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Interface IWindow

Represents a ImGui window for use with the built-in Dalamud.Interface.Windowing.WindowSystem.

Assembly: Dalamud.dll
Declaration
public interface IWindow

Derived:
Dalamud.Interface.Windowing.Window

Properties

Namespace

Gets or sets the namespace of the window.

Declaration
string? Namespace { get; set; }

WindowName

Gets or sets the name of the window. If you have multiple windows with the same name, you will need to append an unique ID to it by specifying it after "###" behind the window title.

Declaration
string WindowName { get; set; }

IsFocused

Gets or sets a value indicating whether the window is focused.

Declaration
bool IsFocused { get; set; }

RespectCloseHotkey

Gets or sets a value indicating whether this window is to be closed with a hotkey, like Escape, and keep game addons open in turn if it is closed.

Declaration
bool RespectCloseHotkey { get; set; }

DisableWindowSounds

Gets or sets a value indicating whether this window should not generate sound effects when opening and closing.

Declaration
bool DisableWindowSounds { get; set; }

OnOpenSfxId

Gets or sets a value representing the sound effect id to be played when the window is opened.

Declaration
uint OnOpenSfxId { get; set; }

OnCloseSfxId

Gets or sets a value representing the sound effect id to be played when the window is closed.

Declaration
uint OnCloseSfxId { get; set; }

DisableFadeInFadeOut

Gets or sets a value indicating whether this window should not fade in and out, regardless of the users' preference.

Declaration
bool DisableFadeInFadeOut { get; set; }

Position

Gets or sets the position of this window.

Declaration
Vector2? Position { get; set; }

PositionCondition

Gets or sets the condition that defines when the position of this window is set.

Declaration
ImGuiCond PositionCondition { get; set; }

Size

Gets or sets the size of the window. The size provided will be scaled by the global scale.

Declaration
Vector2? Size { get; set; }

SizeCondition

Gets or sets the condition that defines when the size of this window is set.

Declaration
ImGuiCond SizeCondition { get; set; }

SizeConstraints

Gets or sets the size constraints of the window. The size constraints provided will be scaled by the global scale.

Declaration
WindowSizeConstraints? SizeConstraints { get; set; }

Collapsed

Gets or sets a value indicating whether this window is collapsed.

Declaration
bool? Collapsed { get; set; }

CollapsedCondition

Gets or sets the condition that defines when the collapsed state of this window is set.

Declaration
ImGuiCond CollapsedCondition { get; set; }

Flags

Gets or sets the window flags.

Declaration
ImGuiWindowFlags Flags { get; set; }

ForceMainWindow

Gets or sets a value indicating whether this ImGui window will be forced to stay inside the main game window.

Declaration
bool ForceMainWindow { get; set; }

BgAlpha

Gets or sets this window's background alpha value.

Declaration
float? BgAlpha { get; set; }

ShowCloseButton

Gets or sets a value indicating whether this ImGui window should display a close button in the title bar.

Declaration
bool ShowCloseButton { get; set; }

AllowPinning

Gets or sets a value indicating whether this window should offer to be pinned via the window's titlebar context menu.

Declaration
bool AllowPinning { get; set; }

AllowClickthrough

Gets or sets a value indicating whether this window should offer to be made click-through via the window's titlebar context menu.

Declaration
bool AllowClickthrough { get; set; }

AllowBackgroundBlur

Gets or sets a value indicating whether this window should apply a blur effect to the background behind it when drawn, if the user has enabled this feature globally.

Declaration
bool AllowBackgroundBlur { get; set; }

IsPinned

Gets or sets a value indicating whether this window is pinned.

Declaration
bool IsPinned { get; set; }

IsClickthrough

Gets or sets a value indicating whether this window is click-through.

Declaration
bool IsClickthrough { get; set; }

TitleBarButtons

Gets or sets a list of available title bar buttons.

If Dalamud.Interface.Windowing.IWindow.AllowPinning or Dalamud.Interface.Windowing.IWindow.AllowClickthrough are set to true, and this features is not disabled globally by the user, an internal title bar button to manage these is added when drawing, but it will not appear in this collection. If you wish to remove this button, set both of these values to false.

Declaration
List<TitleBarButton> TitleBarButtons { get; set; }

IsOpen

Gets or sets a value indicating whether this window will stay open.

Declaration
bool IsOpen { get; set; }

RequestFocus

Gets or sets a value indicating whether this window will request focus from the window system next frame.

Declaration
bool RequestFocus { get; set; }

Methods

Toggle()

Toggle window is open state.

Declaration
void Toggle()

BringToFront()

Bring this window to the front.

Declaration
void BringToFront()

PreOpenCheck()

Code to always be executed before the open-state of the window is checked.

Declaration
void PreOpenCheck()

DrawConditions()

Additional conditions for the window to be drawn, regardless of its open-state.

Declaration
bool DrawConditions()
Returns

System.Boolean: True if the window should be drawn, false otherwise.

Remarks

Not being drawn due to failing this condition will not change focus or trigger OnClose. This is checked before PreDraw, but after Update.

PreDraw()

Code to be executed before conditionals are applied and the window is drawn.

Declaration
void PreDraw()

PostDraw()

Code to be executed after the window is drawn.

Declaration
void PostDraw()

Draw()

Code to be executed every time the window renders.

Declaration
void Draw()
Remarks

In this method, implement your drawing code. You do NOT need to ImGui.Begin your window.

OnOpen()

Code to be executed when the window is opened.

Declaration
void OnOpen()

OnClose()

Code to be executed when the window is closed.

Declaration
void OnClose()

OnSafeToRemove()

Code to be executed when the window is safe to be disposed or removed from the window system. Doing so in Dalamud.Interface.Windowing.IWindow.OnClose() may result in animations not playing correctly.

Declaration
void OnSafeToRemove()

Update()

Code to be executed every frame, even when the window is collapsed.

Declaration
void Update()