59 lines
2.0 KiB
Markdown
59 lines
2.0 KiB
Markdown
# WBP_PauseMenu — Widget (Pause Menu)
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**Parent:** `UUserWidget`
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**Used by:** `SS_UIManager.PushMenu("PauseMenu")`
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**Depends On:** `SS_UIManager`, `SS_SaveManager`, `GI_GameFramework`
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---
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### Purpose
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In-game pause overlay with Resume, Save, Load, Settings, Return to Main Menu.
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### Variables
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| Name | Type | Description |
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|------|------|-------------|
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| `ResumeButton` | `Button` | Closes menu, resumes game |
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| `SaveButton` | `Button` | Manual save |
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| `LoadButton` | `Button` | Load a different save |
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| `SettingsButton` | `Button` | Opens settings |
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| `QuitToMenuButton` | `Button` | Confirm quit to main menu |
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### Functions
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| Name | Inputs | Outputs | Description |
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|------|--------|---------|-------------|
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| `OnResume` | — | — | SS_UIManager.CloseTopMenu, set game phase back to InGame |
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| `OnSave` | — | — | SS_SaveManager.CreateManualSave, show notification |
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| `OnLoad` | — | — | Push load slot selection via SS_UIManager |
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| `OnSettings` | — | — | SS_UIManager.PushMenu "SettingsMenu" |
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| `OnQuitToMenu` | — | — | Show confirmation, confirm calls OpenMainMenu |
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### Blueprint Flow — Pause Menu Open
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```mermaid
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sequenceDiagram
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participant Player as Player
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participant UIMgr as SS_UIManager
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participant GM as GI_GameFramework
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participant HUD as WBP_HUDController
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Player->>UIMgr: Press ESC
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UIMgr->>GM: SetGamePhase Paused
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GM->>HUD: OnPhaseChanged Paused
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HUD->>HUD: Hide diegetic elements
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UIMgr->>UIMgr: PushMenu PauseMenu
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Note over UIMgr: Show mouse cursor
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Note over UIMgr: Input mode = UI Only
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```
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### Communications With
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| Target System | Method | Why |
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|--------------|--------|-----|
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| [`SS_UIManager`](44_SS_UIManager.md) | Push/Pop/Close/Open | Menu lifecycle |
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| [`GI_GameFramework`](../01-core/04_GI_GameFramework.md) | SetGamePhase, dispatchers | Phase transitions |
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| [`SS_SaveManager`](../05-saveload/28_SS_SaveManager.md) | Save/Load functions | Save slots |
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### Reuse Notes
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- Split from original bundled `36_WBP_MenuWidgets.md` per Clean Slate refactoring plan |