Castle Game Engine: CastleOnScreenMenu: Class TMenuIntegerSlider

# Class TMenuIntegerSlider
Description | Hierarchy | Fields | Methods | Properties
## Unit CastleOnScreenMenu ## Declaration `type TMenuIntegerSlider = class(TMenuSlider)` ## Description no description available, TMenuSlider description follows no description available, TMenuAccessory description follows Attachment to a specific menu item of TCastleOnScreenMenu, for example may store a value associated with given menu option, and allow to change it by a slider. ## Hierarchy TObject TMenuAccessory TMenuSlider TMenuIntegerSlider ## Overview ### Methods
| `constructor Create(const ABeginRange, AEndRange, AValue: Integer);`
| `procedure Draw(const Rectangle: TRectangle); override;`
| `function KeyDown(Key: TKey; C: char; ParentMenu: TCastleOnScreenMenu): boolean; override;`
| `function MouseDown(const Event: TInputPressRelease; const Rectangle: TRectangle; ParentMenu: TCastleOnScreenMenu): boolean; override;`
| `procedure Motion(const Event: TInputMotion; const Rectangle: TRectangle; ParentMenu: TCastleOnScreenMenu); override;`
| `function ValueToStr(const AValue: Integer): string; virtual;`
### Properties
| `property BeginRange: Integer read FBeginRange;`
| `property EndRange: Integer read FEndRange;`
| `property Value: Integer read FValue write FValue;`
## Description ### Methods
| `constructor Create(const ABeginRange, AEndRange, AValue: Integer);`
| `procedure Draw(const Rectangle: TRectangle); override;`
| `function KeyDown(Key: TKey; C: char; ParentMenu: TCastleOnScreenMenu): boolean; override;`
| `function MouseDown(const Event: TInputPressRelease; const Rectangle: TRectangle; ParentMenu: TCastleOnScreenMenu): boolean; override;`
| `procedure Motion(const Event: TInputMotion; const Rectangle: TRectangle; ParentMenu: TCastleOnScreenMenu); override;`
| `function ValueToStr(const AValue: Integer): string; virtual;`
### Properties
| `property BeginRange: Integer read FBeginRange;`
| `property EndRange: Integer read FEndRange;`
| `property Value: Integer read FValue write FValue;`
Current value. When setting this property, always make sure that it's within the allowed range.
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