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EditorWindow.EndWindows

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public function EndWindows(): void;
public void EndWindows();
public def EndWindows() as void

Description

Close a window group started with EditorWindow.BeginWindows.


Simple editor Window with a window and a button inside.

	class GUIWindowDemo extends EditorWindow {
		// The position of the window
		var windowRect = Rect (100,100,200,200);

// Main GUI Function function OnGUI () { // Begin Window BeginWindows (); // All GUI.Window or GUILayout.Window must come inside here windowRect = GUILayout.Window (1, windowRect, DoWindow, "Hi There"); // Collect all the windows between the two. EndWindows (); } // The window function. This works just like ingame GUI.Window function DoWindow () { GUILayout.Button ("Hi"); GUI.DragWindow (); } // Add menu item to show this demo. @MenuItem ("Test/GUIWindow Demo") static function Init () { EditorWindow.GetWindow (GUIWindowDemo); } }

The placement of the BeginWindows / EndWindows pair determines where popup windows will appear; all windows are clipped to the clipping area defined by GUI.BeginGroup or GUI.BeginScrollView. A small example of that:


Simple editor window with a window and a button inside using scroll bars.

	class GUIWindowDemo2 extends EditorWindow {
		// The position of the window
		var windowRect = Rect (100,100,200,200);

// Scroll position var scrollPos = Vector2.zero;

function OnGUI () { // Set up a scroll view scrollPos = GUI.BeginScrollView ( new Rect (0, 0, position.width, position.height), scrollPos, new Rect (0, 0, 1000, 1000) );

// Same code as before - make a window. Only now, it's INSIDE the scrollview BeginWindows (); windowRect = GUILayout.Window (1, windowRect, DoWindow, "Hi There"); EndWindows (); // Close the scroll view GUI.EndScrollView (); } function DoWindow () { GUILayout.Button ("Hi"); GUI.DragWindow (); }

@MenuItem ("Test/GUIWindow Demo 2") static function Init () { EditorWindow.GetWindow (GUIWindowDemo2); } }