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Unity Editor utility to add clippable pan&zoom area to EditorWindow in UGUI
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// Copyright 2023 Boris Shishov (github: @bshishov) | |
// | |
// Permission is hereby granted, free of charge, to any person obtaining a copy of this software and | |
// associated documentation files (the “Software”), to deal in the Software without restriction, | |
// including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, | |
// and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do | |
// so, subject to the following conditions: | |
// | |
// The above copyright notice and this permission notice shall be included in all copies or substantial | |
// portions of the Software. | |
// | |
// THE SOFTWARE IS PROVIDED “AS IS”, WITHOUT WARRANTY OF ANY KIND, EXPRESS OR | |
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS | |
// FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS | |
// OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, | |
// WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN | |
// CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. | |
using UnityEngine; | |
namespace GUIExtensions | |
{ | |
public static class Viewport | |
{ | |
private const float KEditorWindowTabHeight = 20f; // height of editor window top-bar with tab | |
private static Matrix4x4 _backupMatrix; | |
private static bool _isDragging; | |
/// <summary> | |
/// Begins a viewport. Everything drawn between Begin() and End() would be transformed w.r.t. virtual camera position and zoom. | |
/// Canvas space coordinates (0, 0) are at the center of the screen if cameraCenter is (0, 0). | |
/// Event-handling done separately, see HandleEvents(). Should be called outside of Begin()/End() since e.mousePosition is also transformed. | |
/// </summary> | |
/// <param name="viewportRect">Window-space rectangle of the viewport</param> | |
/// <param name="cameraPosition">Camera position in canvas-space (virtual). Set this value to implement pan or LookAt / CenterTo behavior.</param> | |
/// <param name="zoom">Value of 1 is the default zoom, scale will be the same as in the editor window. If greater than 1 - zoomed-in, if less - zoomed out</param> | |
/// <returns>Rectangle in canvas space that is visible in viewport. Might be useful for clipping stuff that is not visible</returns> | |
public static Rect Begin(Rect viewportRect, Vector2 cameraPosition, float zoom) | |
{ | |
GUI.EndGroup(); // End the group that Unity began so we're not bound (clipped) by the EditorWindow | |
zoom = Mathf.Max(zoom, 0.01f); // To prevent negative values and zero-division | |
var invZoom = 1f / zoom; | |
var clippedArea = new Rect( | |
viewportRect.x * invZoom, | |
(viewportRect.y + KEditorWindowTabHeight) * invZoom, | |
viewportRect.width * invZoom, | |
viewportRect.height * invZoom); | |
var scrollOffset = new Vector2( | |
0.5f * clippedArea.width - cameraPosition.x, | |
0.5f * clippedArea.height - cameraPosition.y | |
); | |
GUI.BeginClip(clippedArea, scrollOffset, Vector2.zero, false); | |
_backupMatrix = GUI.matrix; | |
var m = Matrix4x4.Scale(new Vector3(zoom, zoom, 1.0f)); | |
GUI.matrix = m * GUI.matrix; | |
// Return visible rect in canvas space | |
return new Rect(cameraPosition - 0.5f * invZoom * viewportRect.size, clippedArea.size); | |
} | |
/// <summary> | |
/// Ends a viewport | |
/// </summary> | |
public static void End() | |
{ | |
GUI.matrix = _backupMatrix; | |
GUI.EndClip(); | |
GUI.BeginGroup(new Rect(0.0f, KEditorWindowTabHeight, Screen.width, | |
Screen.height - (KEditorWindowTabHeight + 3))); | |
} | |
/// <summary> | |
/// Processes uGUI events to implement simple Pan & Zoom behavior changing camera zoom and position which should be passed as ref and stored somewhere outside. | |
/// Note: use this function outside of Begin() End() since event mouse coordinated are also affected by viewport transformation matrix. | |
/// </summary> | |
/// <param name="e"></param> | |
/// <param name="viewportRect"></param> | |
/// <param name="cameraPosition">Reference to the camera position</param> | |
/// <param name="zoom">Reference to the camera zoom</param> | |
/// <param name="zoomSpeed">Amount at which ScrollWheel delta affects zoom</param> | |
/// <returns>if true - GUI has changed, if false - nothing happened</returns> | |
public static bool HandleEvents(Event e, Rect viewportRect, ref Vector2 cameraPosition, ref float zoom, | |
float zoomSpeed = 1.1f) | |
{ | |
if (e.type == UnityEngine.EventType.MouseDown && viewportRect.Contains(e.mousePosition)) | |
{ | |
_isDragging = true; | |
} | |
if (e.type == UnityEngine.EventType.MouseUp) | |
{ | |
_isDragging = false; | |
} | |
if (e.type == UnityEngine.EventType.MouseDrag && _isDragging) | |
{ | |
cameraPosition -= e.delta / zoom; | |
return true; | |
} | |
if (e.type == UnityEngine.EventType.ScrollWheel && viewportRect.Contains(e.mousePosition)) | |
{ | |
// Apply zoom | |
zoom *= Mathf.Pow(zoomSpeed, -e.delta.y / 3f); | |
zoom = Mathf.Clamp(zoom, 0.05f, 10f); | |
// Difference between mouse position and canvas center | |
var mouseToCenterCanvasSpace = (e.mousePosition - viewportRect.center) / zoom; | |
// Move camera center so that the cursor | |
if (e.delta.y < 0) | |
{ | |
// Zoom In | |
cameraPosition += (zoomSpeed - 1f) * mouseToCenterCanvasSpace; | |
} | |
else | |
{ | |
// Zoom out | |
cameraPosition -= (zoomSpeed - 1f) / zoomSpeed * mouseToCenterCanvasSpace; | |
} | |
return true; | |
} | |
return false; | |
} | |
/// <summary> | |
/// Transforms a point in editor-window space (where viewport is positioned) to a canvas space. | |
/// </summary> | |
public static Vector2 WindowSpaceToCanvasSpace(Vector2 p, Rect viewportRect, Vector2 cameraPosition, float zoom) | |
{ | |
return (p - viewportRect.center) / zoom + cameraPosition; | |
} | |
} | |
} |
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