UnityEngine.GUI.DrawTextureWithTexCoords(UnityEngine.Rect, UnityEngine.Texture, UnityEngine.Rect, bool)

Here are the examples of the csharp api UnityEngine.GUI.DrawTextureWithTexCoords(UnityEngine.Rect, UnityEngine.Texture, UnityEngine.Rect, bool) taken from open source projects. By voting up you can indicate which examples are most useful and appropriate.

22 Examples 7

19 Source : NGUIEditorTools.cs
with Apache License 2.0
from 365082218

public static void DrawSprite (Texture2D tex, Rect rect, Rect outer, Rect inner, Rect uv, Color color, Material mat)
	{
		// Create the texture rectangle that is centered inside rect.
		Rect outerRect = rect;
		outerRect.width = outer.width;
		outerRect.height = outer.height;

		if (outerRect.width > 0f)
		{
			float f = rect.width / outerRect.width;
			outerRect.width *= f;
			outerRect.height *= f;
		}

		if (rect.height > outerRect.height)
		{
			outerRect.y += (rect.height - outerRect.height) * 0.5f;
		}
		else if (outerRect.height > rect.height)
		{
			float f = rect.height / outerRect.height;
			outerRect.width *= f;
			outerRect.height *= f;
		}

		if (rect.width > outerRect.width) outerRect.x += (rect.width - outerRect.width) * 0.5f;

		// Draw the background
		NGUIEditorTools.DrawTiledTexture(outerRect, NGUIEditorTools.backdropTexture);

		// Draw the sprite
		GUI.color = color;
		
		if (mat == null)
		{
			GUI.DrawTextureWithTexCoords(outerRect, tex, uv, true);
		}
		else
		{
			// NOTE: There is an issue in Unity that prevents it from clipping the drawn preview
			// using BeginGroup/EndGroup, and there is no way to specify a UV rect... le'suq.
			UnityEditor.EditorGUI.DrawPreviewTexture(outerRect, tex, mat);
		}

		// Draw the border indicator lines
		GUI.BeginGroup(outerRect);
		{
			tex = NGUIEditorTools.contrastTexture;
			GUI.color = Color.white;

			if (inner.xMin != outer.xMin)
			{
				float x0 = (inner.xMin - outer.xMin) / outer.width * outerRect.width - 1;
				NGUIEditorTools.DrawTiledTexture(new Rect(x0, 0f, 1f, outerRect.height), tex);
			}

			if (inner.xMax != outer.xMax)
			{
				float x1 = (inner.xMax - outer.xMin) / outer.width * outerRect.width - 1;
				NGUIEditorTools.DrawTiledTexture(new Rect(x1, 0f, 1f, outerRect.height), tex);
			}

			if (inner.yMin != outer.yMin)
			{
				float y0 = (inner.yMin - outer.yMin) / outer.height * outerRect.height - 1;
				NGUIEditorTools.DrawTiledTexture(new Rect(0f, y0, outerRect.width, 1f), tex);
			}

			if (inner.yMax != outer.yMax)
			{
				float y1 = (inner.yMax - outer.yMin) / outer.height * outerRect.height - 1;
				NGUIEditorTools.DrawTiledTexture(new Rect(0f, y1, outerRect.width, 1f), tex);
			}
		}
		GUI.EndGroup();

		// Draw the lines around the sprite
		Handles.color = Color.black;
		Handles.DrawLine(new Vector3(outerRect.xMin, outerRect.yMin), new Vector3(outerRect.xMin, outerRect.yMax));
		Handles.DrawLine(new Vector3(outerRect.xMax, outerRect.yMin), new Vector3(outerRect.xMax, outerRect.yMax));
		Handles.DrawLine(new Vector3(outerRect.xMin, outerRect.yMin), new Vector3(outerRect.xMax, outerRect.yMin));
		Handles.DrawLine(new Vector3(outerRect.xMin, outerRect.yMax), new Vector3(outerRect.xMax, outerRect.yMax));

		// Sprite size label
		string text = string.Format("Sprite Size: {0}x{1}",
			Mathf.RoundToInt(Mathf.Abs(outer.width)),
			Mathf.RoundToInt(Mathf.Abs(outer.height)));
		EditorGUI.DropShadowLabel(GUILayoutUtility.GetRect(Screen.width, 18f), text);
	}

19 Source : SpriteSelector.cs
with Apache License 2.0
from 365082218

void OnGUI ()
	{
		EditorGUIUtility.LookLikeControls(80f);

		if (mAtlas == null)
		{
			GUILayout.Label("No Atlas selected.", "LODLevelNotifyText");
		}
		else
		{
			bool close = false;
			GUILayout.Label(mAtlas.name + " Sprites", "LODLevelNotifyText");
			NGUIEditorTools.DrawSeparator();

			GUILayout.BeginHorizontal();
			GUILayout.Space(84f);

			string before = NGUISettings.partialSprite;
			string after = EditorGUILayout.TextField("", before, "SearchTextField");
			NGUISettings.partialSprite = after;

			if (GUILayout.Button("", "SearchCancelButton", GUILayout.Width(18f)))
			{
				NGUISettings.partialSprite = "";
				GUIUtility.keyboardControl = 0;
			}
			GUILayout.Space(84f);
			GUILayout.EndHorizontal();

			Texture2D tex = mAtlas.texture as Texture2D;

			if (tex == null)
			{
				GUILayout.Label("The atlas doesn't have a texture to work with");
				return;
			}

			BetterList<string> sprites = mAtlas.GetListOfSprites(NGUISettings.partialSprite);
			
			float size = 80f;
			float padded = size + 10f;
			int columns = Mathf.FloorToInt(Screen.width / padded);
			if (columns < 1) columns = 1;

			int offset = 0;
			Rect rect = new Rect(10f, 0, size, size);

			GUILayout.Space(10f);
			mPos = GUILayout.BeginScrollView(mPos);

			while (offset < sprites.size)
			{
				GUILayout.BeginHorizontal();
				{
					int col = 0;
					rect.x = 10f;

					for (; offset < sprites.size; ++offset)
					{
						UIAtlas.Sprite sprite = mAtlas.GetSprite(sprites[offset]);
						if (sprite == null) continue;

						// Button comes first
						if (GUI.Button(rect, ""))
						{
							float delta = Time.realtimeSinceStartup - mClickTime;
							mClickTime = Time.realtimeSinceStartup;

							if (spriteName != sprite.name)
							{
								if (mSprite != null)
								{
									NGUIEditorTools.RegisterUndo("Atlas Selection", mSprite);
									mSprite.spriteName = sprite.name;
									mSprite.MakePixelPerfect();
									EditorUtility.SetDirty(mSprite.gameObject);
								}
								else if (mCallback != null)
								{
									mName = sprite.name;
									mCallback(sprite.name);
								}
							}
							else if (delta < 0.5f) close = true;
						}
						
						if (Event.current.type == EventType.Repaint)
						{
							// On top of the button we have a checkboard grid
							NGUIEditorTools.DrawTiledTexture(rect, NGUIEditorTools.backdropTexture);
	
							Rect uv = sprite.outer;
							if (mAtlas.coordinates == UIAtlas.Coordinates.Pixels)
								uv = NGUIMath.ConvertToTexCoords(uv, tex.width, tex.height);
	
							// Calculate the texture's scale that's needed to display the sprite in the clipped area
							float scaleX = rect.width / uv.width;
							float scaleY = rect.height / uv.height;
	
							// Stretch the sprite so that it will appear proper
							float aspect = (scaleY / scaleX) / ((float)tex.height / tex.width);
							Rect clipRect = rect;
	
							if (aspect != 1f)
							{
								if (aspect < 1f)
								{
									// The sprite is taller than it is wider
									float padding = size * (1f - aspect) * 0.5f;
									clipRect.xMin += padding;
									clipRect.xMax -= padding;
								}
								else
								{
									// The sprite is wider than it is taller
									float padding = size * (1f - 1f / aspect) * 0.5f;
									clipRect.yMin += padding;
									clipRect.yMax -= padding;
								}
							}
	
							GUI.DrawTextureWithTexCoords(clipRect, tex, uv);
	
							// Draw the selection
							if (spriteName == sprite.name)
							{
								NGUIEditorTools.DrawOutline(rect, new Color(0.4f, 1f, 0f, 1f));
							}
						}

						if (++col >= columns)
						{
							++offset;
							break;
						}
						rect.x += padded;
					}
				}
				GUILayout.EndHorizontal();
				GUILayout.Space(padded);
				rect.y += padded;
			}
			GUILayout.EndScrollView();
			if (close) Close();
		}
	}

19 Source : SpriteInfoDrawer.cs
with MIT License
from ashishgopalhattimare

public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
        {
            //SerializedProperty prop_fileID = property.FindPropertyRelative("fileID");
            SerializedProperty prop_id = property.FindPropertyRelative("id");
            SerializedProperty prop_name = property.FindPropertyRelative("name");
            SerializedProperty prop_hashCode = property.FindPropertyRelative("hashCode");
            SerializedProperty prop_unicode = property.FindPropertyRelative("unicode");
            SerializedProperty prop_x = property.FindPropertyRelative("x");
            SerializedProperty prop_y = property.FindPropertyRelative("y");
            SerializedProperty prop_width = property.FindPropertyRelative("width");
            SerializedProperty prop_height = property.FindPropertyRelative("height");
            SerializedProperty prop_xOffset = property.FindPropertyRelative("xOffset");
            SerializedProperty prop_yOffset = property.FindPropertyRelative("yOffset");
            SerializedProperty prop_xAdvance = property.FindPropertyRelative("xAdvance");
            SerializedProperty prop_scale = property.FindPropertyRelative("scale");
            SerializedProperty prop_sprite = property.FindPropertyRelative("sprite");

