public static void Maximize(EditorWindow win) { View view = WindowLayout.MaximizePrepare(win); if (view) { WindowLayout.MaximizePresent(win, view); } }
public static void Maximize(EditorWindow win) { bool flag = WindowLayout.MaximizePrepare(win); if (flag) { WindowLayout.MaximizePresent(win); } }
public static void Maximize(EditorWindow win) { View rootSplit = WindowLayout.MaximizePrepare(win); if (!(bool)((UnityEngine.Object)rootSplit)) { return; } WindowLayout.MaximizePresent(win, rootSplit); }
internal static void FinalizePlaymodeLayout() { if (EditorApplicationLayout.m_GameView != null) { if (EditorApplicationLayout.m_RootSplit != null) { WindowLayout.MaximizePresent(EditorApplicationLayout.m_GameView, EditorApplicationLayout.m_RootSplit); } EditorApplicationLayout.m_GameView.m_Parent.ClearStartView(); } EditorApplicationLayout.Clear(); }
internal static void FinalizePlaymodeLayout() { if (m_GameView != null) { if (m_MaximizePending) { WindowLayout.MaximizePresent(m_GameView); } m_GameView.m_Parent.ClearStartView(); } Clear(); }
static internal void FinalizePlaymodeLayout() { foreach (var playModeView in m_PlayModeViewList) { if (playModeView != null && playModeView.enterPlayModeBehavior == PlayModeView.EnterPlayModeBehavior.PlayMaximized) { if (m_MaximizePending) { WindowLayout.MaximizePresent(playModeView); } playModeView.m_Parent.ClearStartView(); } } }
static internal void FinalizePlaymodeLayout() { foreach (var playModeView in m_PlayModeViewList) { if (playModeView != null) { if (m_MaximizePending) { WindowLayout.MaximizePresent(playModeView); } // All StartView references on all play mode views must be cleared before play mode starts. Otherwise it may cause issues // with input being routed to the correct game window. See case 1381985 playModeView.m_Parent.ClearStartView(); } } }