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Surfaces

Dialog

Bit.BlazorUI

A modal pop-up that puts a short decision in front of the page and waits for an answer. It comes with a title, a message and an Ok/Cancel pair out of the box, takes the focus and holds it while it is open, closes on Escape or on a click outside, and hands back both which button ended it and which gesture did - either through a two-way bound IsOpen or through an awaitable Show() call.

Notes

A Dialog is for a decision, not for a document: a sentence of context and two buttons. Where the overlay has to hold a form, a wizard or a long read, reach for Modal instead.

The Dialog names itself to a screen reader from its Title and describes itself from its Subtitle or Message, so a Dialog built entirely from custom content has neither - give it an AriaLabel, or point TitleAriaId and SubtitleAriaId at headings of your own.

IsBlocking is the "you must answer this" switch: it turns off both the click-outside and the Escape key, and it promotes the ARIA role to alertdialog so the Dialog interrupts a screen reader. A dismissal it refuses is answered with a shake rather than swallowed, so the gesture never reads as a page that has stopped responding - but keep it for the cases that really cannot be walked away from. IsModeless is the opposite end: no overlay, the page behind stays clickable, Tab is free to walk out of the Dialog and on into it, and the Dialog announces itself with aria-modal="false". It still takes the focus when it opens, the way any dialog does; turn AutoFocus off where it should not.

The focus is the part that is easiest to get wrong. By default the Dialog moves the focus onto the first thing inside it, keeps Tab cycling within it, and hands the focus back to whatever opened it once it closes. For a destructive confirmation, point AutoFocusButton at the safe answer so a stray Enter cannot carry the destructive one out, and use AutoFocusSelector where the field the user came for is not the first one in the Dialog.

AutoToggleScroll is off by default, so the page behind the overlay still scrolls. Turn it on for a full-screen modal Dialog, and point ScrollerSelector or ScrollerElement at the right element when the Dialog is inside a scrollable of its own rather than over the page. A Dialog inside a BitAppShell holds the shell's scroller without being told to, since the shell cascades it - the body of such an app never scrolls, so holding it would hold nothing.

OnOk is awaited: the Dialog shows a spinner in place of the Ok text while the callback runs and only closes once it returns, so a save can hold the Dialog open until it succeeds - and a callback that throws leaves it open, unanswered, for another try. IsOkButtonEnabled is the other half of that: it holds the Ok button shut until the content of the Dialog has produced the answer it is asking for.

OnDismissing runs before every closing the Dialog carries out itself, Close() and Toggle() among them, and setting Cancel on its arguments refuses that closing - which is how a Dialog holds on to a half-written form without becoming a Dialog that can never be left. Leave one way out always let through.

A Dialog is unmounted when it closes, which is what keeps a closed one costing nothing. KeepMounted leaves it in the DOM, hidden, for the case where the content is expensive to build or holds state the user is meant to come back to - and nothing of it is rendered until the first time it opens, so a Dialog that is never opened still costs nothing either.

A Dialog is as wide and as tall as its content, never outgrows the area it is positioned in, and stops widening at the width the theme names, so a short confirmation never spans a desktop screen. MaxWidth replaces that ceiling where a Dialog wants a wider one, and Color paints its two action buttons, which is what Error alongside an AutoFocusButton of Cancel is for.

Usage

Every example is live. Open its code to see exactly what produced the component running underneath.

Basic

A Dialog needs nothing but a way to open it. Bind IsOpen and give it a Title and a Message: it renders the header with its close button, the message, and the Ok/Cancel pair, and closes itself on any of the three.

Buttons

OkText and CancelText relabel the two actions - say what will happen rather than "Ok", so the answer is readable without the message above it. ShowOkButton, ShowCancelButton and ShowCloseButton each remove one of the three buttons; a Dialog with none of them left is still closed by Escape and by a click outside, unless IsBlocking takes those away too.