            // Get a reference to the sprite texture
            Texture tex = (property.serializedObject.targetObject as TMP_Spritereplacedet).spriteSheet;

            // Return if we don't have a texture replacedigned to the sprite replacedet.
            if (tex == null)
            {
                Debug.LogWarning("Please replacedign a valid Sprite Atlas texture to the [" + property.serializedObject.targetObject.name + "] Sprite replacedet.", property.serializedObject.targetObject);
                return;
            }

            Vector2 spriteTexPosition = new Vector2(position.x, position.y);
            Vector2 spriteSize = new Vector2(65, 65);
            if (prop_width.floatValue >= prop_height.floatValue)
            {
                spriteSize.y = prop_height.floatValue * spriteSize.x / prop_width.floatValue;
                spriteTexPosition.y += (spriteSize.x - spriteSize.y) / 2;
            }
            else
            {
                spriteSize.x = prop_width.floatValue * spriteSize.y / prop_height.floatValue;
                spriteTexPosition.x += (spriteSize.y - spriteSize.x) / 2;
            }

            // Compute the normalized texture coordinates
            Rect texCoords = new Rect(prop_x.floatValue / tex.width, prop_y.floatValue / tex.height, prop_width.floatValue / tex.width, prop_height.floatValue / tex.height);
            GUI.DrawTextureWithTexCoords(new Rect(spriteTexPosition.x + 5, spriteTexPosition.y + 2.5f, spriteSize.x,  spriteSize.y), tex, texCoords, true);

            // We get Rect since a valid position may not be provided by the caller.
            Rect rect = new Rect(position.x, position.y, position.width, 49);
            rect.x += 70;

            bool isEnabled = GUI.enabled;
            GUI.enabled = true;
            EditorGUIUtility.labelWidth = 30f;
            EditorGUI.LabelField(new Rect(rect.x + 5f, rect.y, 65f, 18), new GUIContent("ID:"), new GUIContent(prop_id.intValue.ToString()));

            GUI.enabled = isEnabled;
            EditorGUI.BeginChangeCheck();
            EditorGUIUtility.labelWidth = 55f;
            GUI.SetNextControlName("Unicode Input");
            string unicode = EditorGUI.TextField(new Rect(rect.x + 75f, rect.y, 105, 18), "Unicode:", prop_unicode.intValue.ToString("X"));

            if (GUI.GetNameOfFocusedControl() == "Unicode Input")
            {
                //Filter out unwanted characters.
                char chr = Event.current.character;
                if ((chr < '0' || chr > '9') && (chr < 'a' || chr > 'f') && (chr < 'A' || chr > 'F'))
                {
                    Event.current.character = '\0';
                }

                if (EditorGUI.EndChangeCheck())
                {
                    prop_unicode.intValue = TMP_TextUtilities.StringToInt(unicode);

                    property.serializedObject.ApplyModifiedProperties();

                    TMP_Spritereplacedet spritereplacedet = property.serializedObject.targetObject as TMP_Spritereplacedet;
                    spritereplacedet.UpdateLookupTables();
                }
            }


            EditorGUIUtility.labelWidth = 45f;
            EditorGUI.BeginChangeCheck();
            EditorGUI.PropertyField(new Rect(rect.x + 185f, rect.y, rect.width - 260, 18), prop_name, new GUIContent("Name: " + prop_name.stringValue));
            if (EditorGUI.EndChangeCheck())
            {
                Sprite sprite = prop_sprite.objectReferenceValue as Sprite;
                if (sprite != null)
                    sprite.name = prop_name.stringValue;

                // Recompute hashCode for new name
                prop_hashCode.intValue = TMP_TextUtilities.GetSimpleHashCode(prop_name.stringValue);
                // Check to make sure for duplicates
                property.serializedObject.ApplyModifiedProperties();
                // Dictionary needs to be updated since HashCode has changed.
                //TMP_StyleSheet.Instance.LoadStyleDictionary();
            }

            EditorGUIUtility.labelWidth = 30f;
            EditorGUIUtility.fieldWidth = 10f;

            //GUI.enabled = false;
            float width = (rect.width - 75f) / 4;
            EditorGUI.PropertyField(new Rect(rect.x + 5f + width * 0, rect.y + 22, width - 5f, 18), prop_x, new GUIContent("X:"));
            EditorGUI.PropertyField(new Rect(rect.x + 5f + width * 1, rect.y + 22, width - 5f, 18), prop_y, new GUIContent("Y:"));
            EditorGUI.PropertyField(new Rect(rect.x + 5f + width * 2, rect.y + 22, width - 5f, 18), prop_width, new GUIContent("W:"));
            EditorGUI.PropertyField(new Rect(rect.x + 5f + width * 3, rect.y + 22, width - 5f, 18), prop_height, new GUIContent("H:"));

            //GUI.enabled = true;

            EditorGUI.BeginChangeCheck();
            EditorGUI.PropertyField(new Rect(rect.x + 5f + width * 0, rect.y + 44, width - 5f, 18), prop_xOffset, new GUIContent("OX:"));
            EditorGUI.PropertyField(new Rect(rect.x + 5f + width * 1, rect.y + 44, width - 5f, 18), prop_yOffset, new GUIContent("OY:"));
            EditorGUI.PropertyField(new Rect(rect.x + 5f + width * 2, rect.y + 44, width - 5f, 18), prop_xAdvance, new GUIContent("Adv."));
            EditorGUI.PropertyField(new Rect(rect.x + 5f + width * 3, rect.y + 44, width - 5f, 18), prop_scale, new GUIContent("SF."));
            if (EditorGUI.EndChangeCheck())
            {
                //Sprite sprite = prop_sprite.objectReferenceValue as Sprite;
                //sprite = Sprite.Create(sprite.texture, sprite.rect, new Vector2(0.1f, 0.8f));
                //prop_sprite.objectReferenceValue = sprite;
                //Debug.Log(sprite.bounds);
            }
        }

19 Source : TMP_SpriteCharacterPropertyDrawer.cs
with MIT License
from BattleDawnNZ

void DrawSpriteGlyph(Rect position, SerializedProperty property)
        {
            // Get a reference to the sprite glyph table
            TMP_Spritereplacedet spritereplacedet = property.serializedObject.targetObject as TMP_Spritereplacedet;

            if (spritereplacedet == null)
                return;

            int glyphIndex = property.FindPropertyRelative("m_GlyphIndex").intValue;

            // Lookup glyph and draw glyph (if available)
            int elementIndex = spritereplacedet.spriteGlyphTable.FindIndex(item => item.index == glyphIndex);

            if (elementIndex != -1)
            {
                // Get a reference to the Sprite Glyph Table
                SerializedProperty prop_SpriteGlyphTable = property.serializedObject.FindProperty("m_SpriteGlyphTable");
                SerializedProperty prop_SpriteGlyph = prop_SpriteGlyphTable.GetArrayElementAtIndex(elementIndex);
                SerializedProperty prop_GlyphRect = prop_SpriteGlyph.FindPropertyRelative("m_GlyphRect");

                // Get a reference to the sprite texture
                Texture tex = spritereplacedet.spriteSheet;

                // Return if we don't have a texture replacedigned to the sprite replacedet.
                if (tex == null)
                {
                    Debug.LogWarning("Please replacedign a valid Sprite Atlas texture to the [" + spritereplacedet.name + "] Sprite replacedet.", spritereplacedet);
                    return;
                }

                Vector2 spriteTexPosition = new Vector2(position.x, position.y);
                Vector2 spriteSize = new Vector2(48, 48);
                Vector2 alignmentOffset = new Vector2((58 - spriteSize.x) / 2, (58 - spriteSize.y) / 2);

                float x = prop_GlyphRect.FindPropertyRelative("m_X").intValue;
                float y = prop_GlyphRect.FindPropertyRelative("m_Y").intValue;
                float spriteWidth = prop_GlyphRect.FindPropertyRelative("m_Width").intValue;
                float spriteHeight = prop_GlyphRect.FindPropertyRelative("m_Height").intValue;

                if (spriteWidth >= spriteHeight)
                {
                    spriteSize.y = spriteHeight * spriteSize.x / spriteWidth;
                    spriteTexPosition.y += (spriteSize.x - spriteSize.y) / 2;
                }
                else
                {
                    spriteSize.x = spriteWidth * spriteSize.y / spriteHeight;
                    spriteTexPosition.x += (spriteSize.y - spriteSize.x) / 2;
                }

                // Compute the normalized texture coordinates
                Rect texCoords = new Rect(x / tex.width, y / tex.height, spriteWidth / tex.width, spriteHeight / tex.height);
                GUI.DrawTextureWithTexCoords(new Rect(spriteTexPosition.x + alignmentOffset.x, spriteTexPosition.y + alignmentOffset.y, spriteSize.x, spriteSize.y), tex, texCoords, true);
            }
        }

19 Source : TMP_SpriteGlyphPropertyDrawer.cs
with MIT License
from BattleDawnNZ

void DrawGlyph(Rect position, SerializedProperty property)
        {
            // Get a reference to the sprite texture
            Texture tex = (property.serializedObject.targetObject as TMP_Spritereplacedet).spriteSheet;

