private static float CalcContextWidth() { float width = GUIClip.GetTopRect().width; if ((width >= 1f) && (width < 40000f)) { return(width); } return(currentViewWidth); }
private static float CalcContextWidth() { float num = GUIClip.GetTopRect().width; if (num < 1f || num >= 40000f) { num = EditorGUIUtility.currentViewWidth; } return(num); }
private Rect ReplaceClipping() { // the gui matrix applies to the clipping rectangle for the window so it needs to be removed // and reapplied with an adjusted rect that takes the zoom and panning into account // the concept for this implementation comes from the GUIScaleUtility in the MIT licensed Node Editor // Framework: http://www.levingaeher.com/NodeEditor/ // https://github.com/Seneral/Node_Editor_Framework/blob/develop/Node_Editor/Utilities/GUI/GUIScaleUtility.cs var clipping = GUIClip.GetTopRect(); var inverse = GUI.matrix.inverse; var min = inverse.MultiplyPoint(clipping.min); var max = inverse.MultiplyPoint(clipping.max); // these are not documented but are public - using BeginGroup/EndGroup, which is documented, does not // expose the scrollOffset parameter which is necessary to work around the not entirely clear wierdness // that Unity does with draw positioning GUI.EndClip(); GUI.BeginClip(new Rect(min, max - min), -ViewArea.min, Vector2.zero, false); return(clipping); }
public static Rect GetGUIClipTopRect() { return(GUIClip.GetTopRect()); }
protected bool MouseOnTopOfInspector() { if (hasSelected == false) { return(false); } // GUIClip.Unclip sets the mouse position to include the windows tab. Vector2 mousePosition = GUIClip.Unclip(eventSystem.current.mousePosition) - (GUIClip.topmostRect.position - GUIClip.GetTopRect().position); return(inspectorRect.Contains(mousePosition)); }
protected bool MouseOnTopOfInspector() { bool result; if (!this.hasSelected) { result = false; } else { Vector2 point = GUIClip.Unclip(this.eventSystem.current.mousePosition) - (GUIClip.topmostRect.position - GUIClip.GetTopRect().position); result = this.inspectorRect.Contains(point); } return(result); }