The answer a Dialog asks for is not always available the moment it opens. IsOkButtonEnabled holds the Ok button shut until it is - a consent that has to be ticked, a name that has to be typed - and IsCancelButtonEnabled does the same for Cancel. Unlike IsEnabled, which turns the whole Dialog off, they leave every other way out working, so a Dialog whose Ok is gated is still a Dialog that can be walked away from. The focus skips a button it cannot land on: point AutoFocusButton at a disabled Ok and it falls back to the first focusable element instead.

Header & footer

Subtitle adds a quieter second line under the title, and is what describes the Dialog to a screen reader when it is set. HeaderTemplate replaces the title block entirely while keeping the close button beside it, and FooterTemplate adds a band under the body that stays put while the body scrolls.

Custom content

Anything put between the tags - or into the Body fragment, which is the same slot under another name - is rendered inside the scrollable body, above the buttons. A Dialog built this way carries no title of its own, so give it an AriaLabel or point TitleAriaId at the heading you wrote.



Result is:

Result

Result reports the answer the last showing was given: Ok or Cancel when one of those buttons ended it, and null when it was dismissed with the close button, a click outside or the Escape key. DismissReason reports the gesture instead - the four above, plus Programmatic for the page closing the Dialog itself - which is what tells the answerless endings apart from one another. Both are reset each time the Dialog opens, and both are in place before OnDismiss and IsOpenChanged run.



Result is: (none yet)
Dismiss reason is: -
Show() opens the Dialog and gives back a task that completes with that same result, which turns a confirmation into a single awaited line. Whatever ends the showing - a button, a dismissal, or the page closing the Dialog itself - completes the task, so it never hangs.



Awaited result is: (not shown yet)

Events

OnOpen fires once the Dialog is on screen, OnOk, OnCancel and OnClose each fire for their own button, OnOverlayClick fires for every click on the overlay whether or not it goes on to close the Dialog, and OnDismiss fires for every closing the Dialog carries out itself - a Close() or Toggle() call included, but not the page simply setting IsOpen to false behind its back. OnOk is awaited and the Ok button shows a spinner while it runs - press Ok below and watch it wait a second before the Dialog closes. A callback that throws leaves the Dialog open and unanswered, so the user can try again.



Last event: -

Dismiss behavior

By default a click on the overlay and the Escape key both dismiss the Dialog. IsBlocking turns off both and promotes the role to alertdialog, leaving the buttons as the only way out; IsAlert sets that role by hand where a Dialog should interrupt a screen reader without being blocking, or should stay a plain dialog while it is. CloseOnEscape turns off only the key, and IsModeless removes the overlay altogether so the page behind stays clickable. Try pressing Escape or clicking outside the first two - a dismissal the Dialog will not act on is answered with a shake rather than silently ignored, and with a ring around the surface where the reader has asked for less motion. Press again while the shake is still running and it starts over, so the second gesture is answered as plainly as the first.

OnDismissPrevented fires with the gesture that was refused, so the Dialog can say why instead of only shaking - and fires for a closing OnDismissing turned down as well, which the next section is about. Press Escape or click outside the one below.

Guarded close

OnDismissing runs before every closing the Dialog carries out itself - each of its three buttons, a click on the overlay, the Escape key, and a Close() or Toggle() call - and setting Cancel on the arguments leaves the Dialog where it is. Read Reason to tell the gestures apart: holding on to a half-written form when Escape is pressed is not the same as refusing the Cancel button the user has just aimed at. The callback is awaited, so it can run work of its own first - a confirmation of its own among it.

A refused closing is played back exactly like a refused dismissal - the surface shakes and OnDismissPrevented is raised with the same reason - and leaves the showing unanswered, so Result is put back to what it was before the button was pressed. NoDismissPreventedAnimation turns off the shake for a Dialog that explains the refusal some other way. Leave one way out that is always let through, the way Save is below, or the Dialog becomes a trap.




Last refused gesture: -
Result is: (none yet)

Focus management

A Dialog moves the focus onto the first focusable element it holds when it opens (AutoFocus), keeps Tab and Shift+Tab cycling inside it while it is open (TrapFocus), and hands the focus back to whatever opened it when it closes (RestoreFocus). Open either Dialog below with the keyboard and tab around to feel the difference.