            // Return if we don't have a texture replacedigned to the sprite replacedet.
            if (tex == null)
            {
                Debug.LogWarning("Please replacedign a valid Sprite Atlas texture to the [" + property.serializedObject.targetObject.name + "] Sprite replacedet.", property.serializedObject.targetObject);
                return;
            }

            Vector2 spriteTexPosition = new Vector2(position.x, position.y);
            Vector2 spriteSize = new Vector2(65, 65);

            SerializedProperty prop_GlyphRect = property.FindPropertyRelative("m_GlyphRect");

            int spriteImageX = prop_GlyphRect.FindPropertyRelative("m_X").intValue;
            int spriteImageY = prop_GlyphRect.FindPropertyRelative("m_Y").intValue;
            int spriteImageWidth = prop_GlyphRect.FindPropertyRelative("m_Width").intValue;
            int spriteImageHeight = prop_GlyphRect.FindPropertyRelative("m_Height").intValue;

            if (spriteImageWidth >= spriteImageHeight)
            {
                spriteSize.y = spriteImageHeight * spriteSize.x / spriteImageWidth;
                spriteTexPosition.y += (spriteSize.x - spriteSize.y) / 2;
            }
            else
            {
                spriteSize.x = spriteImageWidth * spriteSize.y / spriteImageHeight;
                spriteTexPosition.x += (spriteSize.y - spriteSize.x) / 2;
            }

            // Compute the normalized texture coordinates
            Rect texCoords = new Rect((float)spriteImageX / tex.width, (float)spriteImageY / tex.height, (float)spriteImageWidth / tex.width, (float)spriteImageHeight / tex.height);
            GUI.DrawTextureWithTexCoords(new Rect(spriteTexPosition.x + 5, spriteTexPosition.y + 32f, spriteSize.x, spriteSize.y), tex, texCoords, true);
        }

19 Source : SteamVR_LoadLevel.cs
with GNU General Public License v3.0
from brandonmousseau

void OnGUI()
        {
            if (_active != this)
                return;

            // Optionally create an overlay for our progress bar to use, separate from the loading screen.
            if (progressBarEmpty != null && progressBarFull != null)
            {
                if (progressBarOverlayHandle == OpenVR.k_ulOverlayHandleInvalid)
                    progressBarOverlayHandle = GetOverlayHandle("progressBar", progressBarTransform != null ? progressBarTransform : transform, progressBarWidthInMeters);

                if (progressBarOverlayHandle != OpenVR.k_ulOverlayHandleInvalid)
                {
                    var progress = (async != null) ? async.progress : 0.0f;

                    // Use the full bar size for everything.
                    var w = progressBarFull.width;
                    var h = progressBarFull.height;

                    // Create a separate render texture so we can composite the full image on top of the empty one.
                    if (renderTexture == null)
                    {
                        renderTexture = new RenderTexture(w, h, 0);
                        renderTexture.Create();
                    }

                    var prevActive = RenderTexture.active;
                    RenderTexture.active = renderTexture;

                    if (Event.current.type == EventType.Repaint)
                        GL.Clear(false, true, Color.clear);

                    GUILayout.BeginArea(new Rect(0, 0, w, h));

                    GUI.DrawTexture(new Rect(0, 0, w, h), progressBarEmpty);

                    // Reveal the full bar texture based on progress.
                    GUI.DrawTextureWithTexCoords(new Rect(0, 0, progress * w, h), progressBarFull, new Rect(0.0f, 0.0f, progress, 1.0f));

                    GUILayout.EndArea();

                    RenderTexture.active = prevActive;

                    // Texture needs to be set every frame after it is updated since SteamVR makes a copy internally to a shared texture.
                    var overlay = OpenVR.Overlay;
                    if (overlay != null)
                    {
                        var texture = new Texture_t();
                        texture.handle = renderTexture.GetNativeTexturePtr();
                        texture.eType = SteamVR.instance.textureType;
                        texture.eColorSpace = EColorSpace.Auto;
                        overlay.SetOverlayTexture(progressBarOverlayHandle, ref texture);
                    }
                }
            }

#if false
		// Draw loading screen and progress bar to 2d companion window as well.
		if (loadingScreen != null)
		{
			var screenAspect = (float)Screen.width / Screen.height;
			var textureAspect = (float)loadingScreen.width / loadingScreen.height;

			float w, h;
			if (screenAspect < textureAspect)
			{
				// Clamp horizontally
				w = Screen.width * 0.9f;
				h = w / textureAspect;
			}
			else
			{
				// Clamp vertically
				h = Screen.height * 0.9f;
				w = h * textureAspect;
			}

			GUILayout.BeginArea(new Rect(0, 0, Screen.width, Screen.height));

			var x = Screen.width / 2 - w / 2;
			var y = Screen.height / 2 - h / 2;
			GUI.DrawTexture(new Rect(x, y, w, h), loadingScreen);

			GUILayout.EndArea();
		}

		if (renderTexture != null)
		{
			var x = Screen.width / 2 - renderTexture.width / 2;
			var y = Screen.height * 0.9f - renderTexture.height;
			GUI.DrawTexture(new Rect(x, y, renderTexture.width, renderTexture.height), renderTexture);
		}
#endif
        }

19 Source : TextureEditorWindow.cs
with MIT License
from Crazy-Marvin

protected void DrawTexture()
		{
			int num = Mathf.Max(this.m_Texture.width, 1);
			float num2 = Mathf.Min(this.m_MipLevel, (float)(m_Texture.mipmapCount - 1));
			//float mipMapBias = this.m_Texture.mipMapBias;
			m_Texture.mipMapBias = (num2 - this.Log2((float)num / this.m_TextureRect.width));
			//FilterMode filterMode = this.m_Texture.filterMode;
			//m_Texture.filterMode = FilterMode.Point;
			Rect r = m_TextureRect;
			r.position -= m_ScrollPosition;

			if (this.m_ShowAlpha)
			{
				EditorGUI.DrawTextureAlpha(r, this.m_Texture);
			}
			else
			{
				GUI.DrawTextureWithTexCoords(r, transparentCheckerTexture,
				                             new Rect(r.width * -0.5f / (float)transparentCheckerTexture.width,
												         r.height * -0.5f / (float)transparentCheckerTexture.height,
												         r.width / (float)transparentCheckerTexture.width,
												         r.height / (float)transparentCheckerTexture.height), false);

				GUI.color = textureColor;
				GUI.DrawTexture(r, this.m_Texture);
			}
			//m_Texture.filterMode = filterMode;
			//m_Texture.mipMapBias = mipMapBias;
		}

19 Source : PixelKit.cs
with MIT License
from liangxiegame

void OnGUI () 
		{

			this.wantsMouseMove = true;

			if (waitingFile) return; // we are waiting for save
			if (needsUpdate) {Repaint(); needsUpdate=false;} // we need to update
			if (!isInitialized) InitializeCanvas();



			// ** GUI **
			GUIToolbar();

			if (toolbarMode==6)
			{
				GUISettingsTab();
				return;
			}

			GUILayout.Space(19);
			GUICurrentImageInfo();


			// background canvas
			GUI.DrawTextureWithTexCoords(new Rect(leftOffsetX,topOffsetY,imageSize*pixelSizeAdjust,imageSize*pixelSizeAdjust), canvasBackground, new Rect(0f,0f,1f,1f),true);

			// drawing canvas
			GUI.DrawTextureWithTexCoords(new Rect(leftOffsetX,topOffsetY,imageSize*pixelSizeAdjust,imageSize*pixelSizeAdjust), canvas, new Rect(0f,0f,1f,1f),true);

			// outline canvas
			if (automaticOutline)
			{
				GUI.DrawTextureWithTexCoords(new Rect(leftOffsetX,topOffsetY,imageSize*pixelSizeAdjust,imageSize*pixelSizeAdjust), canvasOutlineBG, new Rect(0f,0f,1f,1f),true);
			}
	
			// parts of the GUI
			GUIMouseInfo();
			GUIDrawPreviews();
			GUICurrentColors();

			GUILayout.BeginHorizontal();
			GUILayout.BeginVertical();
			//GUIUndoRedo(); // not working properly yet
			//GUILayout.Space(8);
			GUILayout.EndVertical();
			GUILayout.EndHorizontal();

			GUILayout.BeginHorizontal();
			GUILayout.BeginVertical(GUILayout.Width(leftOffsetX-4));
			GUILayout.Space(0); // dummy
			GUILayout.EndVertical();
			GUILayout.BeginVertical();
			GUILoadBuffer();
			GUILayout.EndVertical();
			GUIPalette();
			GUILayout.EndHorizontal();

			GUILayout.BeginArea(new Rect(527,585,182,73));
			GUIAutomaticOutlines();
			GUIMirrorToggles();
			GUIMovePanTools();
			GUILayout.EndArea();

			GUIInfoAndStatus();

			GUIEvents();

		}

19 Source : PixelKit.cs
with MIT License
from liangxiegame

void GUIDrawPreviews()
		{
			// preview 1
			GUI.DrawTextureWithTexCoords(new Rect(imageSize*pixelSizeAdjust+24+leftOffsetX,topOffsetY+64,imageSize,imageSize), canvas, new Rect(0f,0f,1f,1f),true);

