Castle Game Engine: CastleWindow: Class TMenuItemRadio

# Class TMenuItemRadio
Description | Hierarchy | Fields | Methods | Properties
## Unit CastleWindow ## Declaration `type TMenuItemRadio = class(TMenuItemChecked)` ## Description Menu radio item. Similar to TMenuItemChecked, but it belongs to a group and within this group only one (or none) radio button can be checked. Note that AutoCheckedToggle property has a little different meaning in this class: whenever user will click on some item, it will be automatically set to Checked = `True` and the rest of items within this group will be set to Checked = `False`. You can of course operate on Checked property explicitly, setting it to `True` or `False`. ## Hierarchy TObject TMenuEntry TMenuEntryWithCaption TMenuItem TMenuItemChecked TMenuItemRadio ## Overview ### Methods
| `procedure SetChecked(Value: boolean); override;`
| `procedure DoAutoCheckedToggle; override;`
| `constructor Create(const ACaption: String; AIntData: Integer; AChecked, AAutoCheckedToggle: boolean);`
| `constructor Create(const ACaption: String; AIntData: Integer; ACharKey: char; AChecked, AAutoCheckedToggle: boolean);`
| `constructor Create(const ACaption: String; AIntData: Integer; AKey: TKey; AChecked, AAutoCheckedToggle: boolean);`
| `destructor Destroy; override;`
### Properties
| `property Group: TMenuItemRadioGroup read FGroup write SetGroup;`
## Description ### Methods
| `procedure SetChecked(Value: boolean); override;`
| `procedure DoAutoCheckedToggle; override;`
| `constructor Create(const ACaption: String; AIntData: Integer; AChecked, AAutoCheckedToggle: boolean);`
| `constructor Create(const ACaption: String; AIntData: Integer; ACharKey: char; AChecked, AAutoCheckedToggle: boolean);`
| `constructor Create(const ACaption: String; AIntData: Integer; AKey: TKey; AChecked, AAutoCheckedToggle: boolean);`
| `destructor Destroy; override;`
### Properties
| `property Group: TMenuItemRadioGroup read FGroup write SetGroup;`
The list of radio items within this group. This is never `Nil`. Assigning this property is equivalent to adding yourself to the wanted group. I.e. `Item.Group := NewGroup;` is equivalent to NewGroup.Add(Item).
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