An easy to use Unity 3D library for creating illustrated Interactive Fiction games and more.
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.

88 lines
3.1 KiB

// This code is part of the Fungus library (http://fungusgames.com) maintained by Chris Gregan (http://twitter.com/gofungus).
// It is released for free under the MIT open source license (https://github.com/snozbot/fungus/blob/master/LICENSE)
// Original code by Martin Ecker (http://martinecker.com)
using UnityEngine;
namespace Fungus.EditorUtils
{
// 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 static Matrix4x4 _prevGuiMatrix;
private static Vector2 offset = new Vector2(2.0f, 19.0f);
public static Vector2 Offset { get { return offset; } set { offset = value; } }
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.position += offset;
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(offset.x, offset.y, Screen.width, Screen.height));
}
}
}