			// preview 2 (black bg)
			GUI.DrawTextureWithTexCoords(new Rect(imageSize*pixelSizeAdjust+24+leftOffsetX,topOffsetY+64+48,imageSize,imageSize), blackPixel, new Rect(0f,0f,1f,1f),true);
			GUI.DrawTextureWithTexCoords(new Rect(imageSize*pixelSizeAdjust+24+leftOffsetX,topOffsetY+64+48,imageSize,imageSize), canvas, new Rect(0f,0f,1f,1f),true);

			// preview 3 (white bg)
			GUI.DrawTextureWithTexCoords(new Rect(imageSize*pixelSizeAdjust+24+leftOffsetX,topOffsetY+64+48+48,imageSize,imageSize), whitePixel, new Rect(0f,0f,1f,1f),true);
			GUI.DrawTextureWithTexCoords(new Rect(imageSize*pixelSizeAdjust+24+leftOffsetX,topOffsetY+64+48+48,imageSize,imageSize), canvas, new Rect(0f,0f,1f,1f),true);

			// TODO: preview 4 (main camera bg color), take main cam bg color, create temp texture at init, adjust color if it changes..show here as bg
			//GUI.DrawTextureWithTexCoords(new Rect(size*zoom+24+leftOffsetX,topOffsetY + (size+16)*4,size,size), whitePixel, new Rect(0f,0f,1f,1f),true);
			//GUI.DrawTextureWithTexCoords(new Rect(size*zoom+24+leftOffsetX,topOffsetY + (size+16)*4,size,size), canvas, new Rect(0f,0f,1f,1f),true);
		}

19 Source : PixelKit.cs
with MIT License
from liangxiegame

void GUIEvents()
		{
			Event current = Event.current;

			bool altDown=false;
			//			bool ctrlDown=false;
			//			bool shiftDown=false;

			if (Event.current.alt)	altDown = true;
			//if (Event.current.shift)	shiftDown = true;
			//if (Event.current.control)	ctrlDown = true;


			if (current.type == EventType.ScrollWheel)
			{

				if (altDown) // adjust alpha only
				{
					paintColor1.a -= Mathf.Sign(current.delta.y)*mouseWheelSpeed;
					paintColor1.a = Mathf.Clamp01(paintColor1.a);
				}else{ // darken/lighten color
					paintColor1.r -= Mathf.Sign(current.delta.y)*mouseWheelSpeed;
					paintColor1.g -= Mathf.Sign(current.delta.y)*mouseWheelSpeed;
					paintColor1.b -= Mathf.Sign(current.delta.y)*mouseWheelSpeed;

					paintColor1.r = Mathf.Clamp01(paintColor1.r);
					paintColor1.g = Mathf.Clamp01(paintColor1.g);
					paintColor1.b = Mathf.Clamp01(paintColor1.b);

					CurrentCellOutlineRebuild();
				}
				HandleUtility.Repaint();
			}

			if (current.type == EventType.KeyDown)
			{

				switch(current.keyCode)
				{
					case KeyCode.X:  // x key, swap colors
						Color tempColor = paintColor1;
						paintColor1 = paintColor2;
						paintColor2 = tempColor;
						current.Use();
						CurrentCellOutlineRebuild();
						break;

					case KeyCode.D:  // d key, restore default colors
						paintColor1 = Color.black;
						paintColor2 = Color.white;
						current.Use();
						CurrentCellOutlineRebuild();
						break;

					case KeyCode.I:  // i key, invert color1
						paintColor1.r = 1-paintColor1.r;
						paintColor1.g = 1-paintColor1.g;
						paintColor1.b = 1-paintColor1.b;
						current.Use();
						CurrentCellOutlineRebuild();
						break;

					case KeyCode.B:  // b key, brush
						toolbarMode=defaultToolBarMode;
						current.Use();
						break;

					case KeyCode.F:  // f key, fill
						toolbarMode=2;
						current.Use();
						break;

					case KeyCode.Alpha1:  // 1 = quick color slot 1
						paintColor1 = quickColor1;
						current.Use();
						CurrentCellOutlineRebuild();
						break;

					case KeyCode.Alpha2:  // 2 = quick color slot 2
						paintColor1 = quickColor2;
						current.Use();
						CurrentCellOutlineRebuild();
						break;

					case KeyCode.Alpha3:  // 3 = quick color slot 3
						paintColor1 = quickColor3;
						current.Use();
						CurrentCellOutlineRebuild();
						break;

				}
			} // keypress



			// repaint after undo
			if (Event.current.type == EventType.ValidateCommand)
			{
				switch (Event.current.commandName)
				{
					case "UndoRedoPerformed":
						HandleUtility.Repaint();
						break;
				}
			}			

			current = Event.current;
			// mouse buttons
			if (current.type == EventType.MouseDrag || current.type == EventType.MouseDown)
			{
				int x = (int) (current.mousePosition.x-leftOffsetX);
				int y = (int) (current.mousePosition.y-topOffsetY);
				int px = (int) (x/pixelSizeAdjust);
				int py = (int) ((imageSize*pixelSizeAdjust-y)/pixelSizeAdjust);


				// check canvas bounds
				if (x>=0 &&  x < imageSize*pixelSizeAdjust && y>=0 && y < imageSize*pixelSizeAdjust)
				{

					if (toolbarMode==1) // Brush
					{
						switch (current.button)
						{
							case 0: // left mouse button (paint)
								Undo.RecordObject(canvas, "Paint " + px +","+py);
								canvas.SetPixel(px,py,paintColor1);

								if (mirrorX)
								{
									canvas.SetPixel(imageSize-mirrorXOffset-px,py,paintColor1);
								}

								if (mirrorY)
								{
									canvas.SetPixel(px,imageSize-py,paintColor1);
								}

								if (mirrorX && mirrorY)
								{
									canvas.SetPixel(imageSize-mirrorXOffset-px,imageSize-1-py,paintColor1);
								}


								break;

							case 2: // middle mouse button (color pick)
								paintColor1 = canvas.GetPixel(px,py);

								break;

							case 1: // right mouse button (clear)
								Undo.RecordObject(canvas, "Erase " + px +","+py);

								if (altDown) // smart erase
								{
									if (Compare4Neighbours(px,py))
									{
										Color32 smartEraseColor = canvas.GetPixel(px,py+1);
										canvas.SetPixel(px,py,smartEraseColor);
										if (mirrorX)
										{
											canvas.SetPixel(imageSize-mirrorXOffset-px,py,smartEraseColor);
										}

										if (mirrorY)
										{
											canvas.SetPixel(px,imageSize-mirrorXOffset-py,smartEraseColor);
										}

										if (mirrorX && mirrorY)
										{
											canvas.SetPixel(imageSize-mirrorXOffset-px,imageSize-1-py,smartEraseColor);
										}

									}else{ // use average instead

										Color32 smartEraseColor = GetAverageNeighbourColor4(px,py);
										canvas.SetPixel(px,py,smartEraseColor);
										if (mirrorX)
										{
											canvas.SetPixel(imageSize-mirrorXOffset-px,py,smartEraseColor);
										}

										if (mirrorY)
										{
											canvas.SetPixel(px,imageSize-mirrorXOffset-py,smartEraseColor);
										}

										if (mirrorX && mirrorY)
										{
											canvas.SetPixel(imageSize-mirrorXOffset-px,imageSize-1-py,smartEraseColor);
										}
									}
								}else{
									canvas.SetPixel(px,py,clearColor);

									if (mirrorX)
									{
										canvas.SetPixel(imageSize-mirrorXOffset-px,py,clearColor);
									}

									if (mirrorY)
									{
										canvas.SetPixel(px,imageSize-1-py,clearColor);
									}

									if (mirrorX && mirrorY)
									{
										canvas.SetPixel(imageSize-mirrorXOffset-px,imageSize-1-py,clearColor);
									}

								}

								break;
						}
					}



					if (toolbarMode==2) // floodfill
					{
						switch (current.button)
						{
							case 0: // left mouse button
								Undo.RecordObject(canvas, "Floodfill " + px +","+py);
								floodFill(px,py,canvas.GetPixel(px,py),paintColor1);
								break;

							case 2: // middle mouse button
								paintColor1 = canvas.GetPixel(px,py);
								break;

							case 1: // right mouse button erase
								Undo.RecordObject(canvas, "Erase " + px +","+py);
								canvas.SetPixel(px,py,paintColor2);
								break;
						}
					}

					canvas.Apply(false);
					if (!wasModified) {}
					{
						if (!window) window = (PixelKit)EditorWindow.GetWindow (typeof (PixelKit));
						window.replacedleContent = new GUIContent(appName+"*");

						wasModified = true;
					}

					if (automaticOutline) DrawOutline();

					HandleUtility.Repaint();
				}
			}

			// show mouse cursor pixel preview
			if (mouseCursorPixel)
			{
				int x = (int)current.mousePosition.x-leftOffsetX;
				int y = (int)current.mousePosition.y-topOffsetY;
				int y2 = (int)current.mousePosition.y;

				if (x>=0 &&  x < imageSize*pixelSizeAdjust && y>=0 && y < imageSize*pixelSizeAdjust)
				{
					// get pixel coords
					mouseX = x/pixelSizeAdjust;
					mouseY = (imageSize*pixelSizeAdjust-y)/pixelSizeAdjust;

					if (x!=mouseCursorPixelPosX || y!=mouseCursorPixelPosY || paintColor1.ToString()!=oldpaintColor1.ToString())
					{
						HandleUtility.Repaint();
					}

					mouseCursorPixelPosX = x;
					mouseCursorPixelPosY = y;

					oldpaintColor1 = paintColor1;

					int gridX = (x)/pixelSizeAdjust*pixelSizeAdjust+leftOffsetX;
					int gridY = (y2/pixelSizeAdjust)*pixelSizeAdjust;
					GUI.DrawTextureWithTexCoords(new Rect(gridX-1,gridY-1,pixelSizeAdjust+2,pixelSizeAdjust+2), gridCellOutLine, new Rect(0f,0f,1f,1f),true);