AutoFocusButton puts the focus on one of the Dialog's own buttons instead. For a confirmation that cannot be undone, point it at the safe answer so a stray Enter cannot carry the destructive one out.

AutoFocusSelector names an element of your own instead. The Dialog below opens with a link above the field, which is where the focus would otherwise land; the selector puts it in the field the user actually came for. A selector that matches nothing visible falls back to the first focusable element, so a Dialog whose content varies never opens with the focus left behind on the page.

Absolute position

AbsolutePosition swaps the fixed positioning for absolute, so the Dialog covers its nearest positioned ancestor instead of the screen. That is what puts a Dialog inside a card or a panel rather than over the whole page.

Every story starts with a blank canvas, a quiet space waiting to be filled with ideas, emotions, and dreams. These placeholder words symbolize the beginning-a moment of possibility where creativity has yet to take shape. Imagine this text as the scaffolding of something remarkable, a foundation upon which connections and inspirations will be built. Soon, these lines will transform into narratives that provoke thought, spark emotion, and resonate with those who encounter them. Until then, they remind us of the beauty in potential the quiet magic of beginnings, where everything is still to come, and the possibilities are boundless. This space is yours to craft, yours to shape, yours to bring to life.

Scroll locking

AutoToggleScroll stops the page behind the overlay from scrolling for as long as the Dialog is open, and gives it back afterwards - including when the Dialog is disposed while still open. The holds are counted, so a scroller held by two overlays at once is only released by the second of them to close. ScrollerSelector (or ScrollerElement) names what to lock when the Dialog sits over a scrollable of its own rather than over the page; inside a BitAppShell the shell's own scroller is held without either of them being set, since the body of such an app never scrolls.

Once upon a time, stories wove connections between people, a symphony of voices crafting shared dreams. Each word carried meaning, each pause brought understanding. Placeholder text reminds us of that moment when possibilities are limitless, waiting for content to emerge. The spaces here are open for growth, for ideas that change minds and spark emotions. This is where the journey begins your words will lead the way.
Every story starts with a blank canvas, a quiet space waiting to be filled with ideas, emotions, and dreams. These placeholder words symbolize the beginning-a moment of possibility where creativity has yet to take shape. Imagine this text as the scaffolding of something remarkable, a foundation upon which connections and inspirations will be built. Soon, these lines will transform into narratives that provoke thought, spark emotion, and resonate with those who encounter them. Until then, they remind us of the beauty in potential the quiet magic of beginnings, where everything is still to come, and the possibilities are boundless. This space is yours to craft, yours to shape, yours to bring to life.
In the beginning, there is silence a blank canvas yearning to be filled, a quiet space where creativity waits to awaken. These words are temporary, standing in place of ideas yet to come, a glimpse into the infinite possibilities that lie ahead. Think of this text as a bridge, connecting the empty spaces of now with the vibrant narratives of tomorrow. It whispers of the stories waiting to be told, of the thoughts yet to be shaped into meaning, and the emotions ready to resonate with every reader.
In this space, potential reigns supreme. It is a moment suspended in time, where imagination dances freely and each word has the power to transform into something extraordinary. Here lies the start of something new-an opportunity to craft, inspire, and create. Whether it's a tale of adventure, a reflection of truth, or an idea that sparks change, these lines are yours to fill, to shape, and to make uniquely yours. The journey begins here, in this quiet moment where everything is possible.

Position

Position moves the Dialog off the centre of the screen. The Left and Right values are physical and stay on the same side in both reading directions; the Start and End values follow the reading direction, so TopStart is the top left in an LTR Dialog and the top right in an RTL one.

The same two Dialogs in an RTL layout, one pinned to the physical TopLeft and one to the logical TopStart - which lands on the right, where an RTL reader starts.

