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GUIDebugger.bindings.cs
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GUIDebugger.bindings.cs
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// Unity C# reference source
// Copyright (c) Unity Technologies. For terms of use, see
// https://unity3d.com/legal/licenses/Unity_Reference_Only_License
using UnityEngine;
using UnityEngine.Bindings;
using System;
namespace UnityEngine
{
[NativeHeader("Modules/IMGUI/GUIDebugger.bindings.h")]
internal partial class GUIDebugger
{
//TODO: We could skip the trip to native if we check here if the current GUIVIew is being debugged.
[NativeConditional("UNITY_EDITOR")]
public static extern void LogLayoutEntry(Rect rect, int left, int right, int top, int bottom, GUIStyle style);
[NativeConditional("UNITY_EDITOR")]
public static extern void LogLayoutGroupEntry(Rect rect, int left, int right, int top, int bottom, GUIStyle style, bool isVertical);
[NativeConditional("UNITY_EDITOR")]
[StaticAccessor("GetGUIDebuggerManager()", StaticAccessorType.Dot)]
[NativeMethod("LogEndGroup")]
public static extern void LogLayoutEndGroup();
[NativeConditional("UNITY_EDITOR")]
[StaticAccessor("GetGUIDebuggerManager()", StaticAccessorType.Dot)]
public static extern void LogBeginProperty(string targetTypeAssemblyQualifiedName, string path, Rect position);
[NativeConditional("UNITY_EDITOR")]
[StaticAccessor("GetGUIDebuggerManager()", StaticAccessorType.Dot)]
public static extern void LogEndProperty();
[NativeConditional("UNITY_EDITOR")]
public static extern bool active {get; }
}
}