private void WindowTrampoline(int id) { GUILayout.BeginHorizontal(); GUILayout.FlexibleSpace(); GUILayout.BeginVertical(); GUILayout.FlexibleSpace(); GUILayout.BeginVertical(); float num = -this.k_WindowPadding; using (List <SceneViewOverlay.OverlayWindow> .Enumerator enumerator = SceneViewOverlay.m_Windows.GetEnumerator()) { while (enumerator.MoveNext()) { SceneViewOverlay.OverlayWindow current = enumerator.Current; GUILayout.Space(this.k_WindowPadding + num); num = 0.0f; EditorGUIUtility.ResetGUIState(); GUI.skin = EditorGUIUtility.GetBuiltinSkin(EditorSkin.Scene); EditorStyles.UpdateSkinCache(1); GUILayout.BeginVertical(current.m_Title, GUI.skin.window, new GUILayoutOption[0]); current.m_SceneViewFunc(current.m_Target, this.m_SceneView); GUILayout.EndVertical(); } } EditorStyles.UpdateSkinCache(); GUILayout.EndVertical(); this.EatMouseInput(GUILayoutUtility.GetLastRect()); GUILayout.EndVertical(); GUILayout.EndHorizontal(); }
private void WindowTrampoline(int id) { GUILayout.BeginHorizontal(new GUILayoutOption[0]); GUILayout.FlexibleSpace(); GUILayout.BeginVertical(new GUILayoutOption[0]); GUILayout.FlexibleSpace(); GUILayout.BeginVertical(new GUILayoutOption[0]); float num = -this.k_WindowPadding; foreach (SceneViewOverlay.OverlayWindow current in SceneViewOverlay.m_Windows) { GUILayout.Space(this.k_WindowPadding + num); num = 0f; EditorGUIUtility.ResetGUIState(); GUI.skin = EditorGUIUtility.GetBuiltinSkin(EditorSkin.Scene); EditorStyles.UpdateSkinCache(1); GUILayout.BeginVertical(current.m_Title, GUI.skin.window, new GUILayoutOption[0]); current.m_SceneViewFunc(current.m_Target, this.m_SceneView); GUILayout.EndVertical(); } EditorStyles.UpdateSkinCache(); GUILayout.EndVertical(); Rect lastRect = GUILayoutUtility.GetLastRect(); this.EatMouseInput(lastRect); GUILayout.EndVertical(); GUILayout.EndHorizontal(); }
private void WindowTrampoline(int id) { GUILayout.BeginHorizontal(); GUILayout.FlexibleSpace(); GUILayout.BeginVertical(); GUILayout.FlexibleSpace(); GUILayout.BeginVertical(); float paddingOffset = -k_WindowPadding; foreach (OverlayWindow win in m_Windows) { GUILayout.Space(k_WindowPadding + paddingOffset); paddingOffset = 0f; EditorGUIUtility.ResetGUIState(); GUI.skin = EditorGUIUtility.GetBuiltinSkin(EditorSkin.Scene); EditorStyles.UpdateSkinCache(1); // EditorResources.h defines this as the index for the dark skin GUILayout.BeginVertical(win.m_Title, GUI.skin.window); win.m_SceneViewFunc(win.m_Target, m_SceneView); GUILayout.EndVertical(); } EditorStyles.UpdateSkinCache(); // Sets the cache back according to the user selected skin GUILayout.EndVertical(); Rect inputEaterRect = GUILayoutUtility.GetLastRect(); EatMouseInput(inputEaterRect); GUILayout.EndVertical(); GUILayout.EndHorizontal(); }
internal static void UpdateSkinCache() { EditorStyles.UpdateSkinCache(EditorGUIUtility.skinIndex); }
internal static void SkinChanged() { EditorStyles.UpdateSkinCache(); }