				}else{
					// TODO: repaint only once..?
					HandleUtility.Repaint();
				}
			}

		}

19 Source : OldGUIExamplesCS.cs
with MIT License
from PacktPublishing

void OnGUI () {
		GUI.DrawTexture( grumpyRect.rect, grumpy);

		Rect staticRect = new Rect(0.0f*w, 0.0f*h, 0.2f*w, 0.14f*h);
		if(GUI.Button( staticRect, "Move Cat")){
			if(LeanTween.isTweening(grumpyRect)==false){ // Check to see if the cat is already tweening, so it doesn't freak out
				Vector2 orig = new Vector2( grumpyRect.rect.x, grumpyRect.rect.y );
				LeanTween.move( grumpyRect, new Vector2( 1.0f*Screen.width - grumpy.width, 0.0f*Screen.height ), 1.0f).setEase(LeanTweenType.easeOutBounce).setOnComplete(catMoved);
				LeanTween.move( grumpyRect, orig, 1.0f ).setDelay(1.0f).setEase( LeanTweenType.easeOutBounce);
			}
		}

		if(GUI.Button(buttonRect1.rect, "Scale Centered")){
			LeanTween.scale( buttonRect1, new Vector2(buttonRect1.rect.width, buttonRect1.rect.height) * 1.2f, 0.25f ).setEase( LeanTweenType.easeOutQuad );
			LeanTween.move( buttonRect1, new Vector2(buttonRect1.rect.x-buttonRect1.rect.width*0.1f, buttonRect1.rect.y-buttonRect1.rect.height*0.1f), 0.25f ).setEase(LeanTweenType.easeOutQuad);
		}

		if(GUI.Button(buttonRect2.rect, "Scale")){
			LeanTween.scale( buttonRect2, new Vector2(buttonRect2.rect.width, buttonRect2.rect.height) * 1.2f, 0.25f ).setEase(LeanTweenType.easeOutBounce);
		}

		staticRect = new Rect(0.76f*w, 0.53f*h, 0.2f*w, 0.14f*h);
		if(GUI.Button( staticRect, "Flip Tile")){
			LeanTween.move( beautyTileRect, new Vector2( 0f, beautyTileRect.rect.y + 1.0f ), 1.0f ).setEase(LeanTweenType.easeOutBounce);
		}

		GUI.DrawTextureWithTexCoords( new Rect(0.8f*w, 0.5f*h - beauty.height*0.5f, beauty.width*0.5f, beauty.height*0.5f), beauty, beautyTileRect.rect);


		if(GUI.Button(buttonRect3.rect, "Alpha")){
			LeanTween.alpha( buttonRect3, 0.0f, 1.0f).setEase(LeanTweenType.easeOutQuad);
			LeanTween.alpha( buttonRect3, 1.0f, 1.0f).setDelay(1.0f).setEase( LeanTweenType.easeInQuad);

			LeanTween.alpha( grumpyRect, 0.0f, 1.0f).setEase(LeanTweenType.easeOutQuad);
			LeanTween.alpha( grumpyRect, 1.0f, 1.0f).setDelay(1.0f).setEase(LeanTweenType.easeInQuad);
		}
		GUI.color = new Color(1.0f,1.0f,1.0f,1.0f); // Reset to normal alpha, otherwise other gui elements will be effected

		if(GUI.Button(buttonRect4.rect, "Rotate")){
			LeanTween.rotate( buttonRect4, 150.0f, 1.0f ).setEase(LeanTweenType.easeOutElastic);
			LeanTween.rotate( buttonRect4, 0.0f, 1.0f ).setDelay(1.0f).setEase(LeanTweenType.easeOutElastic);
		}
		GUI.matrix = Matrix4x4.idenreplacedy;
	}

19 Source : NodeEditor.cs
with MIT License
from virror

private static void DrawSubCanvas (NodeCanvas nodeCanvas, NodeEditorState editorState)  
		{
			if (!editorState.drawing)
				return;
			
			BeginEditingCanvas (nodeCanvas, editorState);

			if (Event.current.type == EventType.Repaint) 
			{ // Draw Background when Repainting
				// Offset from origin in tile units
				Vector2 tileOffset = new Vector2 (-(curEditorState.zoomPos.x * curEditorState.zoom + curEditorState.panOffset.x) / NodeEditorGUI.Background.width, 
					((curEditorState.zoomPos.y - curEditorState.canvasRect.height) * curEditorState.zoom + curEditorState.panOffset.y) / NodeEditorGUI.Background.height);
				// Amount of tiles
				Vector2 tileAmount = new Vector2 (Mathf.Round (curEditorState.canvasRect.width * curEditorState.zoom) / NodeEditorGUI.Background.width,
					Mathf.Round (curEditorState.canvasRect.height * curEditorState.zoom) / NodeEditorGUI.Background.height);
				// Draw tiled background
				GUI.DrawTextureWithTexCoords (curEditorState.canvasRect, NodeEditorGUI.Background, new Rect (tileOffset, tileAmount));
			}

			// Handle input events
			NodeEditorInputSystem.HandleInputEvents (curEditorState);
			if (Event.current.type != EventType.Layout)
				curEditorState.ignoreInput = new List<Rect> ();

			// We're using a custom scale method, as default one is messing up clipping rect
			Rect canvasRect = curEditorState.canvasRect;
			curEditorState.zoomPanAdjust = GUIScaleUtility.BeginScale (ref canvasRect, curEditorState.zoomPos, curEditorState.zoom, NodeEditorGUI.isEditorWindow, false);

			// ---- BEGIN SCALE ----

			// Some features which require zoomed drawing:

			if (curEditorState.navigate) 
			{ // Draw a curve to the origin/active node for orientation purposes
				Vector2 startPos = (curEditorState.selectedNode != null? curEditorState.selectedNode.rect.center : curEditorState.panOffset) + curEditorState.zoomPanAdjust;
				Vector2 endPos = Event.current.mousePosition;
				RTEditorGUI.DrawLine (startPos, endPos, Color.green, null, 3); 
				RepaintClients ();
			}

			if (curEditorState.connectOutput != null)
			{ // Draw the currently drawn connection
				NodeOutput output = curEditorState.connectOutput;
				Vector2 startPos = output.GetGUIKnob ().center;
				Vector2 startDir = output.GetDirection ();
				Vector2 endPos = Event.current.mousePosition;
				Vector2 endDir = -startDir; // NodeEditorGUI.GetSecondConnectionVector (startPos, endPos, startDir); <- causes unpleasant jumping when switching polarity

				NodeEditorGUI.OptimiseBezierDirections (startPos, ref startDir, endPos, ref endDir);
				NodeEditorGUI.DrawConnection (startPos, startDir, endPos, endDir, output.typeData.Color);
				RepaintClients ();
			}

			// Draw the groups below everything else
			for (int groupCnt = 0; groupCnt < curNodeCanvas.groups.Count; groupCnt++)
				curNodeCanvas.groups [groupCnt].DrawGroup ();
			
			// Push the active node to the top of the draw order.
			if (Event.current.type == EventType.Layout && curEditorState.selectedNode != null)
			{
				curNodeCanvas.nodes.Remove (curEditorState.selectedNode);
				curNodeCanvas.nodes.Add (curEditorState.selectedNode);
			}

			// Draw the transitions and connections. Has to be drawn before nodes as transitions originate from node centers
			for (int nodeCnt = 0; nodeCnt < curNodeCanvas.nodes.Count; nodeCnt++)
				curNodeCanvas.nodes [nodeCnt].DrawConnections ();

			// Draw the nodes
			for (int nodeCnt = 0; nodeCnt < curNodeCanvas.nodes.Count; nodeCnt++)
			{
				Node node = curNodeCanvas.nodes [nodeCnt];
				node.DrawNode ();
				if (Event.current.type == EventType.Repaint)
					node.DrawKnobs ();
			}

			// ---- END SCALE ----

			// End scaling group
			GUIScaleUtility.EndScale ();

			// Handle input events with less priority than node GUI controls
			NodeEditorInputSystem.HandleLateInputEvents (curEditorState);

			EndEditingCanvas ();
		}

19 Source : SFN_Get.cs
with MIT License
from XINCGer

public override void DrawLowerPropertyBox() {
			Rect r = new Rect( lowerRect );
			r.yMin += 4;
			r.yMax -= 2;
			r.xMin += 2;
			Rect[] splitRects = r.SplitHorizontal( 0.25f, 2 );

			int selectedID = -1;
			if( connectors[1].inputCon != null){
				selectedID = editor.nodeView.NodeIdToRelayId( connectors[1].inputCon.node.id );
			}

			EditorGUI.BeginChangeCheck();
			int newID = UndoableEnumPopupNamed( splitRects[1], selectedID, editor.nodeView.relayInNames, "select Get option" );
			if( EditorGUI.EndChangeCheck() ) {
				// Changed input, let's hook it up!
				SF_NodeConnector con = editor.nodeView.relayInSources[newID].con;
				connectors[1].LinkTo( con );
			}


