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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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