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1
Question by Tsanas · Feb 07, 2012 at 12:38 AM · guiclicktoggletooltip

GUI toggle on click, unless on GUI.

Hi there.

Im having a hard time creating a simple gui toggle.

I want the GUI to toggle between on/off when the player clicks anywhere on the screen, UNLESS the click is on the GUI.

Im using tooltips to know whenever the mouse is over a gui-element, but the problem seems to be that during the actual click, the tooltip is null. Even when the mouse is still over the gui.

This is what i have so far:


 private string currentTooltip = "";

 void Update ()
 {
     if (string.IsNullOrEmpty(currentTooltip))
     {
         if (Input.GetMouseButtonDown(0))
         {
             DisplayBunkerGUI = DisplayBunkerGUI ? false : true;
         }
     }
 }

 void OnGUI()
 {
     if (DisplayBunkerGUI)
     {
          GUI.Button(new Rect(50, 50, 100, 100), ToolTipEnter);
     }
 
     currentTooltip = GUI.tooltip;
 }


So when i click outside the button, the GUI toggles fine, but when I click on the button, the GUI still toggles.

Anyone got any suggestions?

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Answer by aldonaletto · Feb 07, 2012 at 01:21 AM

A simple way to avoid the button area is to use buttonRect.Contains(Vector2 point) : it returns true when the rect contains the specified point. There's a trick, however: GUI Y is upside down, thus we must convert the mouse position Y to have meaningful results

Rect rButton = new Rect(50, 50, 100, 100); // define button rect

void Update(){ if (Input.GetMouseButtonDown(0)){ bool inButton = false; if (DisplayBunkerGUI){ // if button is being displayed... Vector2 mPos = Input.mousePosition; // check button area: mPos.y = Screen.height - mPos.y; // transform Y to GUI space... inButton = rButton.Contains(mPos); // check if mouse inside button rect } if (!inButton){ // if not over button... DisplayBunkerGUI = !DisplayBunkerGUI; // toggle variable } } }

void OnGUI(){ if (DisplayBunkerGUI){ GUI.Button(rButton, ToolTipEnter); // use rButton to draw the button } }

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avatar image Tsanas · Feb 07, 2012 at 02:59 AM 0
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I've ended up using the buttons Rect.contains(Event.current.mousePosition) ins$$anonymous$$d.

$$anonymous$$ore info here

avatar image Berenger · Feb 08, 2012 at 10:07 PM 0
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Would it be usefull to split the contains in two if, so you check the x first, and the y only if you pass the x ? If there is a lot of buttons I mean, and if you aim at a device without much power.

avatar image aldonaletto · Feb 09, 2012 at 12:31 PM 1
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@Berenger, I suppose the Unity function Rect.Contains does something like this, but probably in C++ compiled to native code, which is much faster than anything we can write in scripts.
Our scripts are compiled to CIL, a kind of interpreted assembler with superpowers. Unfortunately, super-speed isn't among these superpowers: the interpretation process and other house keeping jobs eat precious CPU cycles.

avatar image aldonaletto · Feb 09, 2012 at 12:37 PM 0
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@Tsanas, good alternative: Event.current.mousePosition is Input.mousePosition in the GUI "upside-down-Y" fashion, thus there's no need to invert Y.

avatar image Berenger · Feb 09, 2012 at 03:26 PM 0
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Oh, good to know, thanks :)

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