			Rect texCoords = new Rect( splitRects[0] );
			texCoords.width /= 7;
			texCoords.height /= 3;
			texCoords.x = texCoords.y = 0;
			GUI.DrawTextureWithTexCoords( splitRects[0], SF_GUI.Handle_drag, texCoords, alphaBlend:true );
		}

19 Source : SFN_MultiplyMatrix.cs
with MIT License
from XINCGer

public override void NeatWindow() {
			PrepareWindowColor();
			GUI.BeginGroup( rect );
			Rect r = new Rect( rectInner );
			r = r.Pad( 4 );

			Rect texCoords = new Rect( r );
			texCoords.width /= 7;
			texCoords.height /= 3;
			texCoords.x = texCoords.y = 0;
			GUI.DrawTextureWithTexCoords( r, SF_GUI.Handle_drag, texCoords, alphaBlend: true );

			GUI.EndGroup();
			ResetWindowColor();

		}

19 Source : SFN_Relay.cs
with MIT License
from XINCGer

public override void DrawLowerPropertyBox() {
			Rect r = new Rect( lowerRect );
			r.yMin += 4;
			r.yMax -= 2;
			r.xMin += 2;
			Rect texCoords = new Rect( r );
			texCoords.width /= 7;
			texCoords.height /= 3;
			texCoords.x = texCoords.y = 0;
			GUI.DrawTextureWithTexCoords( r, SF_GUI.Handle_drag, texCoords, alphaBlend:true );
		}

19 Source : SFN_Set.cs
with MIT License
from XINCGer

public override void DrawLowerPropertyBox() {
			Rect r = new Rect( lowerRect );
			r.yMin += 4;
			r.yMax -= 2;
			r.xMin += 2;
			Rect[] splitRects = r.SplitHorizontal( 0.75f, 2 );
			EditorGUI.BeginChangeCheck();
			variableName = UndoableTextField( splitRects[0], variableName, "Set variable name", null );
			if( EditorGUI.EndChangeCheck() ) {
				editor.nodeView.RefreshRelaySources();
			}
			Rect texCoords = new Rect( splitRects[1] );
			texCoords.width /= 7;
			texCoords.height /= 3;
			texCoords.x = texCoords.y = 0;
			GUI.DrawTextureWithTexCoords( splitRects[1], SF_GUI.Handle_drag, texCoords, alphaBlend: true );
		}

19 Source : SFN_ToggleProperty.cs
with MIT License
from XINCGer

public override void DrawLowerPropertyBox() {
			PrepareWindowColor();
			float vecPrev = texture.dataUniform[0];
			//int strWidth = (int)SF_Styles.GetLargeTextField().CalcSize( new GUIContent( texture.dataUniform[0].ToString() ) ).x;
			//lowerRect.width = Mathf.Max( 32, strWidth );
			Rect r = new Rect( lowerRect );
			r.width -= 75;
			r.width *= 2;
			r.yMin += 4;
			r.yMax -= 2;
			r.xMin += 2;
			float fVal = texture.dataUniform[0];;

			//GUI.enabled = false;
			//fVal = EditorGUI.FloatField(r, texture.dataUniform[0], SF_Styles.LargeTextField);
			//GUI.enabled = true;

			//r.x += r.width + 6;



			bool prevVal = on;

			GUI.enabled = false;
			r = r.PadTop(2);
			GUI.Label(r,prevVal ? "1": "0", SF_Styles.LargeTextFieldNoFrame);
			r = r.PadTop(-2);
			GUI.enabled = true;

			r.x += 18;

			r.width = r.height + 2;
			bool newVal = GUI.Button(r,string.Empty) ? !prevVal : prevVal;

			if(newVal){
				Rect chkRect = r;
				chkRect.width = SF_GUI.Toggle_check_icon.width;
				chkRect.height = SF_GUI.Toggle_check_icon.height;
				chkRect.x += (r.width-chkRect.width)*0.5f;
				chkRect.y += 2;
				GUI.DrawTexture(chkRect,SF_GUI.Toggle_check_icon);
			}



			if(prevVal != newVal){
				UndoRecord("set toggle of " + property.nameDisplay + " to " + newVal.ToString());
				fVal = newVal ? 1f : 0f;
				connectors[0].label = "";
				//Debug.Log("Setting it to " + newVal.ToString());
			}

			r.x += r.width + 6;
			r.width = r.height + 18;
			Rect texCoords = new Rect( r );
			texCoords.width /= 7;
			texCoords.height /= 3;
			texCoords.x = texCoords.y = 0;
			GUI.DrawTextureWithTexCoords( r, SF_GUI.Handle_drag, texCoords, alphaBlend:true );
			on = newVal;
			texture.dataUniform = new Color( fVal, fVal, fVal, fVal );
			if( texture.dataUniform[0] != vecPrev ) {
				OnUpdateNode( NodeUpdateType.Soft );
				editor.shaderEvaluator.ApplyProperty( this );
			}

			ResetWindowColor();
				
		}

19 Source : SFN_ValueProperty.cs
with MIT License
from XINCGer

public override void DrawLowerPropertyBox() {
			PrepareWindowColor();
			float vecPrev = texture.dataUniform[0];
			//int strWidth = (int)SF_Styles.GetLargeTextField().CalcSize( new GUIContent( texture.dataUniform[0].ToString() ) ).x;
			//lowerRect.width = Mathf.Max( 32, strWidth );
			Rect r = new Rect( lowerRect );
			r.width -= 32;
			r.yMin += 4;
			r.yMax -= 2;
			r.xMin += 2;
			float fVal;
			if(IsGlobalProperty()){
				fVal = 1f;
				GUI.enabled = false;
				EditorGUI.FloatField( r, 1, SF_Styles.LargeTextField );
				GUI.enabled = true;

			} else {
				fVal = UndoableFloatField(r, texture.dataUniform[0], "value" , SF_Styles.LargeTextField);
				//fVal = EditorGUI.FloatField( r, texture.dataUniform[0], SF_Styles.LargeTextField );
			}
			r.x += r.width + 6;
			r.width = r.height;
			Rect texCoords = new Rect( r );
			texCoords.width /= 7;
			texCoords.height /= 3;
			texCoords.x = texCoords.y = 0;
			GUI.DrawTextureWithTexCoords( r, SF_GUI.Handle_drag, texCoords, alphaBlend:true );

			texture.dataUniform = new Vector4( fVal, fVal, fVal, fVal );
			if( texture.dataUniform[0] != vecPrev ) {
				OnUpdateNode( NodeUpdateType.Soft );
				editor.shaderEvaluator.ApplyProperty( this );
			}

			ResetWindowColor();
				
		}

19 Source : SFN_Vector1.cs
with MIT License
from XINCGer

public override void DrawLowerPropertyBox() {
			float vecPrev = texture.dataUniform[0];
			//int strWidth = (int)SF_Styles.GetLargeTextField().CalcSize( new GUIContent( texture.dataUniform[0].ToString() ) ).x;
			//lowerRect.width = Mathf.Max( 32, strWidth );
			Rect r = new Rect( lowerRect );
			r.width -= 32;
			r.yMin += 4;
			r.yMax -= 2;
			r.xMin += 2;
			//SF_GUI.EnterableFloatField( this, r, ref texture.dataUniform.r, SF_Styles.LargeTextField );
			UndoableEnterableFloatField(r, ref texture.dataUniform.x, "value", SF_Styles.LargeTextField);
			r.x += r.width + 6;
			r.width = r.height;
			Rect texCoords = new Rect( r );
			texCoords.width /= 7;
			texCoords.height /= 3;
			texCoords.x = texCoords.y = 0;
			GUI.DrawTextureWithTexCoords( r, SF_GUI.Handle_drag, texCoords, alphaBlend:true );

			texture.dataUniform = new Vector4( texture.dataUniform.x, texture.dataUniform.x, texture.dataUniform.x, texture.dataUniform.x );
			if( texture.dataUniform[0] != vecPrev )
				OnUpdateNode();
		}

19 Source : SF_DraggableSeparator.cs
with MIT License
from XINCGer

public void Draw( int yPos, int height ) {

			rect.y = yPos;
			rect.height = height;
			rect.width = 7;

			GUI.Box( rect, "", EditorStyles.textField );
			Rect rHandle = new Rect( rect );
			rHandle.xMin += 0;
			rHandle.xMax -= 0;
			Rect uv = new Rect( rect );
			uv.x = 0;
			uv.y = 0;
			uv.width = 1;
			uv.height /= SF_GUI.Handle_drag.height;
			GUI.DrawTextureWithTexCoords( rHandle, SF_GUI.Handle_drag, uv );

			if( rect.Contains( Event.current.mousePosition ) || dragging ) {
				SF_GUI.replacedignCursor( rect, MouseCursor.ResizeHorizontal );
			}

			if(Event.current.isMouse){

				if( SF_GUI.ReleasedRawLMB() ) {
					StopDrag();
				}
				if( dragging ) {
					UpdateDrag();
				}
				if( SF_GUI.PressedLMB( rect ) ) {
					StartDrag();
				}
			}
		}

19 Source : SFPSC_Properties.cs
with MIT License
from XINCGer

public override float DrawInner(ref Rect r){

			Restart:
			//int propCount = editor.nodeView.treeStatus.propertyList.Count;

