MenuData Struct - UI
From Creation Kit
Member of: UI Script
Requires F4SE version 0.6.5 or higher.
The MenuData structure is used to register a custom menu. The values used will determine how the menu will be initialized when opened. This includes things like pausing the game, preventing the game from being saved, blurring the game, and more.
Contents
Syntax
Struct MenuData int MenuFlags = 0x801849D int MovieFlags = 3 int ExtendedFlags = 3 int Depth = 6 EndStruct
Members
- MenuFlags:
- Default Flags: 0x801849D
0x01
PauseGame: Pauses the game world behind the menu.0x02
DoNotDeleteOnClose:0x04
ShowCursor: Shows the mouse cursor.0x08
EnableMenuControl:0x20
ShaderdWorld:0x40
Open:0x800
DoNotPreventGameSave: Allows the game to be saved. Without this flag the save button is greyed out.0x8000
ApplyDropDownFilter:0x400000
BlurBackground: Blurs the game world behind the menu.
- MovieFlags:
- Default Flags: 3
1
2
- ExtendedFlags: These bit flags are implemented by F4SE.
1
2
- Default Flags: 3
1
InheritColors: Enables color scheme matching.2
CheckForGamepad: Auto-detects any connected gamepad and disables the mouse cursor.
- Depth:
- Default: 6
Examples
Scriptname Example extends Quest string MyCustomMenuName = "MyCustomMenuName" const Event OnQuestInit() If (!IsMenuRegistered(MyCustomMenuName)) UI:MenuData data = new UI:MenuData data.MenuFlags = PauseGame | DoNotPreventGameSave | BlurBackground data.ExtendedFlags = FlagNone UI.RegisterCustomMenu(MyCustomMenuName, "My\Path\To\FileNameWithoutExtension", "root1", data) EndIf EndEvent Group MenuFlags int Property FlagNone = 0x0 AutoReadOnly int Property PauseGame = 0x01 AutoReadOnly int Property DoNotPreventGameSave = 0x800 AutoReadOnly int Property BlurBackground = 0x400000 AutoReadOnly EndGroup
Notes
- As of at least F4SE v0.6.13, not all of the menu flags are known or what combinations may need to be used for some menu features.
- The MessageBoxMenu uses the combined menu flags of
0x8018499
.