388 lines
15 KiB
C#
388 lines
15 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Reflection;
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using UnityEngine;
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using UnityEngine.UIElements;
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using UnityEditor.Graphing;
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using UnityEditor.Experimental.GraphView;
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using UnityEditor.ShaderGraph.Drawing.Controls;
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using UnityEditor.ShaderGraph.Drawing.Inspector.PropertyDrawers;
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using UnityEditor.ShaderGraph.Internal;
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using UnityEngine.Assertions;
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using ContextualMenuManipulator = UnityEngine.UIElements.ContextualMenuManipulator;
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using GraphDataStore = UnityEditor.ShaderGraph.DataStore<UnityEditor.ShaderGraph.GraphData>;
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namespace UnityEditor.ShaderGraph.Drawing
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{
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class SGBlackboardField : GraphElement, IInspectable, ISGControlledElement<ShaderInputViewController>
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{
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static readonly Texture2D k_ExposedIcon = Resources.Load<Texture2D>("GraphView/Nodes/BlackboardFieldExposed");
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static readonly string k_UxmlTemplatePath = "UXML/Blackboard/SGBlackboardField";
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static readonly string k_StyleSheetPath = "Styles/SGBlackboard";
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ShaderInputViewModel m_ViewModel;
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ShaderInputViewModel ViewModel
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{
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get => m_ViewModel;
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set => m_ViewModel = value;
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}
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VisualElement m_ContentItem;
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Pill m_Pill;
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Label m_TypeLabel;
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TextField m_TextField;
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internal TextField textField => m_TextField;
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Action m_ResetReferenceNameTrigger;
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List<Node> m_SelectedNodes = new List<Node>();
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public string text
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{
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get { return m_Pill.text; }
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set { m_Pill.text = value; }
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}
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public string typeText
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{
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get { return m_TypeLabel.text; }
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set { m_TypeLabel.text = value; }
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}
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public Texture icon
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{
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get { return m_Pill.icon; }
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set { m_Pill.icon = value; }
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}
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public bool highlighted
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{
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get { return m_Pill.highlighted; }
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set { m_Pill.highlighted = value; }
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}
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internal SGBlackboardField(ShaderInputViewModel viewModel)
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{
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ViewModel = viewModel;
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// Store ShaderInput in userData object
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userData = ViewModel.model;
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if (userData == null)
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{
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AssertHelpers.Fail("Could not initialize blackboard field as shader input was null.");
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return;
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}
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// Store the Model guid as viewDataKey as that is persistent
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viewDataKey = ViewModel.model.guid.ToString();
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var visualTreeAsset = Resources.Load<VisualTreeAsset>(k_UxmlTemplatePath);
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Assert.IsNotNull(visualTreeAsset);
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VisualElement mainContainer = visualTreeAsset.Instantiate();
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var styleSheet = Resources.Load<StyleSheet>(k_StyleSheetPath);
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Assert.IsNotNull(styleSheet);
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styleSheets.Add(styleSheet);
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mainContainer.AddToClassList("mainContainer");
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mainContainer.pickingMode = PickingMode.Ignore;
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m_ContentItem = mainContainer.Q("contentItem");
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m_Pill = mainContainer.Q<Pill>("pill");
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m_TypeLabel = mainContainer.Q<Label>("typeLabel");
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m_TextField = mainContainer.Q<TextField>("textField");
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m_TextField.style.display = DisplayStyle.None;
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// Update the Pill text if shader input name is changed
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// we handle this in controller if we change it through SGBlackboardField, but its possible to change through PropertyNodeView as well
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shaderInput.displayNameUpdateTrigger += newDisplayName => text = newDisplayName;
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// Handles the upgrade fix for the old color property deprecation
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if (shaderInput is AbstractShaderProperty property)
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{
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property.onAfterVersionChange += () =>
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{
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this.typeText = property.GetPropertyTypeString();
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this.m_InspectorUpdateDelegate();
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};
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}
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Add(mainContainer);
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RegisterCallback<MouseDownEvent>(OnMouseDownEvent);
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capabilities |= Capabilities.Selectable | Capabilities.Droppable | Capabilities.Deletable | Capabilities.Renamable;
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ClearClassList();
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AddToClassList("blackboardField");
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this.name = "SGBlackboardField";
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UpdateFromViewModel();
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// add the right click context menu
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IManipulator contextMenuManipulator = new ContextualMenuManipulator(AddContextMenuOptions);
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this.AddManipulator(contextMenuManipulator);
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this.AddManipulator(new SelectionDropper());
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this.AddManipulator(new ContextualMenuManipulator(BuildFieldContextualMenu));
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// When a display name is changed through the BlackboardPill, bind this callback to handle it with appropriate change action
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var textInputElement = m_TextField.Q(TextField.textInputUssName);
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textInputElement.RegisterCallback<FocusOutEvent>(e => { OnEditTextFinished(); });
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ShaderGraphPreferences.onAllowDeprecatedChanged += UpdateTypeText;
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RegisterCallback<MouseEnterEvent>(evt => OnMouseHover(evt, ViewModel.model));
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RegisterCallback<MouseLeaveEvent>(evt => OnMouseHover(evt, ViewModel.model));
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RegisterCallback<DragUpdatedEvent>(OnDragUpdatedEvent);
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var blackboard = ViewModel.parentView.GetFirstAncestorOfType<SGBlackboard>();
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if (blackboard != null)
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{
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// These callbacks are used for the property dragging scroll behavior
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RegisterCallback<DragEnterEvent>(blackboard.OnDragEnterEvent);
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RegisterCallback<DragExitedEvent>(blackboard.OnDragExitedEvent);
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// These callbacks are used for the property dragging scroll behavior
