Singularity/Library/PackageCache/com.unity.render-pipelines..../Editor/AdditionalPropertiesState.cs
2024-05-06 11:45:45 -07:00

120 lines
4.1 KiB
C#

using System;
using UnityEditor.AnimatedValues;
using System.Collections.Generic;
namespace UnityEditor.Rendering
{
/// <summary>Used in editor drawer part to store the state of additional properties areas.</summary>
/// <typeparam name="TState">An enum to use to describe the state.</typeparam>
/// <typeparam name="TTarget">A type given to automatically compute the key.</typeparam>
public class AdditionalPropertiesState<TState, TTarget>
where TState : struct, IConvertible
{
EditorPrefBoolFlags<TState> m_State;
HashSet<Editor> m_Editors = new HashSet<Editor>();
Dictionary<TState, AnimFloat> m_AnimFloats = new Dictionary<TState, AnimFloat>();
void RepaintAll()
{
foreach (var editor in m_Editors)
{
editor.Repaint();
}
}
/// <summary>Constructor will create the key to store in the EditorPref the state given generic type passed.</summary>
/// <param name="defaultValue">If key did not exist, it will be created with this value for initialization.</param>
/// <param name="prefix">[Optional] Prefix scope of the key (Default is CoreRP)</param>
public AdditionalPropertiesState(TState defaultValue, string prefix = "CoreRP")
{
string key = $"{prefix}:{typeof(TTarget).Name}:{typeof(TState).Name}:UI_AP_State";
m_State = new EditorPrefBoolFlags<TState>(key);
//register key if not already there
if (!EditorPrefs.HasKey(key))
{
EditorPrefs.SetInt(key, (int)(object)defaultValue);
}
}
/// <summary>Get or set the state given the mask.</summary>
/// <param name="mask">The filtering mask</param>
/// <returns>True: All flagged area are expended</returns>
public bool this[TState mask]
{
get => GetAdditionalPropertiesState(mask);
set => SetAdditionalPropertiesState(mask, value);
}
/// <summary>Accessor to the expended state of this specific mask.</summary>
/// <param name="mask">The filtering mask</param>
/// <returns>True: All flagged area are expended</returns>
public bool GetAdditionalPropertiesState(TState mask)
{
return m_State.HasFlag(mask);
}
/// <summary>Setter to the expended state.</summary>
/// <param name="mask">The filtering mask</param>
/// <param name="value">True to show the additional properties.</param>
public void SetAdditionalPropertiesState(TState mask, bool value)
{
m_State.SetFlag(mask, value);
if (value)
ResetAnimation(mask);
}
/// <summary> Utility to set all states to true </summary>
public void ShowAll()
{
m_State.rawValue = 0xFFFFFFFF;
}
/// <summary> Utility to set all states to false </summary>
public void HideAll()
{
m_State.rawValue = 0;
}
internal AnimFloat GetAnimation(TState mask)
{
AnimFloat anim = null;
if (!m_AnimFloats.TryGetValue(mask, out anim))
{
anim = new AnimFloat(0, RepaintAll);
anim.speed = CoreEditorConstants.additionalPropertiesHightLightSpeed;
m_AnimFloats.Add(mask, anim);
}
return anim;
}
void ResetAnimation(TState mask)
{
AnimFloat anim = GetAnimation(mask);
anim.value = 1.0f;
anim.target = 0.0f;
}
/// <summary>
/// Register an editor for this set of additional properties.
/// </summary>
/// <param name="editor">Editor to register.</param>
public void RegisterEditor(Editor editor)
{
m_Editors.Add(editor);
}
/// <summary>
/// Unregister an editor for this set of additional properties.
/// </summary>
/// <param name="editor">Editor to unregister.</param>
public void UnregisterEditor(Editor editor)
{
m_Editors.Remove(editor);
}
}
}