#[repr(C)]pub struct IMenu {
pub vtable: *const IMenuVtbl,
pub refCount: AtomicU32,
pub uiMovie: GPtr<GFxMovieView>,
pub depthPriority: i8,
pub menuFlags: UI_MENU_FLAGS,
pub inputContext: INPUT_CONTEXT_ID,
pub fxDelegate: GPtr<FxDelegate>,
/* private fields */
}
Fields§
§vtable: *const IMenuVtbl
§refCount: AtomicU32
§uiMovie: GPtr<GFxMovieView>
§depthPriority: i8
§inputContext: INPUT_CONTEXT_ID
§fxDelegate: GPtr<FxDelegate>
Implementations§
Source§impl IMenu
impl IMenu
Sourcepub const RTTI: VariantID = RTTI_IMenu
pub const RTTI: VariantID = RTTI_IMenu
Address & Offset of the runtime type information (RTTI) identifier.
Sourcepub const VTABLE: [VariantID; 1] = VTABLE_IMenu
pub const VTABLE: [VariantID; 1] = VTABLE_IMenu
Address & Offset of the virtual function table.
Returns true
if the menu advances while the pause menu is active.
Sourcepub const fn allow_saving(&self) -> bool
pub const fn allow_saving(&self) -> bool
Returns true
if the menu allows saving the game.
Sourcepub const fn always_open(&self) -> bool
pub const fn always_open(&self) -> bool
Returns true
if the menu is always open.
Returns true
if this is an application-level menu.
Sourcepub const fn assign_cursor_to_renderer(&self) -> bool
pub const fn assign_cursor_to_renderer(&self) -> bool
Returns true
if the cursor is assigned to the renderer.
Sourcepub const fn custom_rendering(&self) -> bool
pub const fn custom_rendering(&self) -> bool
Returns true
if the menu uses custom rendering.
Sourcepub const fn companion_app_allowed(&self) -> bool
pub const fn companion_app_allowed(&self) -> bool
Returns true
if the companion app is allowed to access this menu.
Returns true
if the pause menu should be disabled.
Sourcepub const fn dont_hide_cursor_when_topmost(&self) -> bool
pub const fn dont_hide_cursor_when_topmost(&self) -> bool
Returns true
if the cursor should remain visible when this menu is topmost.
Sourcepub const fn freeze_frame_background(&self) -> bool
pub const fn freeze_frame_background(&self) -> bool
Returns true
if the background is frozen while the menu is active.
Sourcepub const fn freeze_frame_pause(&self) -> bool
pub const fn freeze_frame_pause(&self) -> bool
Returns true
if the menu causes a freeze frame pause.
Returns true
if the menu includes a button bar.
Returns true
if this is an inventory item menu.
Returns true
if this menu is the top button bar.
Sourcepub const fn large_scaleform_render_cache_mode(&self) -> bool
pub const fn large_scaleform_render_cache_mode(&self) -> bool
Returns true
if large-scaleform render cache mode is enabled.
Sourcepub const fn modal(&self) -> bool
pub const fn modal(&self) -> bool
Returns true
if the menu is modal and blocks interaction with other menus.
Sourcepub const fn pauses_game(&self) -> bool
pub const fn pauses_game(&self) -> bool
Returns true
if the menu causes the game to pause.
Sourcepub const fn renders_offscreen_targets(&self) -> bool
pub const fn renders_offscreen_targets(&self) -> bool
Returns true
if the menu renders offscreen targets.
Returns true
if the menu renders underneath the pause menu.
Sourcepub const fn requires_update(&self) -> bool
pub const fn requires_update(&self) -> bool
Returns true
if the menu requires updates while active.
Sourcepub const fn skip_render_during_freeze_frame_screenshot(&self) -> bool
pub const fn skip_render_during_freeze_frame_screenshot(&self) -> bool
Returns true
if rendering is skipped during freeze frame screenshots.
Returns true
if this is the topmost rendered menu.
Sourcepub const fn update_uses_cursor(&self) -> bool
pub const fn update_uses_cursor(&self) -> bool
Returns true
if the menu uses the cursor during update.
Sourcepub const fn uses_blurred_background(&self) -> bool
pub const fn uses_blurred_background(&self) -> bool
Returns true
if the menu uses a blurred background.
Sourcepub const fn uses_cursor(&self) -> bool
pub const fn uses_cursor(&self) -> bool
Returns true
if the menu uses a cursor for interaction.
Returns true
if the menu uses a custom menu context.
Sourcepub const fn uses_movement_to_direction(&self) -> bool
pub const fn uses_movement_to_direction(&self) -> bool
Returns true
if movement input is translated into direction within the menu.