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#if UNITY_EDITOR
using UnityEngine;
using UnityEditor;
using UnityEditor.SceneManagement;
using System.Collections.Generic;
using System.Text;
using System.Reflection;
namespace Sabresaurus.SabreCSG
{
public class PaletteWindow : EditorWindow
{
[System.Serializable]
protected class Tab
{
public string Name = "";
public List<Object> trackedObjects = new List<Object>();
}
enum DropInType { Replace, InsertAfter };
const int SPACING = 11;
Vector2 scrollPosition = Vector2.zero;
int width = 100; // Width of a palette cell
bool editingTabName = false;
int? hotControl = null;
List<Tab> tabs = new List<Tab>();
int activeTab = 0;
int mouseDownIndex = -1;
int dropInTargetIndex = -1; // Current slot a DragDrop is being considered as a destination
DropInType dropInType = DropInType.Replace;
bool isDragging = false; // If a DragDrop from a slot is in progress
int deferredIndexToRemove = -1;
protected virtual string PlayerPrefKeyPrefix
{
get
{
return "PaletteSelection";
}
}
protected virtual System.Type TypeFilter
{
get
{
return typeof(Object);
}
}
bool UseCells
{
get
{
return width >= 50;
}
}
[MenuItem("Window/Palette")]
static void CreateAndShow()
{
EditorWindow window = EditorWindow.GetWindow<PaletteWindow>("Palette");//false, "Palette", true);
window.minSize = new Vector2( 120, 120 );
window.Show();
}
void OnEnable()
{
for (int i = 0; i < 9; i++)
{
Load(i);
}
}
void OnDisable()
{
for (int i = 0; i < 9; i++)
{
Save(i);
}
}
void OnGUI()
{
Event e = Event.current;
#if UNITY_5_4_OR_NEWER
int columnCount = (int)(Screen.width / EditorGUIUtility.pixelsPerPoint) / (width + SPACING);
#else
int columnCount = Screen.width / (width + SPACING);
#endif
List<Object> selectedObjects = tabs[activeTab].trackedObjects;
scrollPosition = EditorGUILayout.BeginScrollView(scrollPosition);
GUILayout.Space(8);
//GUILayout.Box(new GUIContent(), GUILayout.ExpandWidth(true));
// Make sure there's an empty one at the end to drag into
if (selectedObjects.Count == 0 || selectedObjects[selectedObjects.Count-1] != null)
{
selectedObjects.Add(null);
}
if (e.rawType == EventType.MouseUp || e.rawType == EventType.MouseMove || e.rawType == EventType.DragUpdated || e.rawType == EventType.ScrollWheel)
{
dropInTargetIndex = -1;
dropInType = DropInType.Replace;
}
List<Object> deferredInsertObjects = null;
int deferredInsertIndex = -1;
for (int i = 0; i < selectedObjects.Count; i++)
{
int columnIndex = i % columnCount;
if(UseCells && columnIndex == 0)
{
EditorGUILayout.BeginHorizontal();
GUILayout.Space(8);
}
List<Object> newSelectedObjects = null;
bool dropAccepted = false;
DrawElement(e, selectedObjects[i], i, out newSelectedObjects, out dropAccepted);
if(dropAccepted || newSelectedObjects.Count > 1 || newSelectedObjects[0] != selectedObjects[i])
{
if(dropInType == DropInType.InsertAfter)
{
// Defer the insert until after we've drawn the UI so we don't mismatch UI mid-draw
deferredInsertIndex = i + 1;
deferredInsertObjects = newSelectedObjects;
}
else
{
selectedObjects[i] = newSelectedObjects[0];
if(newSelectedObjects.Count > 1)
{
deferredInsertIndex = i + 1;
newSelectedObjects.RemoveAt(0);
deferredInsertObjects = newSelectedObjects;
}
Save(activeTab);
}
}
if(UseCells)
{
GUILayout.Space(4);
}
else
{
GUILayout.Space(8);
}
if(UseCells && (columnIndex == columnCount-1 || i == selectedObjects.Count-1)) // If last in row
{
GUILayout.FlexibleSpace();
EditorGUILayout.EndHorizontal();
}
}
if (e.type == EventType.MouseDrag && !isDragging && mouseDownIndex != -1 && selectedObjects[mouseDownIndex] != null)
{
isDragging = true;
DragAndDrop.PrepareStartDrag();
DragAndDrop.objectReferences = new Object[] { selectedObjects[mouseDownIndex] };
// DragAndDrop.paths = new string[] { selectedObjects[mouseDownIndex] };
