheckboxItem("Simple Checkbox", False)) MainMenu.AddItem(New UIMenuItem("Simple Button"))

MainMenu = New UIMenu("NativeUI", "~b~NATIVEUI SHOWCASE") myMenu.AddItem(new UIMenuItem("Simple Button")) myMenu.AddItem(new UIMenuCheckboxItem("Simple Checkbox", false)) myMenu.AddItem(new UIMenuListItem("Simple List", new List įixed graphical errors when there were more than 12 items on screen.ĪddHandler mainMenu.OnItemSelect, AddressOf ItemSelectHandler Now you can start adding elements to your menu by using the AddItem(UIMenuItem item) method. myMenu.KeyUp = Keys.W myMenu.KeyDown = Keys.S myMenu.KeyLeft = Keys.A myMenu.KeyRight = Keys.D myMenu.KeySelect = Keys.Space You may change the default Numpad navigation keys by changing the KeyUp-KeySelect properties. var myMenu = new UIMenu("Banner Title", "~b~SUBTITLE") It also has an overload with a third Point parameter which determines the offset, and an overload for a custom sprites. UIMenu has two base parameters: the banner title and the subtitle. This class provides 4 events: OnIndexChange, OnListChange, OnCheckboxChange and OnItemSelect. You can create a menu by using the UIMenu class. This causes many old versions floating around on the internet. Fixed graphical errors when there were more than 12 items on screen. Restyled the menu to look a lot more like an official Rockstar menu. Place ProcessMouse() in your OnTick event.

Added a helper class, MenuPool, to easily call your process methods of all of your menus with just one method, ProcessMenus. Added menu nesting methods: BindMenuToItem and ReleaseMenuFromItem Menu mantains aspect ratio in all screen resolutions. You can disable this setting ResetCursorOnOpen to false. See github release for more information. Mouse controls are disabled when controller is used. Compatibilities with ScriptHookVDotNet 2.0 Fixed crash related to instructional buttons. Fixed Wasted & Busted messages not going away.
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Fixed issue when UIMenuListItem had more than 100k items You can read the documentation at the wiki.
