using UnityEditor.IMGUI.Controls; using UnityEngine; namespace Unity.PlasticSCM.Editor.UI.Tree { internal static class TreeHeaderColumns { internal static void SetTitles( MultiColumnHeaderState.Column[] columns, string[] headerTitles) { for (int i = 0; i < headerTitles.Length; i++) columns[i].headerContent = new GUIContent(headerTitles[i]); } internal static void SetVisibilities( MultiColumnHeaderState.Column[] columns, bool[] visibilities) { for (int i = 0; i < visibilities.Length; i++) columns[i].allowToggleVisibility = visibilities[i]; } internal static void SetWidths( MultiColumnHeaderState.Column[] columns, float[] widths) { for (int i = 0; i < widths.Length; i++) columns[i].width = widths[i]; } internal static string[] GetTitles( MultiColumnHeaderState.Column[] columns) { string[] titles = new string[columns.Length]; for (int i = 0; i < columns.Length; i++) titles[i] = columns[i].headerContent.text; return titles; } internal static bool[] GetVisibilities( MultiColumnHeaderState.Column[] columns) { bool[] visibilities = new bool[columns.Length]; for (int i = 0; i < columns.Length; i++) visibilities[i] = columns[i].allowToggleVisibility; return visibilities; } internal static float[] GetWidths( MultiColumnHeaderState.Column[] columns) { float[] widths = new float[columns.Length]; for (int i = 0; i < columns.Length; i++) widths[i] = columns[i].width; return widths; } } }