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@@ -24,7 +24,8 @@ namespace BansheeEditor
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private static readonly Color ClearColor = new Color(83.0f/255.0f, 83.0f/255.0f, 83.0f/255.0f);
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private static readonly Color ClearColor = new Color(83.0f/255.0f, 83.0f/255.0f, 83.0f/255.0f);
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private const string ProfilerOverlayActiveKey = "_Internal_ProfilerOverlayActive";
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private const string ProfilerOverlayActiveKey = "_Internal_ProfilerOverlayActive";
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private const int HandleAxesGUISize = 50;
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private const int HandleAxesGUISize = 50;
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- private const int HandleAxesGUIPadding = 5;
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+ private const int HandleAxesGUIPaddingX = 10;
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+ private const int HandleAxesGUIPaddingY = 5;
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private Camera camera;
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private Camera camera;
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private SceneCamera cameraController;
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private SceneCamera cameraController;
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@@ -536,8 +537,8 @@ namespace BansheeEditor
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{
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{
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if (Input.IsPointerButtonDown(PointerButton.Left))
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if (Input.IsPointerButtonDown(PointerButton.Left))
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{
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{
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- Rect2I sceneAxesGUIBounds = new Rect2I(Width - HandleAxesGUISize - HandleAxesGUIPadding,
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- HandleAxesGUIPadding, HandleAxesGUISize, HandleAxesGUISize);
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+ Rect2I sceneAxesGUIBounds = new Rect2I(Width - HandleAxesGUISize - HandleAxesGUIPaddingX,
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+ HandleAxesGUIPaddingY, HandleAxesGUISize, HandleAxesGUISize);
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if (sceneAxesGUIBounds.Contains(scenePos))
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if (sceneAxesGUIBounds.Contains(scenePos))
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sceneAxesGUI.TrySelect(scenePos);
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sceneAxesGUI.TrySelect(scenePos);
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@@ -798,7 +799,7 @@ namespace BansheeEditor
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Rect2I rtBounds = new Rect2I(0, 0, width, height);
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Rect2I rtBounds = new Rect2I(0, 0, width, height);
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renderTextureGUI.Bounds = rtBounds;
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renderTextureGUI.Bounds = rtBounds;
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- sceneAxesGUI.SetPosition(width - HandleAxesGUISize - HandleAxesGUIPadding, HandleAxesGUIPadding);
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+ sceneAxesGUI.SetPosition(width - HandleAxesGUISize - HandleAxesGUIPaddingX, HandleAxesGUIPaddingY);
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// TODO - Consider only doing the resize once user stops resizing the widget in order to reduce constant
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// TODO - Consider only doing the resize once user stops resizing the widget in order to reduce constant
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// render target destroy/create cycle for every single pixel.
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// render target destroy/create cycle for every single pixel.
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