Draggable

IsDraggable lets the Dialog be moved around, which is what a modeless Dialog the user needs to look behind wants. It is dragged by its header, the way a window is dragged by its title bar, so the content underneath stays selectable and a scrolling body still scrolls on a touch screen; a Dialog with no header at all is dragged by its whole surface instead - and its body still scrolls under a finger, since a body that cannot be scrolled is a worse trade than one that has to be dragged by its edges. DragElementSelector points the grab area at an element of your own. Either way the Dialog stays inside the area it was positioned in, so it cannot be dragged off an edge and out of reach, and it comes back where it was laid out the next time it is shown rather than where it was last left. Both are read again on every render, so the toggle below takes effect on a Dialog that is already open.


DragElementSelector points the grab area at an element of your own - the title bar of a Dialog built entirely from custom content, as here. Controls inside the handle keep working: a pointer that lands on a button, a field or a link is reaching for it rather than asking to move the window.

Nested dialogs

A Dialog opened from inside another one stacks on top of it, and the keyboard follows: Escape closes only the Dialog that has the focus, so answering the inner one leaves the outer one standing rather than tearing both of them down with a single key.

Keep mounted

A Dialog is unmounted when it closes, so its content is built afresh - and starts empty - the next time it opens. KeepMounted leaves it in the DOM, hidden, which keeps whatever the user had typed, at the cost of that content living and re-rendering for as long as the page does - so it is for the Dialog whose state is worth coming back to rather than for every Dialog. Nothing is rendered until the first opening, so the cost starts when the Dialog is first used rather than when the page is first drawn. Type into both of the Dialogs below, close them, and open them again.

Programmatic control

A Dialog captured with @ref can be driven through its Open, Close and Toggle methods, which is the way to reach one from code that has no field to bind IsOpen to. The methods and the binding are the same state, so a Dialog opened through Open() still closes on Escape or on a click outside - and Close() goes the way the Dialog's own gestures do, so OnDismissing can refuse it.

DefaultIsOpen is the state a Dialog starts in while it is left to manage its own openness - that is, while IsOpen is not set at all. It is read once, so closing such a Dialog is not undone by the next render of the page around it.

Color

Color paints the Ok and Cancel buttons, the Ok spinner and the focus ring around either of them. It leaves the surface, the title and the message alone, since the color of a Dialog belongs to the answer it is asking for rather than to the sheet it is asking on. Error, with AutoFocusButton pointed at the safe answer, is what a destructive confirmation looks like. The eight semantic colors are the ones to reach for; the background, foreground and border colors are there for a Dialog that has to match a surface rather than report a severity.

External Icons

The close button takes the Cancel glyph from the built-in Fluent set by default. CloseIconName swaps it for another built-in one, and CloseIcon takes a BitIconInfo so the glyph can come from FontAwesome, Bootstrap Icons or any other CSS icon font. CloseButtonTitle relabels it for screen readers and tooltips.

FontAwesome:







Bootstrap:



Size

A Dialog is as wide and as tall as its content, and never grows past the area it is positioned in. It stops widening at the width the theme names (--bit-siz-dialog-max-width, a calculated value that lands on 520px in Fluent by default, 600px in Fluent 2, 560px in Material, 270px in Cupertino), so a two-sentence confirmation cannot span a desktop screen with its message on one long line. Width, MinWidth, MaxWidth, Height, MinHeight and MaxHeight each take any CSS length and put a size of your own on the surface, replacing that default: min(100%, 40rem) is the whole of a wider Dialog that still fits a phone. FullWidth, FullHeight and FullSize stretch the Dialog across the whole area instead, which is what a Dialog on a phone screen usually wants, and take precedence over the six.

Style & Class

Beyond the root Style and Class, the Styles and Classes parameters take a BitDialogClassStyles that targets each part on its own - the overlay, the container, the header and its title, subtitle, close button and icon, the body and its message, the buttons container with the Ok and Cancel buttons and the Ok spinner, and the footer.

RTL

Set Dir to Rtl to lay the Dialog out for right-to-left languages: the close button moves to the left of the header, the action buttons mirror, and a Start/End position follows along with them.

