GUI
The GUI class is an abstract class that holds all of the enums and structs for the UT2003 GUI ( 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; };