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EditorGUI.RectField

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public static function RectField(position: Rect, value: Rect): Rect;
public static Rect RectField(Rect position, Rect value);
public static def RectField(position as Rect, value as Rect) as Rect
public static function RectField(position: Rect, label: string, value: Rect): Rect;
public static Rect RectField(Rect position, string label, Rect value);
public static def RectField(position as Rect, label as string, value as Rect) as Rect
public static function RectField(position: Rect, label: GUIContent, value: Rect): Rect;
public static Rect RectField(Rect position, GUIContent label, Rect value);
public static def RectField(position as Rect, label as GUIContent, value as Rect) as Rect

Parameters

position Rectangle on the screen to use for the field.
label Optional label to display above the field.
value The value to edit.

Returns

Rect The value entered by the user.

Description

Make an X, Y, W & H field for entering a Rect.


Rect field in an Editor Window.

	// Find all the cameras in the scene and shows all their viewports togheter
	
	class EditorGUIRectField extends EditorWindow {
		
		var cameras : Camera[];
		
		@MenuItem("Examples/Editor GUI RectField usage")
		static function Init() {
			var window = GetWindow(EditorGUIRectField);
			window.position = Rect(0,0,150,120);
			window.Show();
		}
		
		function OnGUI() {
			if(GUI.Button(Rect(3,3,position.width-6,20),"Update list"))	
				cameras = FindObjectsOfType(Camera);
			
			if(cameras)
			for(var i = 0; i < cameras.Length; i++) {
				cameras[i].rect = EditorGUI.RectField(
						Rect(3,25+45*i,position.width - 6, 25),
						cameras[i].name,
						cameras[i].rect);
			}
		}
	}

Description

Make an X, Y, W & H for Rect using SerializedProperty (not public).