private static Vector3 DoDragHandleAxis(DragAxisInfo axisInfo, Vector3 position, ref DragHandleResult result)
        {
            // Must request a control ID for each interactible control in the GUI that can respond to events
            int id = GUIUtility.GetControlID(axisInfo._handleHash, FocusType.Passive);

            float handleSize = HandleUtility.GetHandleSize(position);

            Camera camera = Camera.current;

            Event currentEvent = Event.current;

            Vector2 mousePos = HEU_EditorUI.GetMousePosition(ref currentEvent, camera);

            Vector3   handlePosition     = Handles.matrix.MultiplyPoint(position);
            Matrix4x4 cachedHandleMatrix = Handles.matrix;

            int mouseButtonID = Event.current.button;

            // Process events (using GetTypeForControl to filter events relevant to this control)
            switch (currentEvent.GetTypeForControl(id))
            {
            case EventType.MouseDown:
            {
                if (HandleUtility.nearestControl == id && (mouseButtonID == 0 || mouseButtonID == 1))
                {
                    GUIUtility.hotControl = id;

                    axisInfo._dragMouseCurrent = axisInfo._dragMouseStart = mousePos;
                    axisInfo._dragWorldStart   = position;
                    axisInfo._handleHasMoved   = false;

                    currentEvent.Use();
                    EditorGUIUtility.SetWantsMouseJumping(1);

                    if (mouseButtonID == 0)
                    {
                        result = DragHandleResult.LMB_PRESS;
                    }
                    else if (mouseButtonID == 1)
                    {
                        result = DragHandleResult.RMB_PRESS;
                    }
                }

                break;
            }

            case EventType.MouseUp:
            {
                if (GUIUtility.hotControl == id && (mouseButtonID == 0 || mouseButtonID == 1))
                {
                    GUIUtility.hotControl = 0;
                    currentEvent.Use();
                    EditorGUIUtility.SetWantsMouseJumping(0);

                    if (mouseButtonID == 0)
                    {
                        result = DragHandleResult.LMB_RELEASE;
                    }
                    else if (mouseButtonID == 1)
                    {
                        result = DragHandleResult.RMB_RELEASE;
                    }

                    // Double-click
                    if (mousePos == axisInfo._dragMouseStart)
                    {
                        bool doubleClick = (axisInfo._handleClickID == id) && (Time.realtimeSinceStartup - axisInfo._handleClickTime < _handleDoubleClikcInterval);

                        axisInfo._handleClickID   = id;
                        axisInfo._handleClickTime = Time.realtimeSinceStartup;

                        if (mouseButtonID == 0)
                        {
                            result = doubleClick ? DragHandleResult.LMB_DOUBLECLICK : DragHandleResult.LMB_CLICK;
                        }
                        else if (mouseButtonID == 1)
                        {
                            result = doubleClick ? DragHandleResult.RMB_DOUBLECLICK : DragHandleResult.RMB_CLICK;
                        }
                    }
                }

                break;
            }

            case EventType.MouseDrag:
            {
                if (GUIUtility.hotControl == id)
                {
                    if (axisInfo._dragAxis == DragAxis.ALL_AXIS)
                    {
                        // Free movement - (all axis)
                        // Flip y because Unity is inverted
                        axisInfo._dragMouseCurrent += new Vector2(currentEvent.delta.x, -currentEvent.delta.y);

                        Vector3 position2 = camera.WorldToScreenPoint(Handles.matrix.MultiplyPoint(axisInfo._dragWorldStart))
                                            + (Vector3)(axisInfo._dragMouseCurrent - axisInfo._dragMouseStart);

                        position = Handles.matrix.inverse.MultiplyPoint(camera.ScreenToWorldPoint(position2));
                    }
                    else
                    {
                        // Linear movement (constraint to current axis)

                        // Get the delta between the original handle position and the original mouse down position
                        // This is used to substract from relative mouse movement to counter the handle jump when dragging
                        Vector3 originalDragStartSS     = HEU_EditorUI.GetHandleWorldToScreenPosition(axisInfo._dragWorldStart, camera);
                        Vector3 deltaOriginalDragOffset = axisInfo._dragMouseStart - new Vector2(originalDragStartSS.x, originalDragStartSS.y);

                        Vector3 startPosSS   = HEU_EditorUI.GetHandleWorldToScreenPosition(position, camera);
                        Vector3 constraintSS = HEU_EditorUI.GetHandleWorldToScreenPosition(position + axisInfo._direction, camera) - startPosSS;

                        Vector3 mousePosV3       = mousePos;
                        Vector3 relativeMousePos = mousePosV3 - startPosSS - deltaOriginalDragOffset;
                        float   projection       = Vector3.Dot(relativeMousePos, constraintSS.normalized);

                        float normalization = 1 / constraintSS.magnitude;
                        float scale         = projection * normalization;

                        position += axisInfo._direction * scale;
                    }

                    if (mouseButtonID == 0)
                    {
                        result = DragHandleResult.LMB_DRAG;
                    }
                    else if (mouseButtonID == 1)
                    {
                        result = DragHandleResult.RMB_DRAG;
                    }

                    axisInfo._handleHasMoved = true;

                    GUI.changed = true;
                    currentEvent.Use();
                }

                break;
            }

            case EventType.MouseMove:
            case EventType.Repaint:
            {
                Color handleColor = Handles.color;
                if ((GUIUtility.hotControl == id && axisInfo._handleHasMoved) || (HandleUtility.nearestControl == id))
                {
                    Handles.color = Color.yellow;
                }
                else
                {
                    Handles.color = axisInfo._axisColor;
                }

                Handles.matrix = Matrix4x4.identity;
                if (axisInfo._dragAxis == DragAxis.ALL_AXIS)
                {
                    HEU_EditorUI.DrawCubeCap(id, handlePosition, Quaternion.identity, handleSize * 0.25f);
                }
                else
                {
                    HEU_EditorUI.DrawArrowCap(id, handlePosition, Quaternion.LookRotation(axisInfo._direction), handleSize);
                }
                Handles.matrix = cachedHandleMatrix;

                Handles.color = handleColor;

                // This forces a Repaint. We want this when we change the axis color due to being cursor being nearest.
                if (currentEvent.type == EventType.MouseMove && HandleUtility.nearestControl == id)
                {
                    SceneView.RepaintAll();
                }

                break;
            }

            case EventType.Layout:
            {
                // AddControl tells Unity where each Handle is relative to the current mouse position

                Handles.matrix = Matrix4x4.identity;
                if (axisInfo._dragAxis == DragAxis.ALL_AXIS)
                {
                    float distance = handleSize * 0.3f;
                    HandleUtility.AddControl(id, HandleUtility.DistanceToCircle(handlePosition, distance));
                }
                else
                {
                    HandleUtility.AddControl(id, HandleUtility.DistanceToLine(handlePosition, handlePosition + axisInfo._direction * handleSize) * 0.4f);
                }
                Handles.matrix = cachedHandleMatrix;
                break;
            }
            }

            return(position);
        }