DragAndDrop.StartDrag(selectedObjects[mouseDownIndex].name);
}
if (e.rawType == EventType.MouseUp || e.rawType == EventType.MouseMove || e.rawType == EventType.DragPerform || e.rawType == EventType.DragExited)
{
isDragging = false;
mouseDownIndex = -1;
}
EditorGUILayout.EndScrollView();
GUILayout.FlexibleSpace();
GUIStyle boxStyle = new GUIStyle(GUI.skin.box);
boxStyle.margin = new RectOffset(0, 0, 0, 0);
RectOffset padding = boxStyle.padding;
padding.top += 1;
boxStyle.padding = padding;
GUILayout.Box(new GUIContent(), boxStyle, GUILayout.ExpandWidth(true));
Rect lastRect = GUILayoutUtility.GetLastRect();
Rect buttonRect = lastRect;
buttonRect.y += 1;
buttonRect.width = (buttonRect.width - 90) / 9f;
GUIStyle activeStyle = EditorStyles.toolbarButton;
buttonRect.height = activeStyle.CalcHeight(new GUIContent(), 20);
for (int i = 0; i < 9; i++)
{
string tabName = (i + 1).ToString();
if(!string.IsNullOrEmpty(tabs[i].Name))
{
tabName = tabs[i].Name;
}
bool oldValue = (activeTab == i);
if(oldValue == true && editingTabName)
{
GUI.SetNextControlName("PaletteTabName");
tabs[activeTab].Name = GUI.TextField(buttonRect, tabs[activeTab].Name);
if(!hotControl.HasValue)
{
hotControl = GUIUtility.hotControl;
GUI.FocusControl("PaletteTabName");
}
else
{
if(GUIUtility.hotControl != hotControl.Value // Clicked off it
|| Event.current.type == EventType.KeyDown && Event.current.character == (char)10) // Return pressed
{
editingTabName = false;
hotControl = null;
}
}
}
else
{
bool newValue = GUI.Toggle(buttonRect, oldValue, tabName, activeStyle);
if(newValue != oldValue)
{
if(newValue == true)
{
activeTab = i;
Repaint();
editingTabName = false;
}
else if(newValue == false)
{
editingTabName = true;
hotControl = null;
}
}
}
buttonRect.x += buttonRect.width;
}
// Debug.Log(GUI.GetNameOfFocusedControl());
// if(GUI.GetNameOfFocusedControl() != "PaletteTabName")
// {
// editingTabName = false;
// }
Rect sliderRect = lastRect;
sliderRect.xMax -= 10;
sliderRect.xMin = sliderRect.xMax - 60;
// User configurable tile size
width = (int)GUI.HorizontalSlider(sliderRect, width, 49, 100);
// Delete at the end of the OnGUI so we don't mismatch any UI groups
if(deferredIndexToRemove != -1)
{
selectedObjects.RemoveAt(deferredIndexToRemove);
deferredIndexToRemove = -1;
Save(activeTab);
}
// Insert at the end of the OnGUI so we don't mismatch any UI groups
if(deferredInsertObjects != null)
{
selectedObjects.InsertRange(deferredInsertIndex, deferredInsertObjects);
Save(activeTab);
}
// Carried out a DragPerform, so reset drop in states
if (e.rawType == EventType.DragPerform)
{
dropInTargetIndex = -1;
dropInType = DropInType.Replace;
Repaint();
}
}
public void DrawElement(Event e, Object selectedObject, int index, out List<Object> newSelection, out bool dropAccepted)
{
dropAccepted = false;
EditorGUILayout.BeginVertical();
Texture2D texture = null;
if (selectedObject != null)
{
texture = AssetPreview.GetAssetPreview(selectedObject);
if (texture == null)
{
if (AssetPreview.IsLoadingAssetPreview(selectedObject.GetInstanceID()))
{
// Not loaded yet, so tell it to repaint
Repaint();
}
else
{
//texture = AssetPreview.GetMiniTypeThumbnail(selectedObject.GetType());
texture = AssetPreview.GetMiniThumbnail(selectedObject);
}
}
}
Rect previewRect;
Rect insertAfterRect;
if(UseCells)
{
GUIStyle style = new GUIStyle(GUI.skin.box);
style.padding = new RectOffset(0, 0, 0, 0);
style.alignment = TextAnchor.MiddleCenter;
if(texture != null)
{
GUILayout.Box(texture, style, GUILayout.Width(width), GUILayout.Height(width));
}
else
{
GUILayout.Box("Drag an object here", style, GUILayout.Width(width), GUILayout.Height(width));
}
previewRect = GUILayoutUtility.GetLastRect();
insertAfterRect = new Rect(previewRect.xMax, previewRect.y, 8, previewRect.height);
