Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by astorga · Sep 10, 2015 at 12:28 PM · guieditoreditorwindoweditorguievent-handling

Modify editor GUI content using mouse click

I'm trying to make a custom editor window that has a window area and an inspector-like area to the right, as follows:

image

It behaves as expected, but I have an issue: I need to know which window is current selected, so I'm holding the current window ID in a property, as follows:

 void windowFunc(int id){
     if ((Event.current.button == 0) && (Event.current.type == EventType.MouseDown)) {
         selectedWindow = id;
     }
     // More window stuff...
 }

and, on OnGUI function, I reset the selected window so whenever I click outside an window but inside window area, i de-select any selected window:

 void OnGUI () {
     // Some GUI stuff...
     if ((Event.current.type == EventType.MouseDown) && (Event.current.button == 0) && bounds.Contains(Event.current.mousePosition)) {
         // reset selected window
         selectedWindow = -1;
     }
     BeginWindows();
     // More GUI stuff, and a catch later...
 }
         

So far, so good. The problem lies when I need to modify the side view to show/hide content based on selected window:

 void OnGUI() {
     // The same OnGUI as before...
     if (selectedWindow != -1){
         EditorGUI.indentLevel++;
         // draw some controls over here...
         EditorGUI.indentLevel--;
     }
     // if statement is false, don't draw extra items
 }
         

This code works flawless if the amount of controls is higher than before (in the image example, if a window has more outputs than the window selected before). Otherwise, the error pops up on console:

 ArgumentException: Getting control 5's position in a group with only 5 controls when doing mouseDown

I know why the error occurs (I shouldn't change window content between a layout and a repaint event), but how can I work-around this issue? Does removing "Layout" functions should get rid of these errors (yes, I'm using Layout functions to draw the controls)?

screen-shot-2015-09-10-at-090917.png (96.8 kB)
Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

1 Reply

· Add your reply
  • Sort: 
avatar image
0
Best Answer

Answer by astorga · Sep 23, 2015 at 01:46 PM

Just in case anyone need to know, here's what I did to handle this situation: On windowFunc, I added a call: Event.current.Use(); . After that, no more console errors, and I'm happy :D

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

29 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Editor GUI Foldout header style customization 0 Answers

DragAndDrop EditorGUILayout.Box ? 1 Answer

EditorGUI elements require minimum size of 24px? 0 Answers

How do I make a progress bar in the editor lock the background? 0 Answers

Drawing Editor Inspector GUI based on selected/current prefab (CustomPropertyDrawer) 2 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges