b486678290
Library -Artifacts
196 lines
8.1 KiB
C#
196 lines
8.1 KiB
C#
#if UNITY_EDITOR
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using System.Collections.Generic;
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using UnityEditor;
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using UnityEditor.IMGUI.Controls;
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namespace UnityEngine.InputSystem.Editor
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{
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/// <summary>
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/// Base class for property drawers that display input actions.
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/// </summary>
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internal abstract class InputActionDrawerBase : PropertyDrawer
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{
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public override float GetPropertyHeight(SerializedProperty property, GUIContent label)
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{
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InitTreeIfNeeded(property);
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return GetOrCreateViewData(property).TreeView.totalHeight;
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}
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public override bool CanCacheInspectorGUI(SerializedProperty property)
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{
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return false;
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}
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public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
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{
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InitTreeIfNeeded(property);
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EditorGUI.BeginProperty(position, label, property);
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SetNameIfNotSet(property);
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GetOrCreateViewData(property).TreeView.OnGUI(position);
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EditorGUI.EndProperty();
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}
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private void InitTreeIfNeeded(SerializedProperty property)
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{
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// NOTE: Unlike InputActionEditorWindow, we do not need to protect against the SerializedObject
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// changing behind our backs by undo/redo here. Being a PropertyDrawer, we will automatically
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// get recreated by Unity when it touches our serialized data.
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var viewData = GetOrCreateViewData(property);
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var propertyIsClone = IsPropertyAClone(property);
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if (!propertyIsClone && viewData.TreeView != null && viewData.TreeView.serializedObject == property.serializedObject)
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return;
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if (propertyIsClone)
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ResetProperty(property);
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viewData.TreeView = new InputActionTreeView(property.serializedObject)
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{
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onBuildTree = () => BuildTree(property),
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onDoubleClick = item => OnItemDoubleClicked(item, property),
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drawActionPropertiesButton = true,
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title = (GetPropertyTitle(property), property.GetTooltip())
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};
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viewData.TreeView.Reload();
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}
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private void SetNameIfNotSet(SerializedProperty actionProperty)
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{
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var nameProperty = actionProperty.FindPropertyRelative("m_Name");
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if (!string.IsNullOrEmpty(nameProperty.stringValue))
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return;
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// Special case for InputActionProperty where we want to take the name not from
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// the m_Action property embedded in it but rather from the InputActionProperty field
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// itself.
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var name = actionProperty.displayName;
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var parent = actionProperty.GetParentProperty();
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if (parent != null && parent.type == "InputActionProperty")
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name = parent.displayName;
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var suffix = GetSuffixToRemoveFromPropertyDisplayName();
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if (name.EndsWith(suffix))
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name = name.Substring(0, name.Length - suffix.Length);
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// If it's a singleton action, we also need to adjust the InputBinding.action
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// property values in its binding list.
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var singleActionBindings = actionProperty.FindPropertyRelative("m_SingletonActionBindings");
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if (singleActionBindings != null)
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{
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var bindingCount = singleActionBindings.arraySize;
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for (var i = 0; i < bindingCount; ++i)
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{
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var binding = singleActionBindings.GetArrayElementAtIndex(i);
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var actionNameProperty = binding.FindPropertyRelative("m_Action");
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actionNameProperty.stringValue = name;
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}
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}
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nameProperty.stringValue = name;
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actionProperty.serializedObject.ApplyModifiedPropertiesWithoutUndo();
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EditorUtility.SetDirty(actionProperty.serializedObject.targetObject);
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}
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private static string GetPropertyTitle(SerializedProperty property)
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{
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var propertyTitleNumeral = string.Empty;
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if (property.GetParentProperty() != null && property.GetParentProperty().isArray)
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propertyTitleNumeral = $" {property.GetIndexOfArrayElement()}";
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if (property.displayName != null &&
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property.displayName.Length > 0 &&
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(property.type == nameof(InputAction) || property.type == nameof(InputActionMap)))
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{
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return $"{property.displayName}{propertyTitleNumeral}";
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}
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return property.type == nameof(InputActionMap) ? $"Input Action Map{propertyTitleNumeral}" : $"Input Action{propertyTitleNumeral}";
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}
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private void OnItemDoubleClicked(ActionTreeItemBase item, SerializedProperty property)
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{
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var viewData = GetOrCreateViewData(property);
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// Double-clicking on binding or action item opens property popup.
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PropertiesViewBase propertyView = null;
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if (item is BindingTreeItem)
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{
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if (viewData.ControlPickerState == null)
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viewData.ControlPickerState = new InputControlPickerState();
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propertyView = new InputBindingPropertiesView(item.property,
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controlPickerState: viewData.ControlPickerState,
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expectedControlLayout: item.expectedControlLayout,
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onChange:
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change => viewData.TreeView.Reload());
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}
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else if (item is ActionTreeItem)
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{
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propertyView = new InputActionPropertiesView(item.property,
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onChange: change => viewData.TreeView.Reload());
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}
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if (propertyView != null)
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{
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var rect = new Rect(GUIUtility.GUIToScreenPoint(Event.current.mousePosition), Vector2.zero);
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PropertiesViewPopup.Show(rect, propertyView);
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}
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}
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private InputActionDrawerViewData GetOrCreateViewData(SerializedProperty property)
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{
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if (m_PerPropertyViewData == null)
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m_PerPropertyViewData = new Dictionary<string, InputActionDrawerViewData>();
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if (m_PerPropertyViewData.TryGetValue(property.propertyPath, out var data)) return data;
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data = new InputActionDrawerViewData();
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m_PerPropertyViewData.Add(property.propertyPath, data);
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return data;
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}
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protected abstract TreeViewItem BuildTree(SerializedProperty property);
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protected abstract string GetSuffixToRemoveFromPropertyDisplayName();
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protected abstract bool IsPropertyAClone(SerializedProperty property);
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protected abstract void ResetProperty(SerializedProperty property);
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// Unity creates a single instance of a property drawer to draw multiple instances of the property drawer type,
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// so we can't store state in the property drawer for each item. We do need that though, because each InputAction
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// needs to have it's own instance of the InputActionTreeView to correctly draw it's own bindings. So what we do
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// is keep this array around that stores a tree view instance for each unique property path that the property
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// drawer encounters. The tree view will be recreated if we detect that the property being drawn has changed.
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private Dictionary<string, InputActionDrawerViewData> m_PerPropertyViewData;
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internal class PropertiesViewPopup : EditorWindow
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{
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public static void Show(Rect btnRect, PropertiesViewBase view)
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{
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var window = CreateInstance<PropertiesViewPopup>();
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window.m_PropertyView = view;
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window.ShowPopup();
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window.ShowAsDropDown(btnRect, new Vector2(300, 350));
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}
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private void OnGUI()
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{
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m_PropertyView.OnGUI();
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}
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private PropertiesViewBase m_PropertyView;
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}
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private class InputActionDrawerViewData
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{
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public InputActionTreeView TreeView;
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public InputControlPickerState ControlPickerState;
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}
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}
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}
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#endif // UNITY_EDITOR
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