246 lines
7.9 KiB
C#
246 lines
7.9 KiB
C#
using UnityEngine;
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using UnityEditor;
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namespace UnityEditor.U2D.Path.GUIFramework
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{
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/// <summary>
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/// An implementation of an IGUIState that represents a generic GUI state.
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/// </summary>
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public class GUIState : IGUIState
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{
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private Handles.CapFunction nullCap = (int c, Vector3 p , Quaternion r, float s, EventType ev) => {};
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/// <summary>
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/// The current mouse position.
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/// </summary>
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public Vector2 mousePosition
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{
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get { return Event.current.mousePosition; }
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}
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/// <summary>
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/// The currently pressed button.
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/// </summary>
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public int mouseButton
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{
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get { return Event.current.button; }
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}
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/// <summary>
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/// The current number of mouse clicks.
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/// </summary>
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public int clickCount
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{
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get { return Event.current.clickCount; }
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set { Event.current.clickCount = Mathf.Max(0, value); }
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}
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/// <summary>
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/// Indicates whether the shift key is pressed.
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/// </summary>
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public bool isShiftDown
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{
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get { return Event.current.shift; }
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}
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/// <summary>
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/// Indicates whether the alt key is pressed.
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/// </summary>
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public bool isAltDown
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{
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get { return Event.current.alt; }
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}
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/// <summary>
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/// Indicates whether the action key is pressed.
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/// </summary>
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public bool isActionKeyDown
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{
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get { return EditorGUI.actionKey; }
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}
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/// <summary>
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/// The KeyCode of the currently pressed key.
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/// </summary>
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public KeyCode keyCode
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{
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get { return Event.current.keyCode; }
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}
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/// <summary>
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/// The type of the current event.
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/// </summary>
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public EventType eventType
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{
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get { return Event.current.type; }
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}
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/// <summary>
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/// The name of the current event's command.
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/// </summary>
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public string commandName
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{
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get { return Event.current.commandName; }
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}
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/// <summary>
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/// The closest control to the event.
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/// </summary>
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public int nearestControl
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{
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get { return HandleUtility.nearestControl; }
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set { HandleUtility.nearestControl = value; }
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}
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/// <summary>
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/// Hot Control
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/// </summary>
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public int hotControl
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{
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get { return GUIUtility.hotControl; }
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set { GUIUtility.hotControl = value; }
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}
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/// <summary>
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/// Indicates whether the GUI has changed.
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/// </summary>
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public bool changed
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{
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get { return GUI.changed; }
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set { GUI.changed = value; }
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}
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/// <summary>
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/// Gets the ID of a nested control by a hint and focus type.
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/// </summary>
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/// <param name="hint">The hint this function uses to identify the control ID.</param>
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/// <param name="focusType">The focus Type</param>
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/// <returns>Returns the ID of the control that matches the hint and focus type.</returns>
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public int GetControlID(int hint, FocusType focusType)
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{
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return GUIUtility.GetControlID(hint, focusType);
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}
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/// <summary>
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/// Adds a control to the GUIState.
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/// </summary>
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/// <param name="controlID">The ID of the control to add.</param>
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/// <param name="distance">The distance from the camera to the control.</param>
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public void AddControl(int controlID, float distance)
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{
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HandleUtility.AddControl(controlID, distance);
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}
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/// <summary>
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/// Checks whether a slider value has changed.
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/// </summary>
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/// <param name="id">The ID of the slider to check.</param>
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/// <param name="sliderData">The slider's data.</param>
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/// <param name="newPosition">The new position of the slider.</param>
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/// <returns>Returns `true` if the slider has changed. Otherwise, returns `false`.</returns>
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public bool Slider(int id, SliderData sliderData, out Vector3 newPosition)
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{
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if (mouseButton == 0 && eventType == EventType.MouseDown)
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{
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hotControl = 0;
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nearestControl = id;
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}
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EditorGUI.BeginChangeCheck();
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newPosition = Handles.Slider2D(id, sliderData.position, sliderData.forward, sliderData.right, sliderData.up, 1f, nullCap, Vector2.zero);
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return EditorGUI.EndChangeCheck();
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}
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/// <summary>
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/// Uses the current event.
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/// </summary>
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public void UseEvent()
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{
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Event.current.Use();
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}
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/// <summary>
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/// Repaints the GUI.
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/// </summary>
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public void Repaint()
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{
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HandleUtility.Repaint();
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}
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/// <summary>
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/// Checks if the current camera is valid.
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/// </summary>
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/// <returns>Returns `true` if the current camera is not null. Otherwise, returns `false`.</returns>
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public bool HasCurrentCamera()
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{
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return Camera.current != null;
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}
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/// <summary>
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/// Gets the size of the handle.
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/// </summary>
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/// <param name="position">The position of the handle.</param>
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/// <returns>Returns the size of the handle.</returns>
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public float GetHandleSize(Vector3 position)
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{
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var scale = HasCurrentCamera() ? 0.01f : 0.05f;
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return HandleUtility.GetHandleSize(position) * scale;
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}
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/// <summary>
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/// Measures the GUI-space distance between two points of a segment.
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/// </summary>
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/// <param name="p1">The first point.</param>
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/// <param name="p2">The seconde point.</param>
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/// <returns>Returns the GUI-space distance between p1 and p2.</returns>
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public float DistanceToSegment(Vector3 p1, Vector3 p2)
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{
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p1 = HandleUtility.WorldToGUIPoint(p1);
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p2 = HandleUtility.WorldToGUIPoint(p2);
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return HandleUtility.DistancePointToLineSegment(Event.current.mousePosition, p1, p2);
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}
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/// <summary>
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/// Measures the distance to a circle.
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/// </summary>
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/// <param name="center">The center of the circle.</param>
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/// <param name="radius">The radius of the circle.</param>
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/// <returns>Returns the distance to a circle with the specified center and radius.</returns>
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public float DistanceToCircle(Vector3 center, float radius)
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{
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return HandleUtility.DistanceToCircle(center, radius);
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}
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/// <summary>
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/// Transforms a GUI-space position into world space.
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/// </summary>
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/// <param name="guiPosition">The GUI position</param>
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/// <param name="planeNormal">The plane normal.</param>
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/// <param name="planePos">The plane position.</param>
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/// <returns>Returns the world-space position of `guiPosition`.</returns>
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public Vector3 GUIToWorld(Vector2 guiPosition, Vector3 planeNormal, Vector3 planePos)
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{
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Vector3 worldPos = Handles.inverseMatrix.MultiplyPoint(guiPosition);
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if (Camera.current)
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{
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Ray ray = HandleUtility.GUIPointToWorldRay(guiPosition);
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planeNormal = Handles.matrix.MultiplyVector(planeNormal);
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planePos = Handles.matrix.MultiplyPoint(planePos);
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Plane plane = new Plane(planeNormal, planePos);
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float distance = 0f;
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if (plane.Raycast(ray, out distance))
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{
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worldPos = Handles.inverseMatrix.MultiplyPoint(ray.GetPoint(distance));
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}
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}
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return worldPos;
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}
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}
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}
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