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EditorGUISplitView.cs
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using UnityEngine;
using System.Collections;
using UnityEditor;
public class EditorGUISplitView
{
public enum Direction {
Horizontal,
Vertical
}
Direction splitDirection;
float splitNormalizedPosition;
bool resize;
public Vector2 scrollPosition;
Rect availableRect;
public EditorGUISplitView(Direction splitDirection) {
splitNormalizedPosition = 0.5f;
this.splitDirection = splitDirection;
}
public void BeginSplitView() {
Rect tempRect;
if(splitDirection == Direction.Horizontal)
tempRect = EditorGUILayout.BeginHorizontal (GUILayout.ExpandWidth(true));
else
tempRect = EditorGUILayout.BeginVertical (GUILayout.ExpandHeight(true));
if (tempRect.width > 0.0f) {
availableRect = tempRect;
}
if(splitDirection == Direction.Horizontal)
scrollPosition = GUILayout.BeginScrollView(scrollPosition, GUILayout.Width(availableRect.width * splitNormalizedPosition));
else
scrollPosition = GUILayout.BeginScrollView(scrollPosition, GUILayout.Height(availableRect.height * splitNormalizedPosition));
}
public void Split() {
GUILayout.EndScrollView();
ResizeSplitFirstView ();
}
public void EndSplitView() {
if(splitDirection == Direction.Horizontal)
EditorGUILayout.EndHorizontal ();
else
EditorGUILayout.EndVertical ();
}
private void ResizeSplitFirstView(){
Rect resizeHandleRect;
if(splitDirection == Direction.Horizontal)
resizeHandleRect = new Rect (availableRect.width * splitNormalizedPosition, availableRect.y, 2f, availableRect.height);
else
resizeHandleRect = new Rect (availableRect.x,availableRect.height * splitNormalizedPosition, availableRect.width, 2f);
GUI.DrawTexture(resizeHandleRect,EditorGUIUtility.whiteTexture);
if(splitDirection == Direction.Horizontal)
EditorGUIUtility.AddCursorRect(resizeHandleRect,MouseCursor.ResizeHorizontal);
else
EditorGUIUtility.AddCursorRect(resizeHandleRect,MouseCursor.ResizeVertical);
if(Event.current.type == EventType.MouseDown && resizeHandleRect.Contains(Event.current.mousePosition)){
resize = true;
}
if(resize){
if(splitDirection == Direction.Horizontal)
splitNormalizedPosition = Event.current.mousePosition.x / availableRect.width;
else
splitNormalizedPosition = Event.current.mousePosition.y / availableRect.height;
}
if(Event.current.type == EventType.MouseUp)
resize = false;
}
}