Style | An optional style to use for the window. If left out, the window style from the current GUISkin is used. |
id | ID number for the window (can be any value as long as it is unique). |
clientRect | Onscreen rectangle denoting the window's position and size. |
func | Script function to display the window's contents. |
text | Text to render inside the window. |
image | Image to render inside the window. |
content | GUIContent to render inside the window. |
style | Style information for the window. |
title | Text displayed in the window's title bar. |
Rect Onscreen rectangle denoting the window's position and size.
Make a popup window.
Windows float above normal GUI controls, feature click-to-focus and can optionally be dragged around by the end user. Unlike other controls, you need to pass them a separate function that renders the GUI controls inside the window.
Note: If you are using GUILayout to place your components inside the window, you should use GUILayout.Window. Also, if MonoBehaviour.useGUILayout is set to false then a call to GUI.Window will not have any effect, even though it is not a GUILayout function.var windowRect : Rect = Rect (20, 20, 120, 50); function OnGUI () { // Register the window. Notice the 3rd parameter windowRect = GUI.Window (0, windowRect, DoMyWindow, "My Window"); } // Make the contents of the window function DoMyWindow (windowID : int) { if (GUI.Button (Rect (10,20,100,20), "Hello World")) print ("Got a click"); }
using UnityEngine; using System.Collections; public class ExampleClass : MonoBehaviour { public Rect windowRect = new Rect(20, 20, 120, 50); void OnGUI() { windowRect = GUI.Window(0, windowRect, DoMyWindow, "My Window"); } void DoMyWindow(int windowID) { if (GUI.Button(new Rect(10, 20, 100, 20), "Hello World")) print("Got a click"); } }
import UnityEngine import System.Collections public class ExampleClass(MonoBehaviour): public windowRect as Rect = Rect(20, 20, 120, 50) def OnGUI() as void: windowRect = GUI.Window(0, windowRect, DoMyWindow, 'My Window') def DoMyWindow(windowID as int) as void: if GUI.Button(Rect(10, 20, 100, 20), 'Hello World'): print('Got a click')
You can use the same function to create multiple windows. Just make sure that each window has its own ID. Example:
var windowRect0 : Rect = Rect (20, 20, 120, 50); var windowRect1 : Rect = Rect (20, 100, 120, 50); function OnGUI () { // Register the window. We create two windows that use the same function // Notice that their IDs differ windowRect0 = GUI.Window (0, windowRect0, DoMyWindow, "My Window"); windowRect1 = GUI.Window (1, windowRect1, DoMyWindow, "My Window"); } // Make the contents of the window function DoMyWindow (windowID : int) { if (GUI.Button (Rect (10,20,100,20), "Hello World")) print ("Got a click in window " + windowID); // Make the windows be draggable. GUI.DragWindow (Rect (0,0,10000,10000)); }
using UnityEngine; using System.Collections; public class ExampleClass : MonoBehaviour { public Rect windowRect0 = new Rect(20, 20, 120, 50); public Rect windowRect1 = new Rect(20, 100, 120, 50); void OnGUI() { windowRect0 = GUI.Window(0, windowRect0, DoMyWindow, "My Window"); windowRect1 = GUI.Window(1, windowRect1, DoMyWindow, "My Window"); } void DoMyWindow(int windowID) { if (GUI.Button(new Rect(10, 20, 100, 20), "Hello World")) print("Got a click in window " + windowID); GUI.DragWindow(new Rect(0, 0, 10000, 10000)); } }
import UnityEngine import System.Collections public class ExampleClass(MonoBehaviour): public windowRect0 as Rect = Rect(20, 20, 120, 50) public windowRect1 as Rect = Rect(20, 100, 120, 50) def OnGUI() as void: windowRect0 = GUI.Window(0, windowRect0, DoMyWindow, 'My Window') windowRect1 = GUI.Window(1, windowRect1, DoMyWindow, 'My Window') def DoMyWindow(windowID as int) as void: if GUI.Button(Rect(10, 20, 100, 20), 'Hello World'): print(('Got a click in window ' + windowID)) GUI.DragWindow(Rect(0, 0, 10000, 10000))
To stop showing a window, simply stop calling GUI.Window from inside your main OnGUI function:
// boolean variable to decide whether to show the window or not. // Change this from the in-game GUI, scripting, the inspector or anywhere else to // decide whether the window is visible var doWindow0 : boolean = true; // Make the contents of the window. function DoWindow0 (windowID : int) { GUI.Button (Rect (10,30, 80,20), "Click Me!"); } function OnGUI () { // Make a toggle button for hiding and showing the window doWindow0 = GUI.Toggle (Rect (10,10,100,20), doWindow0, "Window 0"); // Make sure we only call GUI.Window if doWindow0 is true. if (doWindow0) GUI.Window (0, Rect (110,10,200,60), DoWindow0, "Basic Window"); }
using UnityEngine; using System.Collections; public class ExampleClass : MonoBehaviour { public bool doWindow0 = true; void DoWindow0(int windowID) { GUI.Button(new Rect(10, 30, 80, 20), "Click Me!"); } void OnGUI() { doWindow0 = GUI.Toggle(new Rect(10, 10, 100, 20), doWindow0, "Window 0"); if (doWindow0) GUI.Window(0, new Rect(110, 10, 200, 60), DoWindow0, "Basic Window"); } }
import UnityEngine import System.Collections public class ExampleClass(MonoBehaviour): public doWindow0 as bool = true def DoWindow0(windowID as int) as void: GUI.Button(Rect(10, 30, 80, 20), 'Click Me!') def OnGUI() as void: doWindow0 = GUI.Toggle(Rect(10, 10, 100, 20), doWindow0, 'Window 0') if doWindow0: GUI.Window(0, Rect(110, 10, 200, 60), DoWindow0, 'Basic Window')
To make a window that gets its size from automatic GUI layouting, use GUILayout.Window. Call Ordering Windows need to be drawn back-to-front; windows on top of other windows need to be drawn later than the ones below them. This means that you can not count on your DoWindow functions to be called in any particular order. In order for this to work seamlessly, the following values are stored when you create your window (using the Window function), and retrieved when your DoWindow gets called: GUI.skin, GUI.enabled, GUI.color, GUI.backgroundColor, GUI.contentColor, GUI.matrix.
var windowRect0 : Rect = Rect (20, 20, 120, 50); var windowRect1 : Rect = Rect (20, 100, 120, 50); function OnGUI () { // Here we make 2 windows. We set the GUI.color value to something before each. GUI.color = Color.red; windowRect0 = GUI.Window (0, windowRect0, DoMyWindow, "Red Window"); GUI.color = Color.green; windowRect1 = GUI.Window (1, windowRect1, DoMyWindow, "Green Window"); } // Make the contents of the window. // The value of GUI.color is set to what it was when the window // was created in the code above. function DoMyWindow (windowID : int) { if (GUI.Button (Rect (10,20,100,20), "Hello World")) print ("Got a click in window with color " + GUI.color); // Make the windows be draggable. GUI.DragWindow (Rect (0,0,10000,10000)); }
using UnityEngine; using System.Collections; public class ExampleClass : MonoBehaviour { public Rect windowRect0 = new Rect(20, 20, 120, 50); public Rect windowRect1 = new Rect(20, 100, 120, 50); void OnGUI() { GUI.color = Color.red; windowRect0 = GUI.Window(0, windowRect0, DoMyWindow, "Red Window"); GUI.color = Color.green; windowRect1 = GUI.Window(1, windowRect1, DoMyWindow, "Green Window"); } void DoMyWindow(int windowID) { if (GUI.Button(new Rect(10, 20, 100, 20), "Hello World")) print("Got a click in window with color " + GUI.color); GUI.DragWindow(new Rect(0, 0, 10000, 10000)); } }
import UnityEngine import System.Collections public class ExampleClass(MonoBehaviour): public windowRect0 as Rect = Rect(20, 20, 120, 50) public windowRect1 as Rect = Rect(20, 100, 120, 50) def OnGUI() as void: GUI.color = Color.red windowRect0 = GUI.Window(0, windowRect0, DoMyWindow, 'Red Window') GUI.color = Color.green windowRect1 = GUI.Window(1, windowRect1, DoMyWindow, 'Green Window') def DoMyWindow(windowID as int) as void: if GUI.Button(Rect(10, 20, 100, 20), 'Hello World'): print(('Got a click in window with color ' + GUI.color)) GUI.DragWindow(Rect(0, 0, 10000, 10000))
Note that you can use the alpha component of GUI.color to fade windows in and out.
See Also: DragWindow, BringWindowToFront, BringWindowToBack.