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

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2024-05-06 14:45:45 -04:00
using System;
using UnityEngine;
namespace UnityEditor.U2D.Path.GUIFramework
{
/// <summary>
/// Represents a generic UI control.
/// </summary>
public class GenericControl : Control
{
/// <summary>
/// Func for OnBeginLayout
/// </summary>
public Func<IGUIState, LayoutData> onBeginLayout;
/// <summary>
/// Action for OnEndLayout
/// </summary>
public Action<IGUIState> onEndLayout;
/// <summary>
/// Action for OnRepaint
/// </summary>
public Action<IGUIState, Control, int> onRepaint;
/// <summary>
/// Func for GetCount
/// </summary>
public Func<int> count;
/// <summary>
/// Func for GetPosition
/// </summary>
public Func<int, Vector3> position;
/// <summary>
/// Func for GetDistance
/// </summary>
public Func<IGUIState, int, float> distance;
/// <summary>
/// Func for GetForward
/// </summary>
public Func<int, Vector3> forward;
/// <summary>
/// Func for GetUp
/// </summary>
public Func<int, Vector3> up;
/// <summary>
/// Func for GetRight
/// </summary>
public Func<int, Vector3> right;
/// <summary>
/// Func for GetUserData
/// </summary>
public Func<int, object> userData;
/// <summary>
/// Initializes and returns an instance of GenericControl
/// </summary>
/// <param name="name">The name of the generic control.</param>
public GenericControl(string name) : base(name)
{
}
/// <summary>
/// Gets the number of sub-controllers.
/// </summary>
/// <remarks>
/// By default, this is `1`. If you implement your own controller and want to use multiple sub-controllers within it, you can assign getCount to a function that returns the number of sub-controllers.
/// </remarks>
/// <returns>Returns the number of sub-controllers. If you do not assign getCount, this returns 1.</returns>
protected override int GetCount()
{
if (count != null)
return count();
return base.GetCount();
}
/// <summary>
/// Called when the control ends its layout.
/// </summary>
/// <param name="guiState">The current state of the custom editor.</param>
protected override void OnEndLayout(IGUIState guiState)
{
if (onEndLayout != null)
onEndLayout(guiState);
}
/// <summary>
/// Called when the control repaints its contents.
/// </summary>
/// <param name="guiState">The current state of the custom editor.</param>
/// <param name="index">Current Index</param>
protected override void OnRepaint(IGUIState guiState, int index)
{
if (onRepaint != null)
onRepaint(guiState, this, index);
}
/// <summary>
/// Called when the control begins its layout.
/// </summary>
/// <param name="data">The layout data.</param>
/// <param name="guiState">The current state of the custom editor.</param>
/// <returns>The LayoutData</returns>
protected override LayoutData OnBeginLayout(LayoutData data, IGUIState guiState)
{
if (onBeginLayout != null)
return onBeginLayout(guiState);
return data;
}
/// <summary>
/// Gets the position of the control.
/// </summary>
/// <param name="guiState">The current state of the custom editor.</param>
/// <param name="index">The Index</param>
/// <returns>The position</returns>
protected override Vector3 GetPosition(IGUIState guiState, int index)
{
if (position != null)
return position(index);
return base.GetPosition(guiState,index);
}
/// <summary>
/// Gets the distance from the Scene view camera to the control.
/// </summary>
/// <param name="guiState">The current state of the custom editor.</param>
/// <param name="index">The Index</param>
/// <returns>Returns the distance from the Scene view camera to the control.</returns>
protected override float GetDistance(IGUIState guiState, int index)
{
if (distance != null)
return distance(guiState, index);
return base.GetDistance(guiState, index);
}
/// <summary>
/// Gets the forward vector of the control.
/// </summary>
/// <param name="guiState">The current state of the custom editor.</param>
/// <param name="index">The Index</param>
/// <returns>Returns the generic control's forward vector.</returns>
protected override Vector3 GetForward(IGUIState guiState, int index)
{
if (forward != null)
return forward(index);
return base.GetForward(guiState,index);
}
/// <summary>
/// Gets the up vector of the control.
/// </summary>
/// <param name="guiState">The current state of the custom editor.</param>
/// <param name="index">The Index</param>
/// <returns>Returns the generic control's up vector.</returns>
protected override Vector3 GetUp(IGUIState guiState, int index)
{
if (up != null)
return up(index);
return base.GetUp(guiState,index);
}
/// <summary>
/// Gets the right vector of the control.
/// </summary>
/// <param name="guiState">The current state of the custom editor.</param>
/// <param name="index">The Index</param>
/// <returns>Returns the generic control's right vector.</returns>
protected override Vector3 GetRight(IGUIState guiState, int index)
{
if (right != null)
return right(index);
return base.GetRight(guiState,index);
}
/// <summary>
/// Override for GetUserData
/// </summary>
/// <param name="guiState">The current state of the custom editor.</param>
/// <param name="index">The Index</param>
/// <returns>Return the user data</returns>
protected override object GetUserData(IGUIState guiState, int index)
{
if (userData != null)
return userData(index);
return base.GetUserData(guiState,index);
}
}
}