Reputation: 78
I'm constructing a custom node editor window in Unity, and I've had a look at various resources such as this one, which uses GUI.Box
to construct node windows.
This works great, and I'm able to drag these windows around the way I want, however once I add controls to the GUI.Box
, I want them to override the Drag()
function I've written.
Here's an example of the issue - When I move the vertical slider up, the entire box drags with it.
Is there a way to fix this behavior using GUI.Box
, or should I go back to GUI.Window
with its built-in GUI.DragWindow()
?
Here's a simplified version of the code I'm using:
EditorMouseInput.cs:
private bool ActionLeftMouseDown()
{
mouseDownNode = editor.GetSelectedNode(Input.current.mousePosition);
if (mouseDownNode == null)
editor.StartMovingEditorCanvas();
else
mouseDownNode.IsSelected = true;
}
BaseNodeEditor.cs:
public BaseNode GetSelectedNode(Vector2 mousePos)
{
foreach (BaseNode node in Nodes)
{
if (node.WindowRect.Contains(mousePos))
return node;
}
return null;
}
public void Drag(Vector2 delta)
{
if (!MoveEditorMode && !ConnectionMode)
{
foreach (BaseNode node in Nodes)
{
node.Drag(delta);
}
}
BaseNode.cs:
public void Drag(Vector2 delta)
{
if (IsSelected)
draggedDistance += delta;
}
The vertical slider is added in the derived JumpNode class. Extract of the helper class that constructs the slider:
Vector2 pos = node.WindowRect.position + rect.position * GridSpacing;
value = GUI.VerticalSlider(new Rect(pos, rect.size * GridSpacing), value, maxValue, minValue);
I can see why this doesn't do what I want, but I don't know how to go about it given the GUI controls aren't part of the GUI.Box.
Any help or suggestions, even a nudge towards another source would be greatly appreciated - I feel I've used all the search terms that exist in my head!
Edit - Solved: Thanks to Kleber for solving this one for me. In case anyone else runs into this or a similar issue, the solution for me was in realising that GUI controls consume left mousedown events automatically, so clicking a slider means there's no propagation to the Box to check if it was clicked.
What I needed to do was separate the IsSelected and IsDragged flags in the Node class, and clear IsDragged on mouseUp. I originally used IsSelected to flag both drag enabled, and selected (multiple nodes could be selected and dragged at once).
Upvotes: 1
Views: 3237
Reputation: 1065
It's quite a complex tutorial so I didn't read it entirely, but the problem seems to be the MouseDrag
detection. Well, basically you want to stop the event propagation when you click on a GUI element inside the Box, right? To do so, you call:
Event.current.Use()
every time the user drags the mouse on one of your components.
Using the resource you've mentioned, I altered the Node
class and added a slider inside the Draw()
method, ending like this:
public void Draw() {
inPoint.Draw();
outPoint.Draw();
GUI.Box(rect, title, style);
GUI.BeginGroup(rect);
_value = GUI.HorizontalSlider(new Rect(20, 0, 50, 20), _value, 100, -100);
GUI.EndGroup();
}
Another thing you can do is change how you draw your window. Here it's a simple example that I've tested on the latest Unity version (5.6):
private void OnGUI() {
GUI.Box(_rect, string.Empty);
GUI.BeginGroup(_rect);
_value = GUI.VerticalSlider(new Rect(145, 100, 20, 100), _value, 100, -100);
GUI.EndGroup();
var e = Event.current;
if (e.type == EventType.MouseDrag && _rect.Contains(e.mousePosition)) {
_rect.x += e.delta.x;
_rect.y += e.delta.y;
Repaint();
}
}
As you can see, this example doesn't need an Event.current.Use()
to work properly.
Upvotes: 2