Legacy Documentation: Version 2018.1 (Go to current version)
LanguageEnglish
  • C#
  • JS

Script language

Select your preferred scripting language. All code snippets will be displayed in this language.

GUI.Window

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

public static method Window(id: int, clientRect: Rect, func: GUI.WindowFunction, text: string): Rect;
public static Rect Window(int id, Rect clientRect, GUI.WindowFunction func, string text);
public static method Window(id: int, clientRect: Rect, func: GUI.WindowFunction, image: Texture): Rect;
public static Rect Window(int id, Rect clientRect, GUI.WindowFunction func, Texture image);
public static method Window(id: int, clientRect: Rect, func: GUI.WindowFunction, content: GUIContent): Rect;
public static Rect Window(int id, Rect clientRect, GUI.WindowFunction func, GUIContent content);
public static method Window(id: int, clientRect: Rect, func: GUI.WindowFunction, text: string, style: GUIStyle): Rect;
public static Rect Window(int id, Rect clientRect, GUI.WindowFunction func, string text, GUIStyle style);
public static method Window(id: int, clientRect: Rect, func: GUI.WindowFunction, image: Texture, style: GUIStyle): Rect;
public static Rect Window(int id, Rect clientRect, GUI.WindowFunction func, Texture image, GUIStyle style);
public static method Window(id: int, clientRect: Rect, func: GUI.WindowFunction, title: GUIContent, style: GUIStyle): Rect;
public static Rect Window(int id, Rect clientRect, GUI.WindowFunction func, GUIContent title, GUIStyle style);

Parameters

StyleAn optional style to use for the window. If left out, the window style from the current GUISkin is used.
idID number for the window (can be any value as long as it is unique).
clientRectOnscreen rectangle denoting the window's position and size.
funcScript function to display the window's contents.
textText to render inside the window.
imageImage to render inside the window.
contentGUIContent to render inside the window.
styleStyle information for the window.
titleText displayed in the window's title bar.

Returns

Rect Onscreen rectangle denoting the window's position and size.

Description

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.

no example available in JavaScript
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { public Rect windowRect = new Rect(20, 20, 120, 50);

void OnGUI() { // Register the window. Notice the 3rd parameter windowRect = GUI.Window(0, windowRect, DoMyWindow, "My Window"); }

// Make the contents of the window void DoMyWindow(int windowID) { if (GUI.Button(new 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:

no example available in JavaScript
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() { // 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 void DoMyWindow(int windowID) { if (GUI.Button(new Rect(10, 20, 100, 20), "Hello World")) { print("Got a click in window " + windowID); }

// Make the windows be draggable. GUI.DragWindow(new Rect(0, 0, 10000, 10000)); } }

To stop showing a window, simply stop calling GUI.Window from inside your main OnGUI function:

no example available in JavaScript
// 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

using UnityEngine; using System.Collections;

public class ExampleClass : MonoBehaviour { public bool doWindow0 = true;

// Make the contents of the window. void DoWindow0(int windowID) { GUI.Button(new Rect(10, 30, 80, 20), "Click Me!"); }

void OnGUI() { // Make a toggle button for hiding and showing the window doWindow0 = GUI.Toggle(new Rect(10, 10, 100, 20), doWindow0, "Window 0");

// Make sure we only call GUI.Window if doWindow0 is true. if (doWindow0) { GUI.Window(0, new 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.

no example available in JavaScript
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() { // 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. 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); }

// Make the windows be draggable. GUI.DragWindow(new 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.

对文档有任何疑问,请移步至开发者社区提问,我们将尽快为您解答