			List<SF_Node> propertyList = editor.nodeView.treeStatus.propertyList;

			//GUI.Label( r.MovedUp(), "propertyList.Count = " + propertyList.Count );

			int propCount = propertyList.Count;

			bool multiple = propCount > 1;

			
			float prevYpos = r.y;
			r.y = 0;
			
			
			if( propCount == 0 ) {
				r.y += 16;
				GUI.enabled = false;
				GUI.Label( r, "No properties in this shader yet" );
				GUI.enabled = true;
				r.y -= 16;
			}
			
			
			r.y += 23;
			r.xMin += 20; // Indent
			r.xMax -= 3;
			
			
			
			r.height = propertyHeight;

			

			
			// On drop...
			if( draggingProperty != null && SF_GUI.ReleasedRawLMB()) {
				
				
				int moveDist = Mathf.RoundToInt( ( Event.current.mousePosition.y - startMouseY ) / propertyHeight );
				
				// Execute reordering!
				if( moveDist != 0 ) { // See if it actually moved to another slot
					int newIndex = Mathf.Clamp( dragStartIndex + moveDist, 0, propCount - 1 );
					Undo.RecordObject(editor.nodeView.treeStatus,"property reorder");
					editor.nodeView.treeStatus.propertyList.RemoveAt( dragStartIndex );
					//if( newIndex > dragStartIndex )
					//	newIndex--;
					editor.nodeView.treeStatus.propertyList.Insert( newIndex, draggingProperty );
				}
				
				draggingProperty = null;
				
				
			}
			
			float yStart = r.y;
			
			
			int i = 0;

			
			for(int j=0;j<propertyList.Count;j++){


				SF_Node prop = propertyList[j];
				
				
				if( prop.property == null ) { // Due to a weird bug - remove these nodes

					// Disconnect
					foreach( SF_NodeConnector con in prop.connectors ) {
						if( con.conType == ConType.cOutput ) {
							con.Disconnect();
						}
					}
					prop.Deselect( registerUndo: false );
					propertyList.Remove( prop );
					editor.nodeView.treeStatus.propertyList.Remove( prop );
					editor.nodes.Remove( prop );
					//Debug.Log("Removing broken property...");
					DestroyImmediate( prop );
					goto Restart;
				}
					

				bool draggingThis = ( draggingProperty == prop );
				bool dragging = (draggingProperty != null);

				r.y = yStart + propertyHeight * i;
				
				if( draggingThis ) {
					r.x -= 5;
					r.y = Mathf.Clamp(Event.current.mousePosition.y + dragStartOffsetY, yStart, yStart+propertyHeight*(propCount-1));
				} else if( dragging ) {
					if( i < dragStartIndex ){
						float offset = propertyHeight + SF_Tools.Smoother( Mathf.Clamp( r.y - DragRectPosY, -propertyHeight, 0 ) / -propertyHeight ) * -propertyHeight;
						r.y += offset;
					} else if( i > dragStartIndex) {
						r.y -= propertyHeight - SF_Tools.Smoother( Mathf.Clamp( r.y - DragRectPosY, 0, propertyHeight ) / propertyHeight ) * propertyHeight;
					}
				}
				
				
				
				
				
				GUI.Box( r, string.Empty, draggingThis ? SF_Styles.HighlightStyle : SF_Styles.NodeStyle );
				bool mouseOver = r.Contains( Event.current.mousePosition );
				
				
				
				
				
				// We're now in the property box
				// We need: Grabber, Text field, Internal label
				
				
				
				bool imagePreview = (prop.property is SFP_Tex2d || prop.property is SFP_Cubemap);
				bool colorInput = ( prop.property is SFP_Color );
				bool checkboxInput = (prop.property is SFP_ToggleProperty || prop.property is SFP_SwitchProperty);
				
				
				// GRABBER
				Rect gRect = SF_Tools.GetExpanded( r, -6);
				gRect.width = gRect.height/2f;
				
				gRect.yMin += 8;
				
				Rect gRectCoords = new Rect( gRect );
				
				gRectCoords.x = 0;
				gRectCoords.y = 0;
				gRectCoords.width /= SF_GUI.Handle_drag.width;
				gRectCoords.height /= SF_GUI.Handle_drag.height;
				if(multiple)
					GUI.DrawTextureWithTexCoords( gRect, SF_GUI.Handle_drag, gRectCoords );
				gRect.yMin -= 8;
				/*
				if( propCount > 1 ) {
					if( gRect.Contains( Event.current.mousePosition ) && SF_GUI.PressedLMB() && !dragging ) {
						dragStartOffsetY = r.y - Event.current.mousePosition.y;
						draggingProperty = prop;
						dragStartIndex = i;
						startMouseY = Event.current.mousePosition.y;
					}	
					SF_GUI.replacedignCursor( gRect,MouseCursor.Pan);
					GUI.DrawTextureWithTexCoords(gRect, SF_GUI.Handle_drag, gRectCoords );
				}
				*/
				
				
				
				
				// Property type name
				Color c = GUI.color;
				c.a = 0.5f;
				GUI.color = c;
				Rect propTypeNameRect = new Rect( gRect );
				//propTypeNameRect.x += propTypeNameRect.width + 8;
				propTypeNameRect.y -= 5;
				if( imagePreview || colorInput || checkboxInput )
					propTypeNameRect.width = r.width - r.height - 38;
				else
					propTypeNameRect.width = r.width - 48;
				propTypeNameRect.height = 16;
				//if( prop.property != null )
				GUI.Label( propTypeNameRect, prop.property.nameType, EditorStyles.miniLabel );
				propTypeNameRect.x += gRect.width + 8;
				c.a = 1f;
				GUI.color = c;
				//else
				//return (int)r.yMax;
				
				
				// INTERNAL NAME
				
				if( mouseOver ) {
					c.a = 0.5f;
					GUI.color = c;
					Rect intRect = new Rect( propTypeNameRect );
					intRect.xMin += intRect.width - SF_GUI.WidthOf( prop.property.nameInternal, EditorStyles.label );
					//SF_GUI.replacedignCursor( intRect, MouseCursor.Text );
					GUI.Label( intRect, prop.property.nameInternal, EditorStyles.label );
					c.a = 1f;
					GUI.color = c;
				}
				
				
				
				// DISPLAY NAME
				Rect dispNameRect = new Rect( propTypeNameRect );
				dispNameRect.y += 18;
				//dispNameRect.x += dispNameRect.width + 4;
				//dispNameRect.height = 16;
				//dispNameRect.y += 10;
				//dispNameRect.width = ( r.width - dispNameRect.width - texRect.width - 20 ) * 0.5f;
				
				ps.StartIgnoreChangeCheck();
				string bef = prop.property.nameDisplay;
				SF_GUI.replacedignCursor( dispNameRect, MouseCursor.Text );
				//if( mouseOver )
				UndoableEnterableNodeTextField(prop.property.node, dispNameRect, ref prop.property.nameDisplay, "change property name", update:false, extra:prop.property);
				//else
				//GUI.Label( dispNameRect, prop.property.nameDisplay, EditorStyles.boldLabel );
				if( prop.property.nameDisplay != bef ) { // Changed
					prop.property.UpdateInternalName();
				}
				ps.EndIgnoreChangeCheck();
				
				
				
				
				
				
				// Texture preview
				Rect texRect = new Rect( 0, 0, 0, 0 );
				c = GUI.color;
				if( imagePreview ) {
					texRect = SF_Tools.GetExpanded(new Rect( r ), -4);
					texRect.xMin += texRect.width - texRect.height;
					//texRect.x += gRect.width + 4;
					//texRect.width = texRect.height;
					GUI.Box( SF_Tools.GetExpanded( texRect, 1f ), string.Empty, SF_Styles.NodeStyle );
					GUI.color = Color.white;
					GUI.DrawTexture( texRect, prop.texture.texture );
					GUI.color = c;
				}
				
				
				if( prop.property is SFP_Slider ) {
					
					SFN_Slider slider = ( prop as SFN_Slider );
					
					ps.StartIgnoreChangeCheck();
					Rect sR = new Rect( dispNameRect );
					sR.y += sR.height+5;
					sR.width = 28;
					GUI.Label( sR, "Min" );
					//sR.x += sR.width;
					sR = sR.MovedRight();
					prop.UndoableEnterableFloatField(sR, ref slider.min, "min value",null);


					sR = sR.MovedRight();
					
					sR.width = r.width - 164;
					
					float beforeSlider = slider.current;
					
					string sliderName = "slider" + slider.id;
					GUI.SetNextControlName( sliderName );

					sR.xMin += 4;
					sR.xMax -= 4;

					slider.current = prop.UndoableHorizontalSlider(sR, slider.current, slider.min, slider.max, "value");
					if( beforeSlider != slider.current ) {
						GUI.FocusControl( sliderName );
						slider.OnValueChanged();
					}
					//SF_GUI.replacedignCursor( sR, MouseCursor.Arrow );
					
					sR.x += sR.width+4;
					sR.width = 32;
					prop.UndoableEnterableFloatField(sR, ref slider.max, "max value",null);
					sR.x += sR.width;
					GUI.Label( sR, "Max" );
					
					ps.EndIgnoreChangeCheck();
					
