9092858a58
I updated everything to the latest Unity Editor. Also realized I had the wrong shaders on my hairs, those are fixed and the hairs look MUCH better!
233 lines
8.6 KiB
C#
233 lines
8.6 KiB
C#
using System;
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using System.Reflection;
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using UnityEditor;
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using UnityEngine;
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namespace Unity.PlasticSCM.Editor.UI
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{
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internal static class RunModal
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{
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static RunModal()
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{
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InitializeInfo();
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}
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internal static bool IsAvailable()
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{
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return mShowWithModeMethod != null
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&& mCreateSavedGUIState != null
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&& mApplyAndForgetMethod != null
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&& mParentField != null
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&& mParentWindowProp != null
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&& mMakeModalMethod != null;
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}
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internal static void Dialog(EditorWindow window)
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{
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ShowAsUtility(window);
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object savedGUIState = CreateSavedGUIState();
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PushDispatcherContext(window);
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MakeModal(window);
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PopDispatcherContext(window);
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ApplySavedGUIState(savedGUIState);
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}
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static void MakeModal(EditorWindow window)
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{
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// MakeModal(m_Parent.window);
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var hostView = mParentField.GetValue(window);
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var parentWindow = mParentWindowProp.GetValue(hostView, null);
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mMakeModalMethod.Invoke(
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mMakeModalMethod.IsStatic ? null : window,
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new object[] { parentWindow });
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}
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static void ShowAsUtility(EditorWindow window)
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{
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// ShowWithMode(ShowMode.Utility);
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mShowWithModeMethod.Invoke(window, new object[] { 2 });
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}
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static object CreateSavedGUIState()
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{
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// SavedGUIState guiState = SavedGUIState.Create();
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return mCreateSavedGUIState.Invoke(null, null);
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}
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static void ApplySavedGUIState(object savedGUIState)
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{
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// guiState.ApplyAndForget();
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mApplyAndForgetMethod.Invoke(savedGUIState, null);
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}
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static void PopDispatcherContext(EditorWindow window)
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{
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#if UNITY_2020_1_OR_NEWER
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//UnityEngine.UIElements.EventDispatcher.editorDispatcher.PopDispatcherContext();
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object editorDispatcher = mEditorDispatcherProp2020.GetValue(null);
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mPopContextMethod2020.Invoke(editorDispatcher, null);
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#else
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// m_Parent.visualTree.panel.dispatcher?.PopDispatcherContext();
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object dispatcher = GetDispatcher(window);
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if (dispatcher != null)
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mPopContextMethod.Invoke(dispatcher, null);
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#endif
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}
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static void PushDispatcherContext(EditorWindow window)
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{
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#if UNITY_2020_1_OR_NEWER
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//UnityEngine.UIElements.EventDispatcher.editorDispatcher.PushDispatcherContext();
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object editorDispatcher = mEditorDispatcherProp2020.GetValue(null);
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mPushContextMethod2020.Invoke(editorDispatcher, null);
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#else
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// m_Parent.visualTree.panel.dispatcher?.PushDispatcherContext();
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object dispatcher = GetDispatcher(window);
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if (dispatcher != null)
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mPushContextMethod.Invoke(dispatcher, null);
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#endif
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}
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static object GetDispatcher(EditorWindow window)
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{
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object dispatcher = null;
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if (MayHaveDispatcher())
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{
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var parent = mParentField.GetValue(window);
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if (parent != null)
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{
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var visualTree = mVisualTreeProp.GetValue(parent, null);
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if (visualTree != null)
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{
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var panel = mPanelProp.GetValue(visualTree, null);
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if (panel != null)
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{
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dispatcher = mDispatcherProp.GetValue(panel, null);
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}
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}
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}
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}
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return dispatcher;
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}
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static bool MayHaveDispatcher()
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{
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return mDispatcherType != null
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&& mPushContextMethod != null
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&& mPopContextMethod != null;
