GameUIState enumeration
Informational flags describing the game’s in-world UI state. The framework detects and exposes this (via UiState); it never gates on it. A plugin’s ShouldRender optionally reads it (e.g. hide a gameplay HUD while a menu covers it).
Scope: describes in-world UI and is None while Phase is TitleScreen — there is no in-game HUD/menu at the title / login / character-select screens. Use GamePhase for “at the login screen,” not a GameUIState value.
Flat flags (no base/overlay structure) — the game’s UI layers genuinely co-occur (e.g. the line selector stays open over a valid HUD: GameHud | LineSelector). Preset masks encode the cover-vs-overlay knowledge as named values so plugins don’t memorize bits. Backing Int32 keeps 32-bit headroom; new bits are append-only and non-breaking.
[Flags]public enum GameUIStateValues
Section titled “Values”| name | value | description |
|---|---|---|
| None | 0x0 |
No in-world UI state (also the value while at the title / login / character-select screens). |
| GameHud | 0x1 |
Gameplay HUD on-screen. |
| FullScreenMenu | 0x2 |
Inventory / map / character / gear / skills — covers the HUD. |
| MainMenu | 0x4 |
ESC functions list (main menu). |
| LineSelector | 0x8 |
SwitchLine panel — OVERLAYS the HUD (co-occurs with GameHud). |
| Dialogue | 0x10 |
NPC talk / dialogue. |
| Cutscene | 0x20 |
Story cutscene video / top overlay. |
| Loading | 0x40 |
Loading screen. |
| Matchmaking | 0x80 |
Match-pop confirm (dungeon / world-boss queue). |
| Popup | 0x100 |
Generic confirm / OK / system modal dialog (a screen-covering overlay that blocks gameplay attention). |
| GameHudHidden | 0x62 |
UIs that REPLACE the HUD (not LineSelector, which overlays it). |
| AnyMenu | 0x10E |
Any menu-like surface. |
| Blocking | 0x1F6 |
Surfaces that block normal gameplay input/attention. |
See Also
Section titled “See Also”- namespace Stellar.Abstractions.Domain