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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 ( Graphical User Interface) system.

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

- GUIComponent
- GUIFont?
- GUIStyles?
- GUIUserKeyBinding

## Related Topics

- GUI Class Hierarchy
- GUIReference

Category Class (UT2003)

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