				} else if( colorInput ) {
					
					
					SFN_Color colNode = ( prop as SFN_Color );
					
					texRect = SF_Tools.GetExpanded( new Rect( r ), -4 );
					texRect.xMin += texRect.width - texRect.height;
					//GUI.Box( SF_Tools.GetExpanded( texRect, 1f ), string.Empty, SF_Styles.NodeStyle );
					GUI.color = Color.white;
					texRect.yMax -= 21;
					texRect.yMin += 15;
					texRect.xMin += 2;
					//texRect.xMax -= 2;
					
					SF_GUI.replacedignCursor( texRect, MouseCursor.Arrow );
					
					ps.StartIgnoreChangeCheck();
					//Color col = EditorGUI.ColorField( texRect, colNode.texture.dataUniform );
					Color col = colNode.UndoableColorField(texRect, colNode.texture.dataUniform, "set color of " + colNode.property.nameDisplay);
					ps.EndIgnoreChangeCheck();
					colNode.SetColor( col );
					GUI.color = c;
				} else if( prop.property is SFP_Vector4Property ) {
					
					SFN_Vector4Property vec4 = ( prop as SFN_Vector4Property );
					
					ps.StartIgnoreChangeCheck();
					Rect sR = new Rect( dispNameRect );
					sR.y += sR.height + 5;
					sR.width = 20;
					
					int lbWidth = 12;


					//string channelStr = "XYZW";



					sR.width = lbWidth;
					GUI.Label( sR, "X", EditorStyles.miniLabel );
					sR.x += sR.width;
					sR.width = 32;
					prop.UndoableEnterableFloatField(sR, ref vec4.texture.dataUniform.x, "X channel", EditorStyles.textField );
					SF_GUI.replacedignCursor( sR, MouseCursor.Text );
					sR.x += sR.width + 3;
					
					
					sR.width = lbWidth;
					GUI.Label( sR, "Y", EditorStyles.miniLabel );
					sR.x += sR.width;
					sR.width = 32;
					prop.UndoableEnterableFloatField(sR, ref vec4.texture.dataUniform.y, "Y channel", EditorStyles.textField );
					SF_GUI.replacedignCursor( sR, MouseCursor.Text );
					sR.x += sR.width+3;
					
					
					sR.width = lbWidth;
					GUI.Label( sR, "Z", EditorStyles.miniLabel );
					sR.x += sR.width;
					sR.width = 32;
					prop.UndoableEnterableFloatField(sR, ref vec4.texture.dataUniform.z, "Z channel", EditorStyles.textField );
					SF_GUI.replacedignCursor( sR, MouseCursor.Text );
					sR.x += sR.width + 3;
					
					
					sR.width = lbWidth;
					GUI.Label( sR, "W", EditorStyles.miniLabel );
					sR.x += sR.width;
					sR.width = 32;
					prop.UndoableEnterableFloatField(sR, ref vec4.texture.dataUniform.w, "W channel", EditorStyles.textField );
					SF_GUI.replacedignCursor( sR, MouseCursor.Text );

					
					
					
					ps.EndIgnoreChangeCheck();
					
				} else if( prop.property is SFP_ValueProperty ) {
					
					SFN_ValueProperty val = ( prop as SFN_ValueProperty );
					
					ps.StartIgnoreChangeCheck();
					Rect sR = new Rect( dispNameRect );
					sR.y += sR.height + 5;
					sR.width = 20;
					
					sR.width = 35;
					GUI.Label( sR, "Value", EditorStyles.miniLabel );
					sR.x += sR.width;
					sR.width = 55;
					//SF_GUI.EnterableFloatField( prop, sR, ref val.texture.dataUniform.r, EditorStyles.textField );
					prop.UndoableEnterableFloatField(sR, ref val.texture.dataUniform.x, "value", EditorStyles.textField);
					SF_GUI.replacedignCursor( sR, MouseCursor.Text );
					ps.EndIgnoreChangeCheck();
				} else if (checkboxInput){

					bool isToggle = (prop.property is SFP_ToggleProperty);

					bool prevValue = isToggle ? (prop.property.node as SFN_ToggleProperty).on : (prop.property.node as SFN_SwitchProperty).on;


					

					ps.StartIgnoreChangeCheck();

					texRect = SF_Tools.GetExpanded( new Rect( r ), -4 );
					texRect.xMin += texRect.width - texRect.height;
					//GUI.Box( SF_Tools.GetExpanded( texRect, 1f ), string.Empty, SF_Styles.NodeStyle );

					texRect.yMax -= 21;
					texRect.yMin += 15;
					texRect.xMin += 2;
					//texRect.xMax -= 2;

					SF_GUI.replacedignCursor( texRect, MouseCursor.Arrow );

					bool newValue = prevValue;

					if(isToggle){
						prop.property.node.UndoableToggle(texRect, ref (prop.property.node as SFN_ToggleProperty).on, "", "property checkbox", EditorStyles.toggle);
						newValue = (prop.property.node as SFN_ToggleProperty).on;
					} else {
						prop.property.node.UndoableToggle(texRect, ref (prop.property.node as SFN_SwitchProperty).on, "", "property checkbox", EditorStyles.toggle);
						newValue = (prop.property.node as SFN_SwitchProperty).on;
					}

					if(newValue != prevValue){
						//if(isToggle){
						//	(prop.property.node as SFN_ToggleProperty).on = newValue;
						//} else {
						//	(prop.property.node as SFN_SwitchProperty).on = newValue;
						////}
						if(isToggle){
							prop.property.node.texture.dataUniform = Color.white * (newValue ? 1f : 0f);
						} else {
							//prop.property.node.texture.UpdateColorPreview("",true);
						}
						prop.property.node.OnUpdateNode(NodeUpdateType.Soft);
					}
					ps.EndIgnoreChangeCheck();

				}
				
				

				
				
				if( r.Contains( Event.current.mousePosition ) && SF_GUI.PressedLMB() && !dragging && multiple) {
					dragStartOffsetY = r.y - Event.current.mousePosition.y;
					draggingProperty = prop;
					dragStartIndex = i;
					startMouseY = Event.current.mousePosition.y;
					editor.Defocus();
				}
				if(multiple)
					SF_GUI.replacedignCursor( r, MouseCursor.Pan );
				
				
				
				
				
				
				
				
				if( draggingThis )
					r.x += 5;

				//GUI.Label( r, "prop.property.nameType = " + prop.property.nameType );

				r.y += propertyHeight;
				i++;
			}

			
			
			r.y = yStart + propCount * propertyHeight;
			r.height = 20;

			r.y += prevYpos;

			return r.yMax;
		}

19 Source : ServerBrowser.cs
with MIT License
from Zetrith

private void DrawSteam(Rect inRect)
        {
            string info = null;
            if (!SteamManager.Initialized)
                info = "MpNotConnectedToSteam".Translate();
            else if (friends.Count == 0)
                info = "MpNoFriendsPlaying".Translate();

            if (info != null)
            {
                Text.Anchor = TextAnchor.MiddleCenter;
                Widgets.Label(new Rect(0, 8, inRect.width, 40f), info);

                Text.Anchor = TextAnchor.UpperLeft;
                inRect.yMin += 40f;
            }

            float margin = 80;
            Rect outRect = new Rect(margin, inRect.yMin + 10, inRect.width - 2 * margin, inRect.height - 20);

            float height = friends.Count * 40;
            Rect viewRect = new Rect(0, 0, outRect.width - 16f, height);

            Widgets.BeginScrollView(outRect, ref steamScroll, viewRect, true);

            float y = 0;
            int i = 0;

            foreach (SteamPersona friend in friends)
            {
                Rect entryRect = new Rect(0, y, viewRect.width, 40);
                if (i % 2 == 0)
                    Widgets.DrawAltRect(entryRect);

                if (Event.current.type == EventType.repaint)
                    GUI.DrawTextureWithTexCoords(new Rect(5, entryRect.y + 4, 32, 32), SteamImages.GetTexture(friend.avatar), new Rect(0, 1, 1, -1));

                Text.Anchor = TextAnchor.MiddleLeft;
                Widgets.Label(entryRect.Right(45).Up(5), friend.username);

                GUI.color = SteamGreen;
                Text.Font = GameFont.Tiny;
                Widgets.Label(entryRect.Right(45).Down(8), "MpPlayingRimWorld".Translate());
                Text.Font = GameFont.Small;
                GUI.color = Color.white;

                Text.Anchor = TextAnchor.MiddleCenter;

                if (friend.serverHost != CSteamID.Nil)
                {
                    Rect playButton = new Rect(entryRect.xMax - 85, entryRect.y + 5, 80, 40 - 10);
                    if (Widgets.ButtonText(playButton, "MpJoinButton".Translate()))
                    {
                        Close(false);

                        Log.Message("Connecting through Steam");

                        Find.WindowStack.Add(new SteamConnectingWindow(friend.serverHost) { returnToServerBrowser = true });

                        var conn = new SteamClientConn(friend.serverHost);
                        conn.username = Multiplayer.username;
                        Multiplayer.session = new MultiplayerSession();

                        Multiplayer.session.client = conn;
                        Multiplayer.session.ReapplyPrefs();

                        conn.State = ConnectionStateEnum.ClientSteam;
                    }
                }
                else
                {
                    Rect playButton = new Rect(entryRect.xMax - 125, entryRect.y + 5, 120, 40 - 10);
                    Widgets.ButtonText(playButton, "MpNotInMultiplayer".Translate(), false, false, false);
                }

                Text.Anchor = TextAnchor.UpperLeft;

                y += entryRect.height;
                i++;
            }

            Widgets.EndScrollView();
        }