private static swap ( float &f1, float &f2 ) : void | ||
f1 | float | |
f2 | float | |
Résultat | void |
private Vector2 Slider2D(Rect rect, Vector2 value, Vector2 maxvalue, Vector2 minvalue, GUIStyle backStyle, GUIStyle thumbStyle) { if (backStyle == null) { return(value); } if (thumbStyle == null) { return(value); } int controlID = GUIUtility.GetControlID(ColorPicker.s_Slider2Dhash, FocusType.Native); if (maxvalue.x < minvalue.x) { ColorPicker.swap(ref maxvalue.x, ref minvalue.x); } if (maxvalue.y < minvalue.y) { ColorPicker.swap(ref maxvalue.y, ref minvalue.y); } float num = (thumbStyle.fixedHeight != 0f) ? thumbStyle.fixedHeight : ((float)thumbStyle.padding.vertical); float num2 = (thumbStyle.fixedWidth != 0f) ? thumbStyle.fixedWidth : ((float)thumbStyle.padding.horizontal); Vector2 vector = new Vector2((rect.width - (float)(backStyle.padding.right + backStyle.padding.left) - num2 * 2f) / (maxvalue.x - minvalue.x), (rect.height - (float)(backStyle.padding.top + backStyle.padding.bottom) - num * 2f) / (maxvalue.y - minvalue.y)); Rect position = new Rect(rect.x + value.x * vector.x + num2 / 2f + (float)backStyle.padding.left - minvalue.x * vector.x, rect.y + value.y * vector.y + num / 2f + (float)backStyle.padding.top - minvalue.y * vector.y, num2, num); Event current = Event.current; switch (current.GetTypeForControl(controlID)) { case EventType.MouseDown: if (rect.Contains(current.mousePosition)) { GUIUtility.hotControl = controlID; value.x = (current.mousePosition.x - rect.x - num2 - (float)backStyle.padding.left) / vector.x + minvalue.x; value.y = (current.mousePosition.y - rect.y - num - (float)backStyle.padding.top) / vector.y + minvalue.y; GUI.changed = true; Event.current.Use(); } break; case EventType.MouseUp: if (GUIUtility.hotControl == controlID) { GUIUtility.hotControl = 0; current.Use(); } break; case EventType.MouseDrag: if (GUIUtility.hotControl == controlID) { value.x = (current.mousePosition.x - rect.x - num2 - (float)backStyle.padding.left) / vector.x + minvalue.x; value.y = (current.mousePosition.y - rect.y - num - (float)backStyle.padding.top) / vector.y + minvalue.y; value.x = Mathf.Clamp(value.x, minvalue.x, maxvalue.x); value.y = Mathf.Clamp(value.y, minvalue.y, maxvalue.y); GUI.changed = true; Event.current.Use(); } break; case EventType.Repaint: backStyle.Draw(rect, GUIContent.none, controlID); thumbStyle.Draw(position, GUIContent.none, controlID); break; } return(value); }