Hud
Window hud
Fields:
DontDrawDefaultWindow boolean
If this is true, you manage showing/hiding/drawing your own window. Use ShouldShow / ShouldHide events
LastPreRenderTimeMS number
The time it took to run the most recent PreRender event for this hud, in milliseconds.
LastRenderTimeMS number
The time it took to run the most recent Render event for this hud, in milliseconds.
Name string
Name of the hud. This should be unique to your window. Two windows with the same name will share state.
ShowInBar boolean
Wether to show this hud in the bar
Title string
Window title if not using CustomWindowDrawing
Visible boolean
Wether the window is visible or not. If CustomWindowDrawing is true, this only reflects what the bar thinks. It's up to you to use ShouldShow/ShouldHide to manage its actual state.
WindowPositionRelative Vector2
WindowSettings ImGuiWindowFlags
Window settings flags
WindowViewport ImGuiViewportPtr
Events:
OnCreateTextures EventArgs
Fired after the device is reset. You should recreate your textures here.
OnDestroyTextures EventArgs
Fired before the device is reset, you should unload any textures you have, and recreate them inside the CreateTextures event.
OnPreRender EventArgs
Use this to set state for the next window, like with ImGui::SetNextWindowPos
Methods:
Dispose() : nil
Destroy the hud
GetPropertyKeys() : string[]
Returns a list of strings of all public property / field names. Useful for reflection on UserData in lua scripts
ToString() : string
Returns a string that represents the current object.