I don't need to test my programs. I have an error-correcting modem.

Legacy:Menu

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Actor (UT) >> Menu
See UnrealEd Menus for information on the menus in UnrealEd.

From the Menu class itself:

"Serves as a generic menu master class. Can be used with any style of menu implementation. Offers menu services such as reading input. Not dependent on any visual style."

Note: In UT all menus are part of the UWindow system and extend UWindowBase, which is not a subclass of Actor.

These menus were the "Green Menus" of Unreal I. Hopefully, Epic will kill these things off in UW once and for all. Menus should really be objects. Uwindows 4ever! (heh... -UsAaR33)

Properties[edit]

ParentMenu 
This menu's parent menu.
Selection 
The currently selected item. (?)
MenuLength 
The number of items in this menu. (?)
bConfigChanged 
bExitAllMenus 
PlayerOwner 
HelpMessage[24] 
MenuList[24] 
LeftString 
RightString 
CenterString 
EnabledString 
MenuTitle 
YesString 
NoString 

Functions[edit]

function bool ProcessSelection() 
function bool ProcessLeft() 
function bool ProcessRight() 
function bool ProcessYes() 
function bool ProcessNo() 
function SaveConfigs() 
function PlaySelectSound() 
function PlayModifySound() 
function PlayEnterSound() 
function ProcessMenuInput(coerce string InputString) 
function ProcessMenuUpdate(coerce string InputString) 
function ProcessMenuEscape() 
function ProcessMenuKey(int KeyNo, string KeyName) 
function MenuTick(float DeltaTime) 
function MenuInit() 
function DrawMenu(canvas Canvas) 
function ExitAllMenus() 
function Menu ExitMenu() 
function SetFontBrightness(canvas Canvas, bool bBright) 
function MenuProcessInput(byte KeyNum, byte ActionNum) 

Known subclasses[edit]

Related Topics[edit]