// Original code by Martin Ecker (http://martinecker.com) using UnityEngine; // Helper Rect extension methods public static class RectExtensions { public static Vector2 TopLeft(this Rect rect) { return new Vector2(rect.xMin, rect.yMin); } public static Rect ScaleSizeBy(this Rect rect, float scale) { return rect.ScaleSizeBy(scale, rect.center); } public static Rect ScaleSizeBy(this Rect rect, float scale, Vector2 pivotPoint) { Rect result = rect; result.x -= pivotPoint.x; result.y -= pivotPoint.y; result.xMin *= scale; result.xMax *= scale; result.yMin *= scale; result.yMax *= scale; result.x += pivotPoint.x; result.y += pivotPoint.y; return result; } public static Rect ScaleSizeBy(this Rect rect, Vector2 scale) { return rect.ScaleSizeBy(scale, rect.center); } public static Rect ScaleSizeBy(this Rect rect, Vector2 scale, Vector2 pivotPoint) { Rect result = rect; result.x -= pivotPoint.x; result.y -= pivotPoint.y; result.xMin *= scale.x; result.xMax *= scale.x; result.yMin *= scale.y; result.yMax *= scale.y; result.x += pivotPoint.x; result.y += pivotPoint.y; return result; } } public class EditorZoomArea { private const float kEditorWindowTabHeight = 21.0f; private static Matrix4x4 _prevGuiMatrix; public static Rect Begin(float zoomScale, Rect screenCoordsArea) { GUI.EndGroup(); // End the group Unity begins automatically for an EditorWindow to clip out the window tab. This allows us to draw outside of the size of the EditorWindow. Rect clippedArea = screenCoordsArea.ScaleSizeBy(1.0f / zoomScale, screenCoordsArea.TopLeft()); clippedArea.y += kEditorWindowTabHeight; GUI.BeginGroup(clippedArea); _prevGuiMatrix = GUI.matrix; Matrix4x4 translation = Matrix4x4.TRS(clippedArea.TopLeft(), Quaternion.identity, Vector3.one); Matrix4x4 scale = Matrix4x4.Scale(new Vector3(zoomScale, zoomScale, 1.0f)); GUI.matrix = translation * scale * translation.inverse * GUI.matrix; return clippedArea; } public static void End() { GUI.matrix = _prevGuiMatrix; GUI.EndGroup(); GUI.BeginGroup(new Rect(0.0f, kEditorWindowTabHeight, Screen.width, Screen.height)); } }