A BMenuItem
object displays one item within a menu and contains the state
associated with that item. By default, menu items display text; a derived
class can reimplement the
Draw()
and
DrawContent()
hook functions to draw something else.
Each BMenuItem
object can have its own invocation message and target. A
menu item needn't send any message—it can be used simply for its
visual presence (see
BSeparatorItem
for an example).
Menu items can't be used outside of a menu; to add a
BMenuItem
to a
BMenu
, call
BMenu::AddItem()
.
Some menu items set up the menu hierarchy by giving users access to submenus. A submenu remains hidden until the user operates the item that controls it.
Other items accomplish specific actions. When the user invokes the item,
it sends a message to a target
BLooper
and
BHandler
,
usually the window where the menu at the root of the hierarchy (a
BMenuBar
object) is
displayed. The action that the item initiates, or the state that it sets,
depends entirely on the message and the target's response to it.
Any menu item (except for those that control submenus) can be associated with a keyboard shortcut, a character the user can type in combination with a Command key (and possibly other modifiers) to invoke the item. The shortcut character is displayed in the item to the right of the label.
A shortcut works even when the item it invokes isn't visible on-screen. It, therefore, has to be unique within the window (within the entire menu hierarchy).
Every menu item is also associated with a trigger, a character that the user can type (without the Command key) to invoke the item. The trigger works only while the menu is both open on-screen and can be operated using the keyboard. It therefore must be unique only within a particular branch of the menu hierarchy (within the menu).
The trigger is one of the characters that's displayed within the item—either the keyboard shortcut or a character in the label. When it's possible for the trigger to invoke the item, the character is underlined. Like shortcuts, triggers are case-insensitive.
For an item to have a keyboard shortcut, the application must explicitly
assign one. However, by default, the Interface Kit chooses and assigns
triggers for all items. The default choice can be altered by the
SetTrigger()
function.
An item can also be marked (with a check mark drawn to the left of the
label) in order to indicate that the state it sets is currently in
effect. Items are marked by the
SetMarked()
function. A menu can be set up so that items are automatically
marked when they're selected and exactly one item is marked at all times.
(See SetRadioMode()
in the
BMenu
class.)
Items can also be enabled or disabled (by the
SetEnabled()
function). A
disabled item is drawn in muted tones to indicate that it doesn't work.
It can't be selected or invoked. If the item controls a specific action,
it won't post the message that initiates the action. If it controls a
submenu, it will still bring the submenu to the screen, but all the items
in submenu will be disabled. If an item in the submenu brings its own
submenu to the screen, items in that submenu will also be disabled.
Disabling the superitem for a submenu in effect disables a whole branch
of the menu hierarchy.