API

Every parameter, public member, sub-class and enum this component exposes.

BitDialog parameters

Name Type Default value Description
AbsolutePosition bool false When true, the Dialog will be positioned absolute instead of fixed, so it covers its nearest positioned ancestor instead of the screen.
AutoFocus bool true Moves the focus into the Dialog when it opens, onto the first focusable element it holds, falling back to the Dialog itself when it holds none.
AutoFocusButton BitDialogButton? null Which of the Dialog's own buttons AutoFocus lands on, instead of the first focusable element the Dialog holds. Takes precedence over AutoFocusSelector.
AutoFocusSelector string? null The CSS selector of the element inside the Dialog that AutoFocus lands on, instead of the first focusable element it holds. A selector that matches nothing visible falls back to that first element.
AutoToggleScroll bool false Enables the auto scrollbar toggle behavior of the Dialog, which stops the scroller from scrolling for as long as the Dialog is open. The scroller is the one ScrollerElement or ScrollerSelector names, the one a surrounding BitAppShell cascades when neither does, and the page when there is no shell either.
Body RenderFragment? null Alias for child content.
CancelText string? Cancel The text of the cancel button.
ChildContent RenderFragment? null The content of the Dialog, it can be any custom tag or text.
Classes BitDialogClassStyles? null Custom CSS classes for different parts of the BitDialog component.
CloseButtonTitle string? null The title (and aria-label) of the close button, for accessibility and localization. Defaults to "Close" when not set.
CloseIcon BitIconInfo? null Gets or sets the icon to display for the close button using custom CSS classes for external icon libraries. Takes precedence over CloseIconName when both are set.
CloseIconName string? null Gets or sets the name of the icon to display for the close button from the built-in Fluent UI icons.
CloseOnEscape bool true Dismisses the Dialog when the Escape key is pressed while the focus is inside it. A blocking Dialog ignores the Escape key whatever this is set to.
Color BitColor? null The general color of the Dialog, which its Ok and Cancel buttons, the Ok spinner and the focus ring of both are painted in. Defaults to Primary.
DefaultIsOpen bool? null The initial opening state of the Dialog in the uncontrolled mode, which is when the IsOpen parameter is not set. It is read once, at initialization, so closing such a Dialog is not undone by the next render.
DragElementSelector string? null The CSS selector of the element the Dialog is dragged by. By default it is the header when the Dialog has one, and the whole container when it has none.
FooterTemplate RenderFragment? null Used to customize how the footer inside the Dialog is rendered.
FullHeight bool false Makes the Dialog height 100% of the area it is positioned in.
FullSize bool false Makes the Dialog width and height 100% of the area it is positioned in.
FullWidth bool false Makes the Dialog width 100% of the area it is positioned in.
HeaderTemplate RenderFragment? null Used to customize the header of the Dialog, replacing the Title and Subtitle while keeping the close button beside it.
Height string? null The CSS height of the Dialog surface. A Dialog is as tall as its content by default, and FullHeight and FullSize take precedence over this.
IsAlert bool? null Determines the ARIA role of the Dialog (alertdialog/dialog). If this is set, it will override the ARIA role determined by IsBlocking and IsModeless.
IsBlocking bool false Prevents the Dialog from being dismissed by a click on the overlay or by the Escape key, leaving its buttons as the only way out.
IsCancelButtonEnabled bool true Whether the Cancel button of the Dialog can be pressed. Unlike IsEnabled, which turns the whole Dialog off, this leaves every other way out of the Dialog working.
IsDraggable bool false Whether the Dialog can be dragged around.
IsModeless bool false Whether the Dialog should be modeless (e.g. not dismiss when focusing/clicking outside of the Dialog). If true, IsBlocking is ignored, there will be no overlay, and the focus is not trapped - though the Dialog still takes it when it opens unless AutoFocus is turned off.
IsOkButtonEnabled bool true Whether the Ok button of the Dialog can be pressed. This is what holds the answer shut until the content of the Dialog provides it - a consent to tick, a name to type - without turning the rest of the Dialog off the way IsEnabled would.
IsOpen bool false Whether the Dialog is displayed.
IsOpenChanged EventCallback<bool> null A callback function for when the Dialog is opened or closed.
