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GUI

UT2003 :: Object >> GUI (Package: XInterface)

The GUI class is an abstract class that holds all of the enums and structs for the UT2003 GUI (Wikipedia logo Graphical User Interface) system.

Most people who are starting to play with the GUI in Unreal Tournament will want to check out the Wiki article on the GUIController which contains information about the "Interactive Gui design mode".

See UWindowBase for a similar class in UT.

Properties

GUIController Controller
A reference to the GUIController object. This is an Interaction subclass and can be used to execute console commands and to access the local PlayerController which in turn provides access to all other available actors.

Constants

These constants are used by the GUIQuestionPage? class to display certain buttons in a message box. You can combine any of these constants with the bitwise AND operator & to get two or more buttons in the message box. For more information see GUIQuestionPage?.

QBTN_Ok = 1
Displays a button with the label "Ok".
QBTN_Cancel = 2
Displays a button with the label "Cancel".
QBTN_Retry = 4
Displays a button with the label "Retry".
QBTN_Continue = 8
Displays a button with the label "Continue".
QBTN_Yes = 16
Displays a button with the label "Yes".
QBTN_No = 32
Displays a button with the label "No".
QBTN_Abort = 64
Displays a button with the label "Abort".
QBTN_Ignore = 128
Displays a button with the label "Ignore".
QBTN_OkCancel = 3
Displays two buttons with the labels "Ok" and "Cancel". This is a combination of the corresponding single-button constants above. You can get the same effect with QBTN_Ok & QBTN_Cancel.
QBTN_AbortRetry = 68
Displays two buttons with the labels "Abort" and "Retry". This is a combination of the corresponding single-button constants above.
QBTN_YesNo = 48
Displays two buttons with the labels "Yes" and "No". This is a combination of the corresponding single-button constants above.
QBTN_YesNoCancel = 50
Displays three buttons with the labels "Yes", "No" and "Cancel". This is a combination of the corresponding single-button constants above.

Enums

eMenuState

Defines the various states of a component.

MSAT_Blurry
Component has no focus at all.
MSAT_Watched
Component is being watched, i.e. Mouse is hovering over, etc.
MSAT_Focused
Component is focused/selected.
MSAT_Pressed
Component is being pressed.
MSAT_Disabled
Component is disabled.

eTextAlign

Used for aligning text in a box.

TXTA_Left
TXTA_Center
TXTA_Right

eTextCase

Used for forcing case on text.

TXTC_None
Text is displayed without modifications.
TXTC_Upper
Text is displayed as UPPERCASE.
TXTC_Lower
Text is displayed as lowercase.

eImgStyle

Used to define the style for an image.

ISTY_Normal
ISTY_Stretched
ISTY_Scaled
ISTY_Bound
ISTY_Justified

eImgAlign

Used for aligning justified images in a box.

IMGA_TopLeft
IMGA_Center
IMGA_BottomRight

eEditMask

Used to define the mask of an input box.

EDM_None
EDM_Alpha
EDM_Numeric

EMenuRenderStyle

Same order as the Actor.ERenderStyle enum. See Actor.Display? and Color Blending.

MSTY_None
MSTY_Normal
MSTY_Masked
MSTY_Translucent
MSTY_Modulated
MSTY_Alpha
MSTY_Additive
MSTY_Subtractive
MSTY_Particle
MSTY_AlphaZ

eIconPosition

ICP_Normal
ICP_Center
ICP_Scaled
ICP_Stretched
ICP_Bound

ePageAlign

Used to align panels to a form.

PGA_None
PGA_Client
PGA_Left
PGA_Right
PGA_Top
PGA_Bottom

Structs

GUIListElem

Used by the GUIList? class to store information for each list element.

struct GUIListElem
{
    var string item;
    var object ExtraData;
    var string ExtraStrData;
};

Known Subclasses

Related Topics


Category Class (UT2003)

Category Class (UT2004)

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