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BaseGUIManager

abstractSource
Documentation
Global GUI system that owns the runtime XGUI host, menu overlay lifecycle, input blocking, cold/warm boot state, and loading-overlay hooks used by game-specific GUI managers.

Properties (10)

NameType
Local
Active GUI manager for the current scene.
_isColdBoot
bool
protected
ReadOnly
IsColdBootDone
bool
True once the current cold boot intro has finished and the menu can run its normal intro effects.
ReadOnly
IsMenuOverlayActive
bool
True while the in-game menu overlay is open.
ReadOnly
IsMainMenu
bool
True when the current scene is the main menu.
ReadOnly
MenuCamera
_hostObjectName
string
Name used for the hidden runtime object that hosts XGUI components for this manager.
protected · virtual
_currentSceneType
Current game scene classification reported by the game manager.
protected
OnPause
Action
Game was paused
OnUnpause
Action
Game was unpaused

Constructors (1)

NameType
BaseGUIManager(Scene scene)

Methods (28)

NameType
Dispose()
void
override
OnGuiManagerUpdate()
void
Per-frame hook for derived managers before GUI readiness can early-out the base update.
protected · virtual
MarkReturningToMenu()
void
Forces the next menu scene entry to use warm boot behavior instead of the cold boot intro.
ClearColdBootPlayState()
void
Resets static cold boot tracking, mainly for editor play-state transitions.
SetMouseUnlocked(bool mouseUnlocked)
void
Sets the XGUI root component mouse unlock state when the GUI owns input.
protected
GetOrCreateHostComponent()
T
Gets or creates a component on the hidden GUI host object.
protected
OnGuiManagerDispose()
void
Cleanup hook for derived GUI managers before the shared host and XGUI state are released.
protected · virtual
GetXguiSystem()
Returns the scene's XGUI system, if one exists.
protected
HasRootPanel()
bool
Returns true when XGUI's root panel is available; subscribes for readiness if it is not.
protected
OnMenuSetup()
void
Called when entering a menu scene before the GUI is marked ready.
protected · virtual
OnGuiReady(bool isMenu)
void
Called when the XGUI root is ready for either menu or in-game overlay setup.
protected · virtual
ToggleOverlay()
void
Opens or closes the overlay depending on its current state.
protected · virtual
IsOverlayActive()
bool
Returns whether this manager currently considers its menu overlay open.
protected
BlocksInput()
bool
Returns whether the developer console is currently taking input.
OverlayBlocksInput()
bool
Returns whether this manager's overlay should block game input.
protected
ApplyOverlayState()
void
Applies input and focus side effects for the current overlay state.
protected · virtual
ShowOverlay()
void
Opens the overlay, prepares its panel, clears input, and gives it focus.
protected · virtual
CloseOverlay()
void
Closes the overlay and releases overlay focus/input ownership.
protected · virtual
ResumeFromOverlay()
void
Resumes gameplay from an overlay action and closes the developer console if it still owns input.
protected
PrepareForSceneLoad()
void
Called before a scene load starts so derived managers can close transient GUI state.
virtual
EnterLoadingOverlayAsync()
Task
Enters a loading overlay state before expensive scene load work begins.
virtual
SetLoadingOverlayScene(SceneFile scene)
void
Provides the scene about to be loaded so loading overlays can prepare contextual metadata.
virtual
SetLoadingOverlayScene(string scenePath)
void
Provides the scene path about to be loaded so loading overlays can prepare contextual metadata.
virtual
CancelLoadingOverlay()
void
Cancels any in-progress loading overlay state.
virtual
ToggleRequested()
bool
Returns true when the user requested an overlay toggle this frame.
protected · virtual
TryPrepareOverlay(bool isMenu)
bool
Ensures the overlay panel exists and is ready for the requested menu/game context.
protected · virtual
FocusOverlay()
void
Gives focus to the overlay after it opens.
protected · virtual
FocusOverlayClosed()
void
Called after overlay focus is released.
protected · virtual