EditorGUI.InspectorTitlebar

static function InspectorTitlebar (position : Rect, foldout : boolean, targetObj : Object) : boolean

static function InspectorTitlebar (position : Rect, foldout : boolean, targetObjs : Object[]) : boolean

Parameters

NameDescription
position Rectangle on the screen to use for the titlebar.
foldout The foldout state shown with the arrow.
targetObj The object (for example a component) or objects that the titlebar is for.

Returns

boolean - The foldout state selected by the user.

Description

Make an inspector-window-like titlebar.

The titlebar has a foldout arrow, a help icon, and a settings menu that depends on the type of the object supplied.


Inspector titlebar in an Editor Window.

// Editor window that shows the detailed rotation (X,Y,Z and W components), 
// the position in 3D space and position in Screen space of the selected
// transform.

class CustomTransformInspector extends EditorWindow {
var showing : boolean = true;
var rotationComp : Vector4;

@MenuItem("Examples/GameObject detailed inspector")
static function Init() {
var window = GetWindow(CustomTransformInspector);
window.Show();
}

function OnInspectorUpdate() {
Repaint();
}
function OnGUI() {
var currObj = Selection.activeTransform;
showing = EditorGUI.InspectorTitlebar(Rect(0,0,position.width, 20), showing, currObj);
if(showing) {
if(currObj) {
currObj.position = EditorGUI.Vector3Field(Rect(3,15,position.width-6,20),
"Position in 3D Space:",
currObj.position);

EditorGUI.Vector2Field(Rect(3,50,position.width-6,20),
"Position in Screen Space:",
Camera.main.WorldToScreenPoint(currObj.position));

rotationComp = EditorGUI.Vector4Field(Rect(3, 85, position.width-6, 20),
"Detailed Rotation:",
QuaternionToVector4(currObj.localRotation));
currObj.localRotation = ConvertToQuaternion(rotationComp);

currObj.localScale = EditorGUI.Vector3Field(Rect(3,120,position.width-6,20),
"Scale:",
currObj.localScale);

} else {
EditorGUI.DropShadowLabel(Rect(3,15,position.width,20),"Select an Object to inspect");
}
}
}

function ConvertToQuaternion(v4 : Vector4) {
return Quaternion(v4.x, v4.y, v4.z, v4.w);
}
function QuaternionToVector4(q : Quaternion) {
return Vector4(q.x, q.y, q.z, q.w);
}
}