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[DEV TOOL | REL] RAGENativeUI

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RAGENativeUI is an open-source library that helps you quickly and easily build Rockstar-like menus.

DeMzpXs.png

The NativeUI port to RAGEPluginHook by: alexguirre, Stealth22, LtFlash, Guad

Download latest version.

Features

  • Support for simple buttons, checkboxes and lists.
  • Support for custom banners from game sprites.
  • Easy nested menus for fast and painless nested menu system.
  • Controller support.
  • Mouse controls.
  • Custom instructional buttons.
  • Support for all screen resolutions.
  • Item descriptions.
  • Rebindable keys and controls.
  • Badges to decorate your items.
  • Event-based callbacks.

 

Installation

  1. Install RAGEPluginHook.
  2. Download RAGENativeUI.dll and place it in your GTA V root directory.
  3. For developers, add it to your references in your Visual Studio project and is recommended to also download RAGENativeUI.xml and place it where you have your RAGENativeUI.dll reference.
 

Source Code

You can find it at Github.

Report any issues, ask for support and new features there.

 
 

Documentation

To learn how to use it take a look at our wiki page.

 

Special Thanks

Thanks to Guad for create NativeUI and give us permission to port it.

Edited by alexguirre
Updated download link

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  • alexguirre
    alexguirre

    RAGENativeUI 1.6 Changelog Added MIT license. Added TabInteractiveListItem. Added BaseCollection class. Added DisplayItemsCollection class, IDisplayItem interface and D

  • alexguirre
    alexguirre

    RAGENativeUI has been updated to version 1.4  Changelog Fixed UIMenu.SetMenuWidthOffset() throwing NullReferenceException if the UIMenu didn't have a subtitle. Added MenuPoo

  • RAGENativeUI 1.5.1  Albo1125 released this 8 minutes ago Added UIMenuListItem._holdTime This fixes an issue causing menus to instantly switch back when scrolling through th

That sounds awesome ! Definitely gonna use it in my plugins ! :thumbsup:

Well, maybe the buggy mouse cursor problem I had won't be that much of a problem then. :woot:

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Well, maybe the buggy mouse cursor problem I had won't be that much of a problem then. :woot:

Well I just tried this with the mouse cursor enabled and I had the same problem x) Good thing I managed to disable it.

  • Author

Well I just tried this with the mouse cursor enabled and I had the same problem x) Good thing I managed to disable it.

That's weird because it's the same mouse cursor that is used in GTA V for the pause menu and other menus. Do the GTA V menus work for you?

That's weird because it's the same mouse cursor that is used in GTA V for the pause menu and other menus. Do the GTA V menus work for you?

Yes of course. It also works in the RageHook console and pretty much everywhere else a cursor is displayed. It only happened on my custom menu.

Edited by DemNinjas

Is that your own code?

Does loading the example from your console crash your game?

Yes it's my own menu, but the example works fine as well. I have no idea what could make you crash.

Edited by DemNinjas

  • Author

RAGENativeUI has been updated to version 1.1

  Changelog

  • Fixed issues with the go down arrow using the cursor.
  • Removed UIMenu() overload with custom banner.
  • Removed UIMenu.SetBannerType() overload with custom banner.
  • Removed MenuPool.SetBannerType() overload with custom banners.
  • Slightly changed .xml file
  • Removed Sprite.DrawTexture() method.
  • Fixed crash in Scaleform.Render2D() method with GTA V v.463

Edited by alexguirre

  • Author

Can you confirm it's working on RPH 0.26? I just tried the example and my game crashed.

Yes it's my own menu, but the example works fine as well. I have no idea what could make you crash.

Crash fixed in version 1.1

  • Fixed crash in Scaleform.Render2D() method with GTA V v.463

Edited by alexguirre

  • 2 weeks later...
  • Author

RAGENativeUI has been updated to version 1.2

  Changelog

  • Re-added UIMenu() overload with custom banner.
  • Re-added UIMenu.SetBannerType() overload with custom banner.
  • Re-added MenuPool.SetBannerType() overload with custom banner.
  • Re-added Sprite.DrawTexture() method.
  • Added UIMenu.DrawBanner() method.
  • Added MenuPool.DrawBanners() method.
  • Added AllowCameraMovement property.
  • Changes in .xml docs file.

 

Thanks to Guad for the custom textures methods. Check the wiki for information about how to use them

Edited by alexguirre

  • 1 month later...

While trying to build a user comunication layer for my trucking mod I encounter an issue and I want to ask you guys a question: can I modify a list of items of MenuListItem which is placed between other NativeMenuItems? I tried to remove my MenuListItem, create a new one with a proper index, add the new one to the menu but it is placed as the last element. Do I have to remove the MenuListItem and all the Items below it, then add them again with an updated list?

2 hours ago, LtFlash said:

While trying to build a user comunication layer for my trucking mod I encounter an issue and I want to ask you guys a question: can I modify a list of items of MenuListItem which is placed between other NativeMenuItems? I tried to remove my MenuListItem, create a new one with a proper index, add the new one to the menu but it is placed as the last element. Do I have to remove the MenuListItem and all the Items below it, then add them again with an updated list?

You can change your list item's position within UIMenu.MenuItems list.

Edited by Guadmaz

On 16.11.2015, 22:31:40, Guadmaz said:

You can change your list item's position within UIMenu.MenuItems list.

Thank you Guadmaz, my thinking needed a way out of the box. Fun fact is I'm not able to Insert() element to the list but I can RemoveAt(), Add() and move an item up to it's location (by replacing with an item above the added one). Anyway, I can do what I wanted to.

Edited by LtFlash

  • 2 months later...
  • Author

RAGENativeUI has been updated to version 1.3

  Changelog

  • Renamed menu items for more consistency with NativeUI
  • Added Timerbars.
  • Added pause menu-like items: TabView, TabItem, etc
  • Added BigMessage.
  • Added colored items.
  • Fixed bug where custom keys didn't work in UIMenu
  • Added AddSubMenu and RefreshIndex in the MenuPool
  • Moved InstructionalButton class to Elements namespace
  • Added IsTextureDictLoaded and LoadTextureDict to te Sprite class
  • Fixed bug which made the menu white sometimes(needs feedback, not really sure if it still happening)
  • Updated and added examples

 

 

*This version isn't compatible with previous versions.

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