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Question by Mithosbluefish · Aug 11, 2013 at 08:00 PM · scrollviewlabelrectmouseovercontains

Getting Rect from scrollview according to position in scrollview

Hi, I am creating a system for displaying info about an object (displayed in GUI.Label) on mouseover. I am drawing these by iterating through an array of rects and applying them to the label along side the corresponding image (as shown below). The problem comes when i am checking if a rect contains mouse position as the original rect position is the only one used and I am not sure how to offset to accommodate the actual rect that is visible in the scrollView.

 scrollPos = GUI.BeginScrollView(new Rect(Placement.x, Placement.y, Width+16, (Height * 5) + (2.5f * 6)), 
 scrollPos, new Rect(0.0f, 0.0f, Width, (Height * SpellLimit) + (2.5f * SpellLimit)));
 GUI.BeginGroup(new Rect(0.0f, 0.0f, Width, (Height * SpellLimit) + (2.5f * SpellLimit)));
 GUI.Box(new Rect(0.0f, 0.0f, Width, (Height * SpellLimit) + (2.5f * SpellLimit)), "");
 for(int i = 0; i < SpellLimit; i++)
 {
     Prime inputIcon = (Prime)ThisSet[i];
     GUI.Label(iconRects[i], SL.SpellIcons[inputIcon._thisPrime.selectedImage]);
     Rect trueRect = new Rect(Placement.x + iconRects[i].x, Placement.y + iconRects[i].y, iconRects[i].width, iconRects[i].height);
     if(trueRect.Contains(mousePos))
     {
         thisSpell = i;
         infoActive = true;
     }
 }
 GUI.EndGroup();
 GUI.EndScrollView();
          

Is there a way to get the exact rect as it is in the group according to the scrollview? Or is there a way of calculating where the object rect will be based on the scrollview?

P.s trueRect is the old calculation to place the rect in the correct position (pre scrollview).

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Answer by Mithosbluefish · Aug 12, 2013 at 01:29 PM

Figured it out, I just offset the y value of trueRect by scrollPos.y ((Placement.y + iconRects[i].y)-scrollPos.y)

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Answer by shimoop · Apr 14, 2021 at 12:28 PM

Use the same rect to draw and mouseTest between BeginScrollView and EndScrollView at same time is just work,no need to calculate the trueRect. Unity2019.4

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