   main menus
  any advice on writing a menu module for any type of game?  the way i implemented it is with three bools representing each of the users options.  only one was set true at any given time, and based on whichever one was true the function would select a different place to display an arrow.  it just seems to be a lot of if else if else if else if this = !that etc etc.SO IM NOT CONFUSED... are there any better/different ways of doing this?  thanks 
  Not sure if I pinned your question down right, but you could try using multiple functions?  Menuclick1 places the (mouse cursor?) at location1 by calling a separate fn_movearrow1 function?  Sorry if my answer doesn''t help, rephrase the question if I missed the mark.  ;o) ;  well, the really smart thing to do is just use a premade widget library and use a Radio Button of some kind, then you won't have to program it yourself (be wise, and benefit from the labor of others)If you are still bent on doing it yourself, the quick and dirty way of doing mught be like// all the buttons are here in this list already:vector<Button*> list_of_options;// this is a callback function that activates when a button is pressed:CallBackFunction (Button* which_button) {   // make all the buttons in the list false   for (int x=0; x < list_of_options.size(); x++) { list_of_options[x]->MakeFalse(); }   // make the one that got clicked true:   which_button->MakeTrue();   }  So basically, just make everything false, then make the one you want true. You could also make everything false *except* the one you want, then make it true, but that's an extra if() in the loop. Again, using a pre built widget set would make this much easier. [edited by - leiavoia on February 11, 2004 12:54:10 AM]