KeepMounted bool false Keeps the Dialog in the DOM while it is closed, hidden, instead of removing it - so its content, and whatever state it holds, survives until the next showing. Nothing is rendered until the first time it opens, so a Dialog that is never opened still costs nothing.
MaxHeight string? null The CSS maximum height of the Dialog surface. Defaults to 100% of the area the Dialog is positioned in, and setting it replaces that default rather than adding to it.
MaxWidth string? null The CSS maximum width of the Dialog surface. Defaults to the narrower of 100% of the area the Dialog is positioned in and the --bit-siz-dialog-max-width theme token, and setting it replaces that default rather than adding to it - min(100%, 32rem) is the whole of a responsive Dialog.
Message string? null The message to display in the dialog. It also describes the Dialog to a screen reader unless a Subtitle or a SubtitleAriaId takes that job instead.
MinHeight string? null The CSS minimum height of the Dialog surface.
MinWidth string? null The CSS minimum width of the Dialog surface, the floor under a Dialog whose message is a handful of words.
NoDismissPreventedAnimation bool false Turns off the shake the Dialog plays when a dismissal is refused. OnDismissPrevented is raised either way.
OkText string? Ok The text of the ok button.
OnCancel EventCallback<MouseEventArgs> null A callback function for when the Cancel button is clicked.
OnClose EventCallback<MouseEventArgs> null A callback function for when the Close button is clicked.
OnDismiss EventCallback<MouseEventArgs> null A callback function for when the the dialog is dismissed (closed). It is invoked for every closing the Dialog carries out itself, including a Close or Toggle call, and DismissReason names the gesture that ended the showing by the time it runs.
OnDismissing EventCallback<BitDialogDismissArgs> null A callback function invoked before the Dialog closes, letting the closing be refused. Set Cancel on the arguments to leave the Dialog where it is, and read Reason to tell the gestures apart. It is awaited, so it can run asynchronous work of its own.
OnDismissPrevented EventCallback<BitDialogDismissReason> null A callback function for when a dismissal was refused: the Escape key on a Dialog that does not take it, or a click on the overlay of a blocking one. The Dialog shakes on its own; this is for saying why.
OnOverlayClick EventCallback<MouseEventArgs> null A callback function for when the overlay of the Dialog is clicked, whether or not the click goes on to dismiss the Dialog.
OnOk EventCallback<MouseEventArgs> null A callback function for when the Ok button is clicked. The Dialog waits for it before closing and shows a spinner in place of the Ok text while it waits.
OnOpen EventCallback null A callback function for when the Dialog is opened.
Position BitDialogPosition BitDialogPosition.Center Position of the Dialog on the screen.
RestoreFocus bool true Hands the focus back to whatever held it when the Dialog opened, once the Dialog closes.
ScrollerElement ElementReference? null Set the element reference for which the Dialog disables its scroll if applicable. Takes precedence over ScrollerSelector when both are set.
ScrollerSelector string? null The CSS selector of the element whose scrolling the Dialog holds while it is open, for the layouts whose scroller is not the page itself. A Dialog inside a BitAppShell holds the shell's scroller without being told to; the page (body) is what is held when there is no shell and this is not set.
ShowCancelButton bool true Shows or hides the cancel button of the Dialog.
ShowCloseButton bool true Shows or hides the close button of the Dialog.
ShowOkButton bool true Shows or hides the ok button of the Dialog.
Styles BitDialogClassStyles? null Custom CSS styles for different parts of the BitDialog component.
Subtitle string? null The secondary line of the header, under the title.
SubtitleAriaId string? null ARIA id for the subtitle of the Dialog, if any. When it is not set, the Dialog describes itself with its own Subtitle, or with its Message when there is no subtitle.
Title string? null The title text to display at the top of the dialog.
TitleAriaId string? null ARIA id for the title of the Dialog, if any. When it is not set, the Dialog names itself with its own Title, and falls back to AriaLabel when there is none.
TrapFocus bool? null Keeps Tab and Shift+Tab cycling inside the Dialog while it is open. Defaults to true for a normal Dialog and false for a modeless one.
Width string? null The CSS width of the Dialog surface. A Dialog is as wide as its content by default, and FullWidth and FullSize take precedence over this.

