AddItem
Add an item to the menu.
Read time 2 minutesLast updated 5 days ago
Definition
- Type: Method
- Namespace: UnityEditor
- Assembly: UnityEditor.CoreModule
AddItem(GUIContent, bool, MenuFunction)
Add an item to the menu.
public void AddItem(GUIContent content, bool on, GenericMenu.MenuFunction func)
Parameters
The GUIContent to add as a menu item.
Specifies whether to show the item is currently activated (i.e. a tick next to the item in the menu).
The function to call when the menu item is selected.
Remarks
Additional Resources: GenericMenu.AddDisabledItem, GenericMenu.AddSeparator.
AddItem(GUIContent, bool, MenuFunction2, Object)
Add an item to the menu.
public void AddItem(GUIContent content, bool on, GenericMenu.MenuFunction2 func, object userData)
Parameters
The GUIContent to add as a menu item.
Specifies whether to show the item is currently activated (i.e. a tick next to the item in the menu).
The function to call when the menu item is selected.
The data to pass to the function called when the item is selected.
Remarks
Additional Resources: GenericMenu.AddDisabledItem, GenericMenu.AddSeparator.
Examples
// This example shows how to create a context menu inside a custom EditorWindow.using UnityEngine;using UnityEditor;public class MyWindow : EditorWindow{ [MenuItem("TestContextMenu/Open Window")] public static void Init() { var window = GetWindow(typeof(MyWindow)); window.position = new Rect(50, 50, 250, 60); window.Show(); } public void Callback(object obj) { Debug.Log("Selected: " + obj); } public void OnGUI() { Event evt = Event.current; Rect contextRect = new Rect(10, 10, 100, 100); if (evt.type == EventType.ContextClick) { Vector2 mousePos = evt.mousePosition; if (contextRect.Contains(mousePos)) { // Now create the menu, add items and show it GenericMenu menu = new GenericMenu(); menu.AddItem(new GUIContent("MenuItem1"), false, Callback, "item 1"); menu.AddItem(new GUIContent("MenuItem2"), false, Callback, "item 2"); menu.AddSeparator(""); menu.AddItem(new GUIContent("SubMenu/MenuItem3"), false, Callback, "item 3"); menu.AddItem(new GUIContent("SubMenu/MenuItem4"), false, Callback, "item 4"); menu.AddItem(new GUIContent("SubMenu/MenuItem5"), false, Callback, "item 5"); menu.AddSeparator("SubMenu/"); menu.AddItem(new GUIContent("SubMenu/MenuItem6"), false, Callback, "item 6"); menu.ShowAsContext(); evt.Use(); } } }}
// This example shows how to create a context menu inside a custom EditorWindow.using UnityEngine;using UnityEditor;public class MyWindow : EditorWindow{ [MenuItem("TestContextMenu/Open Window")] public static void Init() { var window = GetWindow(typeof(MyWindow)); window.position = new Rect(50, 50, 250, 60); window.Show(); } bool item2enabled = false; public void Toggle() { item2enabled = !item2enabled; Debug.Log("item2enabled: " + item2enabled); } public void Item2Callback() { Debug.Log("Item 2 Selected"); } public void OnGUI() { Event evt = Event.current; Rect contextRect = new Rect(10, 10, 100, 100); if (evt.type == EventType.ContextClick) { Vector2 mousePos = evt.mousePosition; if (contextRect.Contains(mousePos)) { // Now create the menu, add items and show it GenericMenu menu = new GenericMenu(); menu.AddItem(new GUIContent("Toggle item 2"), item2enabled, Toggle); if (item2enabled) { menu.AddItem(new GUIContent("Item 2"), false, Item2Callback); } else { menu.AddDisabledItem(new GUIContent("Item 2")); } menu.ShowAsContext(); evt.Use(); } } }}