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Question by Dunkelheit · Sep 03, 2014 at 02:28 PM · drageditorwindow

Creating a "drop zone" for textures

Hi,

I would like to create a drag and drop zone to get some textures, something like this Picture:

alt text

On EditorWindow class, I have put a rect and I've attempted to create a drop zone, but without success.

 var dropZone = new Rect(10, 10, position.width - 10, 300);
             var primaryColor = GUI.color;
 
             if (Event.current.type == EventType.Repaint)
             {
                 var style = new GUIStyle();
                 GUI.color = Color.white;
                 style.Draw(dropZone, new GUIContent("DropZone"),0);
                 GUI.color = primaryColor;
             }

The text "DropZone" shows up, however the colored zone doesn't work. Any advice will be very helpful. Thanks!

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Answer by Dunkelheit · Sep 03, 2014 at 03:01 PM

I FOUND a similar solution right on this thread. However I would like to know more ways to accomplish it. I have changed my code and so far it works well. I would like a more "stylized" drop zone even this one can fit it as well.

Now:

alt text

My current code to handle that:

 public static object[] DropZone(string title, int w, int h)
 {
     GUILayout.Box(title, GUILayout.Width(w), GUILayout.Height(h));

     var eventType = Event.current.type;
     bool isAccepted = false;

     if (eventType == EventType.DragUpdated || eventType == EventType.DragPerform)
     {
         DragAndDrop.visualMode = DragAndDropVisualMode.Copy;

         if (eventType == EventType.dragPerform)
         {
             DragAndDrop.AcceptDrag();
             isAccepted = true;
         }
         
         Event.current.Use();
     }

     return isAccepted ? DragAndDrop.objectReferences : null;
 }

OnGUI() method we call this new method and check if dropped file is actually a texture.

     var objs = DropZone("Drop Textures Here", 300, 200);

     if (objs != null)
     {
         foreach (var o in objs)
         {
             if (o is Texture2D)
                 Debug.Log("Obj: " + o);
         }
     }

Please, if you have some interesting information, share with us on this thread. I'll appreciate that.

Next step is somehow render all added textures with its name and its position. I need to handle an array with sub-window, how can I accomplish that??

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