BitDialog public members

Name Type Default value Description
Result BitDialogResult? null The result of the last showing of the Dialog: Ok or Cancel when one of those buttons ended it, and null when it was dismissed without an answer or has not been shown yet.
DismissReason BitDialogDismissReason? null What ended the last showing of the Dialog - the gesture that closed it - and null while it is open or before it has been shown at all. It is set before OnDismiss and IsOpenChanged run.
Show Task<BitDialogResult?> Opens the Dialog and waits for it to close, reporting how it closed.
Open Task Opens the Dialog.
Close Task Closes the Dialog the same way its own gestures do: OnDismissing gets its say and can refuse it, DismissReason is named Programmatic, and OnDismiss is invoked once it is done.
Toggle Task Opens the Dialog when it is closed and closes it when it is open.

BitComponentBase parameters

Name Type Default value Description
AriaLabel string? null Gets or sets the accessible label for the component, used by assistive technologies.
Class string? null Gets or sets the CSS class name(s) to apply to the rendered element.
Dir BitDir? null Gets or sets the text directionality for the component's content.
ForceAnimation bool false Gets or sets a value indicating whether the component's animations play at their full duration even when reduced motion is requested.
HtmlAttributes Dictionary<string, object> new Dictionary<string, object>() Captures additional HTML attributes to be applied to the rendered element, in addition to the component's parameters.
Id string? null Gets or sets the unique identifier for the component's root element.
IsEnabled bool true Gets or sets a value indicating whether the component is enabled and can respond to user interaction.
Style string? null Gets or sets the CSS style string to apply to the rendered element.
TabIndex string? null Gets or sets the tab order index for the component when navigating with the keyboard.
Visibility BitVisibility BitVisibility.Visible Gets or sets the visibility state (visible, hidden, or collapsed) of the component.

BitComponentBase public members

Name Type Default value Description
UniqueId Guid Guid.NewGuid() Gets the readonly unique identifier for the component's root element, assigned when the component instance is constructed.
RootElement ElementReference Gets the reference to the root HTML element associated with this component.

BitDialogClassStyles properties

Name Type Default value Description
Root string? null Custom CSS classes/styles for the root element of the BitDialog.
Document string? null Custom CSS classes/styles for the document element of the BitDialog, the layer that holds the overlay and the container and decides where on the screen the Dialog sits.
Overlay string? null Custom CSS classes/styles for the overlay of the BitDialog.
Container string? null Custom CSS classes/styles for the container of the BitDialog.
Header string? null Custom CSS classes/styles for the header of the BitDialog.
Body string? null Custom CSS classes/styles for the body of the BitDialog.
Title string? null Custom CSS classes/styles for the title of the BitDialog.
Subtitle string? null Custom CSS classes/styles for the subtitle of the BitDialog.
CloseButton string? null Custom CSS classes/styles for the close button of the BitDialog.
CloseIcon string? null Custom CSS classes/styles for the icon of the close button of the BitDialog.
Message string? null Custom CSS classes/styles for the message of the BitDialog.
ButtonsContainer string? null Custom CSS classes/styles for the buttons container of the BitDialog.
Spinner string? null Custom CSS classes/styles for the spinner of the ok button of the BitDialog.
OkButton string? null Custom CSS classes/styles for the ok button of the BitDialog.
CancelButton string? null Custom CSS classes/styles for the cancel button of the BitDialog.
Footer string? null Custom CSS classes/styles for the footer of the BitDialog, the element that wraps the FooterTemplate.

