Singularity/Library/PackageCache/com.unity.2d.path@5.0.2/Editor/IMGUI/GUIFramework/GUIAction.cs

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2024-05-06 14:45:45 -04:00
using System;
using UnityEngine;
namespace UnityEditor.U2D.Path.GUIFramework
{
/// <summary>
/// Represents an action that is tied to a GUI element.
/// </summary>
public abstract class GUIAction
{
private int m_ID = -1;
/// <summary>
/// Func for GetEnable
/// </summary>
public Func<IGUIState, GUIAction, bool> enable;
/// <summary>
/// Func for EnabledRepaint
/// </summary>
public Func<IGUIState, GUIAction, bool> enableRepaint;
/// <summary>
/// Func for repaintOnMouseMove
/// </summary>
public Func<IGUIState, GUIAction, bool> repaintOnMouseMove;
/// <summary>
/// Action for OnPreRepaint
/// </summary>
public Action<IGUIState, GUIAction> onPreRepaint;
/// <summary>
/// Func for OnRepaint
/// </summary>
public Action<IGUIState, GUIAction> onRepaint;
/// <summary>
/// The action ID.
/// </summary>
public int ID
{
get { return m_ID; }
}
/// <summary>
/// Calls the methods in its invocation list when Unity draws this GUIAction's GUI.
/// </summary>
/// <param name="guiState">The current state of the custom editor.</param>
public void OnGUI(IGUIState guiState)
{
m_ID = guiState.GetControlID(GetType().GetHashCode(), FocusType.Passive);
if (guiState.hotControl == 0 && IsEnabled(guiState) && CanTrigger(guiState) && GetTriggerContidtion(guiState))
{
guiState.hotControl = ID;
OnTrigger(guiState);
}
if (guiState.hotControl == ID)
{
if (GetFinishContidtion(guiState))
{
OnFinish(guiState);
guiState.hotControl = 0;
}
else
{
OnPerform(guiState);
}
}
if (guiState.eventType == EventType.Repaint && IsRepaintEnabled(guiState))
Repaint(guiState);
}
/// <summary>
/// Checks whether the GUIAction is enabled.
/// </summary>
/// <param name="guiState">The current state of the custom editor.</param>
/// <returns>Returns `true` if the GUIAction is enabled in the custom editor. Otherwise, returns `false`.</returns>
public bool IsEnabled(IGUIState guiState)
{
if (enable != null)
return enable(guiState, this);
return true;
}
/// <summary>
/// Checks whether the GUIAction should repaint.
/// </summary>
/// <param name="guiState">The current state of the custom editor.</param>
/// <returns>Returns `true` if the GUIAction should repaint. Otherwise, returns `false`.</returns>
public bool IsRepaintEnabled(IGUIState guiState)
{
if (!IsEnabled(guiState))
return false;
if (enableRepaint != null)
return enableRepaint(guiState, this);
return true;
}
/// <summary>
/// Preprocessing that occurs before the GUI repaints.
/// </summary>
/// <param name="guiState">The current state of the custom editor.</param>
public void PreRepaint(IGUIState guiState)
{
Debug.Assert(guiState.eventType == EventType.Repaint);
if (IsEnabled(guiState) && onPreRepaint != null)
onPreRepaint(guiState, this);
}
/// <summary>
/// Calls the methods in its invocation list when repainting the GUI.
/// </summary>
/// <param name="guiState">The current state of the custom editor.</param>
private void Repaint(IGUIState guiState)
{
Debug.Assert(guiState.eventType == EventType.Repaint);
if (onRepaint != null)
onRepaint(guiState, this);
}
/// <summary>
/// Checks whether the GUI should repaint if the mouse moves over it.
/// </summary>
/// <param name="guiState">The current state of the custom editor.</param>
/// <returns>Returns `true` if the GUI should repaint if the moves moves over it. Otherwise, returns `false`.</returns>
internal bool IsRepaintOnMouseMoveEnabled(IGUIState guiState)
{
if (!IsEnabled(guiState) || !IsRepaintEnabled(guiState))
return false;
if (repaintOnMouseMove != null)
return repaintOnMouseMove(guiState, this);
return false;
}
/// <summary>
/// Determines whether the finish condition has been met.
/// </summary>
/// <param name="guiState">The current state of the custom editor.</param>
/// <returns>Returns `true` if finish condition has been met. Otherwise, returns `false`.</returns>
protected abstract bool GetFinishContidtion(IGUIState guiState);
/// <summary>
/// Determines whether the trigger condition has been met.
/// </summary>
/// <param name="guiState">The current state of the custom editor.</param>
/// <returns>Returns `true` if finish condition has been met. Otherwise, returns `false`.</returns>
protected abstract bool GetTriggerContidtion(IGUIState guiState);
/// <summary>
/// Determines whether the GUIAction can trigger.
/// </summary>
/// <param name="guiState">The current state of the custom editor.</param>
/// <returns>Always returns `true`.</returns>
protected virtual bool CanTrigger(IGUIState guiState) { return true; }
/// <summary>
/// Calls the methods in its invocation list when triggered.
/// </summary>
/// <param name="guiState">The current state of the custom editor.</param>
protected virtual void OnTrigger(IGUIState guiState)
{
}
/// <summary>
/// Calls the methods in its invocation list when performed.
/// </summary>
/// <param name="guiState">The current state of the custom editor.</param>
protected virtual void OnPerform(IGUIState guiState)
{
}
/// <summary>
/// Calls the methods in its invocation list when finished.
/// </summary>
/// <param name="guiState">The current state of the custom editor.</param>
protected virtual void OnFinish(IGUIState guiState)
{
}
}
}