Esempio n. 1
0
        public void Render(VisualTreeAsset vta, Rect r, GUIStyle background)
        {
            if (Event.current.type != EventType.Repaint || r.width < 100 && r.height < 100)
            {
                return;
            }

            bool dirty = false;

            if (vta != m_LastTree || !m_LastTree)
            {
                m_LastTree = vta;
                m_Tree     = (vta as UnityEngine.UIElements.VisualTreeAsset).CloneTree();
                m_Tree.StretchToParentSize();
                dirty = true;
            }

            if (m_Panel == null)
            {
                m_Panel = UIElementsUtility.FindOrCreatePanel(m_LastTree, ContextType.Editor);
                var visualTree = m_Panel.visualTree;
                visualTree.pseudoStates |= PseudoStates.Root;
                UIElementsEditorUtility.AddDefaultEditorStyleSheets(visualTree);
                m_Panel.allowPixelCaching = false;
                dirty = true;
            }

            if (dirty)
            {
                m_Panel.visualTree.Clear();
                m_Panel.visualTree.Add(m_Tree);
            }

            EditorGUI.DrawRect(r, EditorGUIUtility.kViewBackgroundColor);

            m_Panel.visualTree.SetSize(r.size); // We will draw relative to a viewport covering the preview area, so draw at 0,0
            m_Panel.visualTree.IncrementVersion(VersionChangeType.Repaint);

            var oldState = SavedGUIState.Create();
            int clips    = GUIClip.Internal_GetCount();

            while (clips > 0)
            {
                GUIClip.Pop();
                clips--;
            }

            float pixelsPerPoint = EditorGUIUtility.pixelsPerPoint;
            var   desc           = new RenderTextureDescriptor((int)(r.width * pixelsPerPoint), (int)(r.height * pixelsPerPoint), RenderTextureFormat.ARGB32, 16);
            var   rt             = RenderTexture.GetTemporary(desc);
            var   oldRt          = RenderTexture.active;

            RenderTexture.active = rt;
            GL.LoadPixelMatrix(0, rt.width, rt.height, 0);

            m_Panel.Repaint(Event.current);

            RenderTexture.active = oldRt;

            oldState.ApplyAndForget();

            GUI.DrawTexture(r, rt);
            RenderTexture.ReleaseTemporary(rt);
        }