SW 중심대학 OSS GIT 서버
박건태, 이승준, 고기완, 이준호
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using UnityEngine;
namespace UnityEditor.Timeline{ class TimelineClipHandle : ILayerable { Rect m_Rect; readonly TimelineClipGUI m_ClipGUI; readonly TrimEdge m_TrimDirection; readonly LayerZOrder m_ZOrder;
public Rect boundingRect { get { return m_ClipGUI.parent.ToWindowSpace(m_Rect); } }
public TrimEdge trimDirection { get { return m_TrimDirection; } }
public TimelineClipGUI clipGUI { get { return m_ClipGUI; } }
public LayerZOrder zOrder { get { return m_ZOrder; } }
public TimelineClipHandle(TimelineClipGUI theClipGUI, TrimEdge trimDirection) { m_TrimDirection = trimDirection; m_ClipGUI = theClipGUI; m_ZOrder = theClipGUI.zOrder.ChangeLayer(Layer.ClipHandles); }
public void Draw(Rect clientRect, float width, WindowState state) { var handleRect = clientRect; handleRect.width = width;
if (m_TrimDirection == TrimEdge.End) handleRect.x = clientRect.xMax - width;
m_Rect = handleRect; if (!TimelineWindow.instance.state.editSequence.isReadOnly) EditorGUIUtility.AddCursorRect(handleRect, MouseCursor.SplitResizeLeftRight); state.spacePartitioner.AddBounds(this, boundingRect); } }}
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