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<title>Castle Game Engine: CastleWindow: Class TMenuItemRadioGroup</title>
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<a name="TMenuItemRadioGroup"></a><h1 class="cio">Class TMenuItemRadioGroup</h1>
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<td><a class="section" href="#PasDoc-Description">Description</a></td><td><a class="section" href="#PasDoc-Hierarchy">Hierarchy</a></td><td>Fields</td><td><a class="section" href="#PasDoc-Methods">Methods</a></td><td><a class="section" href="#PasDoc-Properties">Properties</a></td></tr></table>
<a name="PasDoc-Description"></a><h2 class="unit">Unit</h2>
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<a href="CastleWindow.html">CastleWindow</a></p>
<h2 class="declaration">Declaration</h2>
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<code>type TMenuItemRadioGroup = class(specialize TFPGObjectList<TMenuItemRadio>)</code></p>
<h2 class="description">Description</h2>
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A group of radio buttons.
<p>An instance of this object is always created and destroyed automatically by <a class="normal" href="CastleWindow.TMenuItemRadio.html">TMenuItemRadio</a> objects. All <a class="normal" href="CastleWindow.TMenuItemRadio.html">TMenuItemRadio</a> within the same group share the same <code>TMenuItemRadioGroup</code> instance.
<p>Never modify anything within this group using general TFPGObjectList properties. Instead always use methods defined here.</p>
<a name="PasDoc-Hierarchy"></a><h2 class="hierarchy">Hierarchy</h2>
<ul class="hierarchy"><li class="ancestor">TFPGObjectList</li>
<li class="thisitem">TMenuItemRadioGroup</li></ul><h2 class="overview">Overview</h2>
<a name="PasDoc-Methods"></a><h3 class="summary">Methods</h3>
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<td class="itemcode"><code>procedure <b><a href="CastleWindow.TMenuItemRadioGroup.html#Add">Add</a></b>(Item: <a href="CastleWindow.TMenuItemRadio.html">TMenuItemRadio</a>);</code></td>
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<td class="itemcode"><code>procedure <b><a href="CastleWindow.TMenuItemRadioGroup.html#Remove">Remove</a></b>(Item: <a href="CastleWindow.TMenuItemRadio.html">TMenuItemRadio</a>);</code></td>
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<td class="itemcode"><code>function <b><a href="CastleWindow.TMenuItemRadioGroup.html#Previous">Previous</a></b>(out Item: <a href="CastleWindow.TMenuItemRadio.html">TMenuItemRadio</a>): boolean;</code></td>
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<td class="itemcode"><code>function <b><a href="CastleWindow.TMenuItemRadioGroup.html#Next">Next</a></b>(out Item: <a href="CastleWindow.TMenuItemRadio.html">TMenuItemRadio</a>): boolean;</code></td>
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<a name="PasDoc-Properties"></a><h3 class="summary">Properties</h3>
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<td class="itemcode"><code>property <b><a href="CastleWindow.TMenuItemRadioGroup.html#Selected">Selected</a></b>: <a href="CastleWindow.TMenuItemRadio.html">TMenuItemRadio</a> read FSelected write SetSelected;</code></td>
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<h2 class="description">Description</h2>
<h3 class="detail">Methods</h3>
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<td class="itemcode"><a name="Add"></a><code>procedure <b>Add</b>(Item: <a href="CastleWindow.TMenuItemRadio.html">TMenuItemRadio</a>);</code></td>
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Adds an existing radio menu item to this group. After this, Item.Group will point to this group object.
<p>Note that Item.Checked may be changed to <code>False</code> if there already is a selected item in this group. If the added item already has Item.Checked = <code>False</code> then for sure it will not be changed (SelectedIndex can be left as -1).</p>
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<td class="itemcode"><a name="Remove"></a><code>procedure <b>Remove</b>(Item: <a href="CastleWindow.TMenuItemRadio.html">TMenuItemRadio</a>);</code></td>
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<td class="itemcode"><a name="Previous"></a><code>function <b>Previous</b>(out Item: <a href="CastleWindow.TMenuItemRadio.html">TMenuItemRadio</a>): boolean;</code></td>
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Return <code>previous</code> (from <a class="normal" href="CastleWindow.TMenuItemRadioGroup.html#Selected">Selected</a>) menu item in this group. If there is no <code>previous</code> item, but still <a class="normal" href="CastleWindow.TMenuItemRadioGroup.html#Selected">Selected</a> <> nil, return <a class="normal" href="CastleWindow.TMenuItemRadioGroup.html#Selected">Selected</a>. Only when there's no <a class="normal" href="CastleWindow.TMenuItemRadioGroup.html#Selected">Selected</a> item, returns <code>False</code>.</p>
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<td class="itemcode"><a name="Next"></a><code>function <b>Next</b>(out Item: <a href="CastleWindow.TMenuItemRadio.html">TMenuItemRadio</a>): boolean;</code></td>
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Return <code>next</code> (from <a class="normal" href="CastleWindow.TMenuItemRadioGroup.html#Selected">Selected</a>) menu item in this group. If there is no <code>next</code> item, but still <a class="normal" href="CastleWindow.TMenuItemRadioGroup.html#Selected">Selected</a> <> nil, return <a class="normal" href="CastleWindow.TMenuItemRadioGroup.html#Selected">Selected</a>. Only when there's no <a class="normal" href="CastleWindow.TMenuItemRadioGroup.html#Selected">Selected</a> item, returns <code>False</code>.</p>
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<h3 class="detail">Properties</h3>
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<td class="itemcode"><a name="Selected"></a><code>property <b>Selected</b>: <a href="CastleWindow.TMenuItemRadio.html">TMenuItemRadio</a> read FSelected write SetSelected;</code></td>
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<p>
This is the only currently Checked item.
<p>It can be nil if no item is checked currently (this can happen if you added all initial items with Checked = <code>False</code>, or if you later removed the checked item from the group; we need a state to represent this situation, that's why it's allowed for radio group to have none radio item chosen).</p>
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