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}
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static void InitializeInfo()
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{
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var flags = BindingFlags.NonPublic | BindingFlags.Instance | BindingFlags.Public | BindingFlags.Static;
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mMakeModalMethod = BuildMakeModalMethodInfo(flags);
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mShowWithModeMethod = typeof(EditorWindow).GetMethod("ShowWithMode", flags);
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mParentField = typeof(EditorWindow).GetField("m_Parent", flags);
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var hostViewType = mParentField.FieldType;
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mParentWindowProp = hostViewType.GetProperty("window", flags);
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var savedGUIStateType = typeof(EditorWindow).Assembly.GetType("UnityEditor.SavedGUIState");
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mCreateSavedGUIState = savedGUIStateType.GetMethod("Create", flags);
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mApplyAndForgetMethod = savedGUIStateType.GetMethod("ApplyAndForget", flags);
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#if UNITY_2020_1_OR_NEWER
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mEditorDispatcherProp2020 = typeof(UnityEngine.UIElements.EventDispatcher).GetProperty("editorDispatcher", flags);
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mPushContextMethod2020 = mEditorDispatcherProp2020.PropertyType.GetMethod("PushDispatcherContext", flags);
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mPopContextMethod2020 = mEditorDispatcherProp2020.PropertyType.GetMethod("PopDispatcherContext", flags);
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#endif
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flags = BindingFlags.NonPublic
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| BindingFlags.Instance
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| BindingFlags.Public;
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mParentField = typeof(EditorWindow).GetField("m_Parent", flags);
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if (mParentField != null)
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hostViewType = mParentField.FieldType;
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if (hostViewType != null)
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mVisualTreeProp = hostViewType.GetProperty("visualTree");
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if (mVisualTreeProp != null)
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{
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var visualTreeType = mVisualTreeProp.PropertyType;
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if (visualTreeType != null)
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{
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mPanelProp = visualTreeType.GetProperty("panel");
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if (mPanelProp != null)
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{
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var panelType = mPanelProp.PropertyType;
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if (panelType != null)
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{
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mDispatcherProp = panelType.GetProperty("dispatcher");
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if (mDispatcherProp != null)
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{
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mDispatcherType = mDispatcherProp.PropertyType;
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if (mDispatcherType != null)
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{
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mPushContextMethod = mDispatcherType.GetMethod("PushDispatcherContext", flags);
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mPopContextMethod = mDispatcherType.GetMethod("PopDispatcherContext", flags);
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}
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}
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}
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}
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}
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}
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}
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static MethodInfo BuildMakeModalMethodInfo(BindingFlags flags)
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{
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if (EditorVersion.IsCurrentEditorOlderThan("2019.3.10f1"))
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return typeof(EditorWindow).GetMethod("MakeModal", flags);
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return typeof(EditorWindow).GetMethod("Internal_MakeModal", flags);
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}
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static FieldInfo mParentField;
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static PropertyInfo mParentWindowProp;
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static MethodInfo mMakeModalMethod;
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static MethodInfo mShowWithModeMethod;
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static MethodInfo mCreateSavedGUIState;
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static MethodInfo mApplyAndForgetMethod;
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static PropertyInfo mVisualTreeProp;
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static Type mDispatcherType;
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static MethodInfo mPushContextMethod;
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static MethodInfo mPopContextMethod;
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static PropertyInfo mPanelProp;
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static PropertyInfo mDispatcherProp;
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#if UNITY_2020_1_OR_NEWER
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static PropertyInfo mEditorDispatcherProp2020;
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static MethodInfo mPushContextMethod2020;
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static MethodInfo mPopContextMethod2020;
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#endif
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// // How ContainerWindows are visualized. Used with ContainerWindow.Show
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// internal enum ShowMode
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// {
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// // Show as a normal window with max, min & close buttons.
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// NormalWindow = 0,
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// // Used for a popup menu. On mac this means light shadow and no titlebar.
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// PopupMenu = 1,
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// // Utility window - floats above the app. Disappears when app loses focus.
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// Utility = 2,
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// // Window has no shadow or decorations. Used internally for dragging stuff around.
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// NoShadow = 3,
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// // The Unity main window. On mac, this is the same as NormalWindow, except window doesn't have a close button.
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// MainWindow = 4,
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// // Aux windows. The ones that close the moment you move the mouse out of them.
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// AuxWindow = 5,
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// // Like PopupMenu, but without keyboard focus
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// Tooltip = 6
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// }
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}
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}
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