BitDialogDismissArgs properties

Name Type Default value Description
Reason BitDialogDismissReason What is about to close the Dialog: one of its three buttons, a click on the overlay, the Escape key, or a call to one of its Close and Toggle methods.
Cancel bool false Set to true to refuse the closing and leave the Dialog where it is. A refused closing shakes the surface and raises OnDismissPrevented with the same reason.

BitIconInfo properties

Name Type Default value Description
Name string? null Gets or sets the name of the icon.
BaseClass string? null Gets or sets the base CSS class for the icon. For built-in Fluent UI icons, this defaults to "bit-icon". For external icon libraries like FontAwesome, you might set this to "fa" or leave empty.
Prefix string? null Gets or sets the CSS class prefix used before the icon name. For built-in Fluent UI icons, this defaults to "bit-icon--". For external icon libraries, you might set this to "fa-" or leave empty.

BitColor enum

Name Value Description
Primary 0 Primary general color.
Secondary 1 Secondary general color.
Tertiary 2 Tertiary general color.
Info 3 Info general color.
Success 4 Success general color.
Warning 5 Warning general color.
SevereWarning 6 SevereWarning general color.
Error 7 Error general color.
PrimaryBackground 8 Primary background color.
SecondaryBackground 9 Secondary background color.
TertiaryBackground 10 Tertiary background color.
PrimaryForeground 11 Primary foreground color.
SecondaryForeground 12 Secondary foreground color.
TertiaryForeground 13 Tertiary foreground color.
PrimaryBorder 14 Primary border color.
SecondaryBorder 15 Secondary border color.
TertiaryBorder 16 Tertiary border color.

BitDialogPosition enum

Name Value Description
Center 0 Centered both ways.
TopLeft 1 The top left corner, in both reading directions.
TopCenter 2 The top edge, centered horizontally.
TopRight 3 The top right corner, in both reading directions.
CenterLeft 4 The left edge, centered vertically.
CenterRight 5 The right edge, centered vertically.
BottomLeft 6 The bottom left corner, in both reading directions.
BottomCenter 7 The bottom edge, centered horizontally.
BottomRight 8 The bottom right corner, in both reading directions.
TopStart 9 The top edge, on the side the reading direction starts from.
TopEnd 10 The top edge, on the side the reading direction ends at.
CenterStart 11 Centered vertically, on the side the reading direction starts from.
CenterEnd 12 Centered vertically, on the side the reading direction ends at.
BottomStart 13 The bottom edge, on the side the reading direction starts from.
BottomEnd 14 The bottom edge, on the side the reading direction ends at.

BitDialogResult enum

Name Value Description
Ok 0 The Ok button ended the showing.
Cancel 1 The Cancel button ended the showing.

BitDialogDismissReason enum

Name Value Description
OkButton 0 The Ok button ended the showing.
CancelButton 1 The Cancel button ended the showing.
CloseButton 2 The close button in the header ended the showing.
OverlayClick 3 A click on the overlay ended the showing.
Escape 4 The Escape key ended the showing.
Programmatic 5 The page closed the Dialog itself, by setting IsOpen or by calling Close or Toggle.

BitDialogButton enum

Name Value Description
Ok 0 The Ok button, which answers the Dialog with BitDialogResult.Ok.
Cancel 1 The Cancel button, which answers the Dialog with BitDialogResult.Cancel.
Close 2 The close button in the header, which dismisses the Dialog without an answer.

BitVisibility enum

Name Value Description
Visible 0 The content of the component is visible.
Hidden 1 The content of the component is hidden, but the space it takes on the page remains (visibility:hidden).
Collapsed 2 The component is hidden (display:none).

BitDir enum

Name Value Description
Ltr 0 Ltr (left to right) is to be used for languages that are written from the left to the right (like English).
Rtl 1 Rtl (right to left) is to be used for languages that are written from the right to the left (like Arabic).
Auto 2 Auto lets the user agent decide. It uses a basic algorithm as it parses the characters inside the element until it finds a character with a strong directionality, then applies that directionality to the whole element.

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