selectedObject = EditorGUILayout.ObjectField(selectedObject, TypeFilter, false, GUILayout.Width(width));
}
else
{
selectedObject = EditorGUILayout.ObjectField(selectedObject, TypeFilter, false);
previewRect = GUILayoutUtility.GetLastRect();
insertAfterRect = new Rect(previewRect.xMin, previewRect.yMax, previewRect.width, 8);
}
if(dropInTargetIndex == index)
{
if(dropInType == DropInType.InsertAfter)
{
DrawOutline(insertAfterRect, 2, Color.blue);
}
else
{
DrawOutline(previewRect, 2, Color.blue);
}
}
bool mouseInRect = previewRect.Contains(e.mousePosition);
bool mouseInInsertAfterRect = insertAfterRect.Contains(e.mousePosition);
if(mouseInRect && e.type == EventType.MouseDown)
{
mouseDownIndex = index;
}
if (mouseInRect && e.type == EventType.MouseUp && !isDragging)
{
if (e.button == 0)
{
OnItemClick(selectedObject);
}
else
{
if(selectedObject == null)
{
deferredIndexToRemove = index;
}
else
{
selectedObject = null;
}
Repaint();
}
}
if (mouseInRect && e.type == EventType.MouseDown && !isDragging)
{
if (e.button == 0)
{
if (e.clickCount == 2 && selectedObject != null)
{
if (selectedObject.GetType() == typeof(SceneAsset))
{
if (EditorSceneManager.SaveCurrentModifiedScenesIfUserWantsTo())
{
EditorSceneManager.OpenScene(AssetDatabase.GetAssetPath(selectedObject), OpenSceneMode.Single);
}
}
else if (typeof(RuntimeAnimatorController).IsAssignableFrom(selectedObject.GetType()))
{
SetAnimatorWindow(selectedObject);
}
else if(selectedObject.GetType() == typeof(DefaultAsset))
{
// Something without a strong Unity type, could be a folder
if(ProjectWindowUtil.IsFolder(selectedObject.GetInstanceID()))
{
SetProjectWindowFolder(AssetDatabase.GetAssetPath(selectedObject));
}
}
else
{
AssetDatabase.OpenAsset(selectedObject);
}
}
}
}
if (e.type == EventType.DragUpdated || e.type == EventType.DragPerform)
{
if (DragAndDrop.objectReferences.Length > 0
&& (DragAndDrop.objectReferences[0].GetType() == TypeFilter || DragAndDrop.objectReferences[0].GetType().IsSubclassOf(TypeFilter)))
{
if (mouseInRect || mouseInInsertAfterRect)
{
DragAndDrop.visualMode = DragAndDropVisualMode.Copy;
if (e.type == EventType.DragPerform)
{
DragAndDrop.AcceptDrag();
selectedObject = DragAndDrop.objectReferences[0];
dropAccepted = true;
}
else
{
dropInTargetIndex = index;
dropInType = mouseInInsertAfterRect ? DropInType.InsertAfter : DropInType.Replace;
}
Repaint();
}
}
}
EditorGUILayout.EndVertical();
newSelection = new List<Object>{ selectedObject };
}
public static void SetProjectWindowFolder(string folderPath)
{
// This code uses reflection to set the project window folder
// As a result the internal structure could change, so the entire thing is wrapped in a try-catch
try
{
EditorApplication.ExecuteMenuItem("Window/Project");
Assembly unityEditorAssembly = Assembly.GetAssembly(typeof(Editor));
if (unityEditorAssembly != null)
{
System.Type projectWindowUtilType = unityEditorAssembly.GetType("UnityEditor.ProjectWindowUtil");
MethodInfo getBrowserMethodInfo = projectWindowUtilType.GetMethod("GetProjectBrowserIfExists", BindingFlags.Static | BindingFlags.NonPublic);
// Get any active project browser (Project window)
object projectBrowser = getBrowserMethodInfo.Invoke(null, new object[] { });
// If there is an active project browser
if (projectBrowser != null)
{
System.Type projectBrowserType = unityEditorAssembly.GetType("UnityEditor.ProjectBrowser");
System.Type searchFilterType = unityEditorAssembly.GetType("UnityEditor.SearchFilter");
// Create a SearchFilter instance which we will populate then pass to the ProjectBrowser
object searchFilterInstance = System.Activator.CreateInstance(searchFilterType);
PropertyInfo foldersProperty = searchFilterType.GetProperty("folders");
// Set the active folder on the new SearchFilter
