pub struct MenuItem {
    pub handle: ControlHandle,
}
Expand description

A windows menu item. Can be added to a menubar or another menu.

Requires the menu feature.

Builder parameters:

  • text: The text of the menu, including access key and shortcut label
  • disabled: If the item can be selected by the user
  • check: If the item should have a check mark next to it.
  • parent: A top level window or a menu. With a top level window, the menu item is added to the menu bar.

Control events:

  • OnMenuItemSelected: When a menu item is selected. This can be done by clicking or using the hot-key.
  • OnMenuHover: When the user hovers the menu

Menu Access Keys

Just like Menus, menu items can have access keys. An access key is an underlined letter in the text of a menu item. When a menu is active, the user can select a menu item by pressing the key that corresponds to the item’s underlined letter. The user makes the menu bar active by pressing the ALT key to highlight the first item on the menu bar. A menu is active when it is displayed.

To create an access key for a menu item, precede any character in the item’s text string with an ampersand. For example, the text string “&Move” causes the system to underline the letter “M”.

use native_windows_gui as nwg;

fn menu_item(item: &mut nwg::MenuItem, menu: &nwg::Menu) -> Result<(), nwg::NwgError> {
    nwg::MenuItem::builder()
        .text("&Hello")
        .disabled(true)
        .parent(menu)
        .build(item)
}

Shortcut Label

A shortcut label like “Ctrl+O” can be added with the text field. By prefixing the shortcut with a tab character \t and adding it as a suffix to the text label, it will be rendered right-aligned in the menu item.

For example, an “Exit” menu item could have both an access key “E” and a shortcut label “Alt+F4” with text: "&Exit\tAlt+F4".

note: This will only add a text label to the menu item, the keyboard handling must be done through other means.

use native_windows_gui as nwg;

fn menu(menu: &mut nwg::Menu, window: &nwg::Window) -> Result<(), nwg::NwgError> {
    nwg::Menu::builder()
        .text("&Exit\tAlt+F4")
        .disabled(false)
        .parent(window)
        .build(menu)
}

Fields

handle: ControlHandle

Implementations

Return true if the control user can interact with the control, return false otherwise

Enable or disable the control

Sets the check state of a menu item

Returns the check state of a menu item

Trait Implementations

Formats the value using the given formatter. Read more

Returns the “default value” for a type. Read more

Executes the destructor for this type. Read more

Converts to this type from the input type.

Converts to this type from the input type.

This method tests for self and other values to be equal, and is used by ==. Read more

This method tests for !=. The default implementation is almost always sufficient, and should not be overridden without very good reason. Read more

This method tests for self and other values to be equal, and is used by ==. Read more

This method tests for !=. The default implementation is almost always sufficient, and should not be overridden without very good reason. Read more

This method tests for self and other values to be equal, and is used by ==. Read more

This method tests for !=. The default implementation is almost always sufficient, and should not be overridden without very good reason. Read more

Auto Trait Implementations

Blanket Implementations

Gets the TypeId of self. Read more

Immutably borrows from an owned value. Read more

Mutably borrows from an owned value. Read more

Returns the argument unchanged.

Calls U::from(self).

That is, this conversion is whatever the implementation of From<T> for U chooses to do.

The type returned in the event of a conversion error.

Performs the conversion.

The type returned in the event of a conversion error.

Performs the conversion.