Singularity/Library/PackageCache/com.unity.timeline@1.6.4/Editor/Window/PlaybackScroller.cs

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2024-05-06 14:45:45 -04:00
using UnityEngine;
namespace UnityEditor.Timeline
{
/// <summary>
/// Scrolling mode during playback for the timeline window.
/// </summary>
public enum PlaybackScrollMode
{
/// <summary>
/// Timeline window doesn't change while the playhead is leaving the window.
/// </summary>
None,
/// <summary>
/// Timeline window pans its content when the playhead arrive at the right of the window (like a paging scrolling).
/// </summary>
Pan,
/// <summary>
/// Timeline window move the content as the playhead moves.
/// When the playhead reach the middle of the window, it stays there and the content scroll behind it.
/// </summary>
Smooth
}
static class PlaybackScroller
{
public static void AutoScroll(WindowState state)
{
if (Event.current.type != EventType.Layout)
return;
switch (state.autoScrollMode)
{
case PlaybackScrollMode.Pan:
DoPanScroll(state);
break;
case PlaybackScrollMode.Smooth:
DoSmoothScroll(state);
break;
}
}
static void DoSmoothScroll(WindowState state)
{
if (state.playing)
state.SetPlayHeadToMiddle();
state.UpdateLastFrameTime();
}
static void DoPanScroll(WindowState state)
{
if (!state.playing)
return;
var paddingDeltaTime = state.PixelDeltaToDeltaTime(WindowConstants.autoPanPaddingInPixels);
var showRange = state.timeAreaShownRange;
var rightBoundForPan = showRange.y - paddingDeltaTime;
if (state.editSequence.time > rightBoundForPan)
{
var leftBoundForPan = showRange.x + paddingDeltaTime;
var delta = rightBoundForPan - leftBoundForPan;
state.SetTimeAreaShownRange(showRange.x + delta, showRange.y + delta);
}
}
}
}