foldersProperty.GetSetMethod().Invoke(searchFilterInstance, new object[] { new string[] { folderPath } });
// Supply the new SearchFilter to the project browser so it shows the new folder
MethodInfo setSearchMethodInfo = projectBrowserType.GetMethod("SetSearch", BindingFlags.Instance | BindingFlags.Public, null, new System.Type[] { searchFilterType }, null);
setSearchMethodInfo.Invoke(projectBrowser, new object[] { searchFilterInstance });
// Folder selection has changed, make sure the tree and top bar properly update
MethodInfo selectionChangedMethodInfo = projectBrowserType.GetMethod("FolderTreeSelectionChanged", BindingFlags.Instance | BindingFlags.NonPublic);
selectionChangedMethodInfo.Invoke(projectBrowser, new object[] { true });
}
}
}
catch
{
// Failed, suppress any errors and just do nothing
}
}
public static void SetAnimatorWindow(Object selectedObject)
{
EditorApplication.ExecuteMenuItem("Window/Animator");
}
void DrawOutline(Rect lastRect, int lineThickness, Color color)
{
GUI.color = color;
GUI.DrawTexture(new Rect(lastRect.xMin, lastRect.yMin, lineThickness, lastRect.height), EditorGUIUtility.whiteTexture);
GUI.DrawTexture(new Rect(lastRect.xMax - lineThickness, lastRect.yMin, lineThickness, lastRect.height), EditorGUIUtility.whiteTexture);
GUI.DrawTexture(new Rect(lastRect.xMin + lineThickness, lastRect.yMin, lastRect.width - lineThickness * 2, lineThickness), EditorGUIUtility.whiteTexture);
GUI.DrawTexture(new Rect(lastRect.xMin + lineThickness, lastRect.yMax - lineThickness, lastRect.width - lineThickness * 2, lineThickness), EditorGUIUtility.whiteTexture);
GUI.color = Color.white; // Reset GUI color
}
protected virtual void OnItemClick(Object selectedObject)
{
Selection.activeObject = selectedObject;
}
void Save(int tabIndex)
{
while(tabs.Count <= tabIndex)
{
tabs.Add(new Tab());
}
List<Object> selectedObjects = tabs[tabIndex].trackedObjects;
StringBuilder output = new StringBuilder();
for (int i = 0; i < selectedObjects.Count; i++)
{
if(selectedObjects[i] != null)
{
string assetPath = AssetDatabase.GetAssetPath(selectedObjects[i]);
string guid = AssetDatabase.AssetPathToGUID(assetPath);
// Save both the GUID and the path in case the GUID changes
output.Append(guid);
output.Append(":");
output.Append(assetPath);
output.Append(",");
}
}
string outputString = output.ToString().TrimEnd(',');
string key = PlayerPrefKeyPrefix;
if(tabIndex > 0)
{
key += tabIndex;
}
PlayerPrefs.SetString(key, outputString);
PlayerPrefs.SetString(key + "-Tab", tabs[tabIndex].Name);
PlayerPrefs.Save();
}
void Load(int tabIndex)
{
while(tabs.Count <= tabIndex)
{
tabs.Add(new Tab());
}
tabs[tabIndex].trackedObjects.Clear();
string key = PlayerPrefKeyPrefix;
if(tabIndex > 0)
{
key += tabIndex;
}
string trackedString = PlayerPrefs.GetString(key);
string[] trackedObjectStrings = trackedString.Split(',');
foreach (string trackedObjectString in trackedObjectStrings)
{
// Get the guid, for older versions this is the only thing in the string, for newer versions it's the
// left side of a colon. Either way Split()[0] works
string guid = trackedObjectString.Split(':')[0];
// Even when we have a path tracked, construct it fresh from the GUID in case the file has moved and
// there's a new one with the old path. We should always try to track on the GUID since that's what
// Unity does
string path = AssetDatabase.GUIDToAssetPath(guid);
Object mainAsset = AssetDatabase.LoadMainAssetAtPath(path);
if (mainAsset == null && trackedObjectString.Contains(":"))
{
// Couldn't find an asset for that GUID, try the path we saved
path = trackedObjectString.Split(':')[1];
mainAsset = AssetDatabase.LoadMainAssetAtPath(path);
}
if(mainAsset != null)
{
tabs[tabIndex].trackedObjects.Add(mainAsset);
}
}
tabs[tabIndex].Name = PlayerPrefs.GetString(key + "-Tab");
}
}
}
#endif