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RegisterCallback<DragEnterEvent>(blackboard.OnDragEnterEvent);
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RegisterCallback<DragExitedEvent>(blackboard.OnDragExitedEvent);
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}
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}
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~SGBlackboardField()
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{
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ShaderGraphPreferences.onAllowDeprecatedChanged -= UpdateTypeText;
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}
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void AddContextMenuOptions(ContextualMenuPopulateEvent evt)
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{
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// Checks if the reference name has been overridden and appends menu action to reset it, if so
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if (shaderInput.isRenamable &&
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!string.IsNullOrEmpty(shaderInput.overrideReferenceName))
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{
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evt.menu.AppendAction(
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"Reset Reference",
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e =>
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{
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var resetReferenceNameAction = new ResetReferenceNameAction();
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resetReferenceNameAction.shaderInputReference = shaderInput;
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ViewModel.requestModelChangeAction(resetReferenceNameAction);
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m_ResetReferenceNameTrigger();
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},
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DropdownMenuAction.AlwaysEnabled);
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}
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if (shaderInput is ColorShaderProperty colorProp)
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{
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PropertyNodeView.AddMainColorMenuOptions(evt, colorProp, controller.graphData, m_InspectorUpdateDelegate);
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}
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if (shaderInput is Texture2DShaderProperty texProp)
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{
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PropertyNodeView.AddMainTextureMenuOptions(evt, texProp, controller.graphData, m_InspectorUpdateDelegate);
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}
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}
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internal void UpdateFromViewModel()
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{
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this.text = ViewModel.inputName;
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this.icon = ViewModel.isInputExposed ? k_ExposedIcon : null;
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this.typeText = ViewModel.inputTypeName;
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}
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ShaderInputViewController m_Controller;
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// --- Begin ISGControlledElement implementation
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public void OnControllerChanged(ref SGControllerChangedEvent e)
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{
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}
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public void OnControllerEvent(SGControllerEvent e)
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{
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}
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public ShaderInputViewController controller
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{
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get => m_Controller;
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set
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{
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if (m_Controller != value)
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{
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if (m_Controller != null)
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{
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m_Controller.UnregisterHandler(this);
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}
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m_Controller = value;
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if (m_Controller != null)
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{
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m_Controller.RegisterHandler(this);
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}
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}
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}
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}
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SGController ISGControlledElement.controller => m_Controller;
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// --- ISGControlledElement implementation
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[Inspectable("Shader Input", null)]
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public ShaderInput shaderInput => ViewModel.model;
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public string inspectorTitle => ViewModel.inputName + " " + ViewModel.inputTypeName;
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public object GetObjectToInspect()
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{
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return shaderInput;
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}
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Action m_InspectorUpdateDelegate;
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public void SupplyDataToPropertyDrawer(IPropertyDrawer propertyDrawer, Action inspectorUpdateDelegate)
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{
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if (propertyDrawer is ShaderInputPropertyDrawer shaderInputPropertyDrawer)
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{
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// We currently need to do a halfway measure between the old way of handling stuff for property drawers (how FieldView and NodeView handle it)
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// and how we want to handle it with the new style of controllers and views. Ideally we'd just hand the property drawer a view model and thats it.
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// We've maintained all the old callbacks as they are in the PropertyDrawer to reduce possible halo changes and support PropertyNodeView functionality
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// Instead we supply different underlying methods for the callbacks in the new SGBlackboardField,
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// that way both code paths should work until we can refactor PropertyNodeView
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shaderInputPropertyDrawer.GetViewModel(
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ViewModel,
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controller.graphData,
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((triggerInspectorUpdate, modificationScope) =>
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{
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controller.DirtyNodes(modificationScope);
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if (triggerInspectorUpdate)
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inspectorUpdateDelegate();
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}));
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m_ResetReferenceNameTrigger = shaderInputPropertyDrawer.ResetReferenceName;
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m_InspectorUpdateDelegate = inspectorUpdateDelegate;
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}
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}
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void OnMouseDownEvent(MouseDownEvent e)
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{
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if ((e.clickCount == 2) && e.button == (int)MouseButton.LeftMouse && IsRenamable())
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{
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OpenTextEditor();
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e.PreventDefault();
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}
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else
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{
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e.StopPropagation();
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}
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}
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void OnDragUpdatedEvent(DragUpdatedEvent evt)
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{
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if (m_SelectedNodes.Any())
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{
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foreach (var node in m_SelectedNodes)
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{
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node.RemoveFromClassList("hovered");
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}
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m_SelectedNodes.Clear();
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}
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}
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// TODO: Move to controller? Feels weird for this to be directly communicating with PropertyNodes etc.
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// Better way would be to send event to controller that notified of hover enter/exit and have other controllers be sent those events in turn
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void OnMouseHover(EventBase evt, ShaderInput input)
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{
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var graphView = ViewModel.parentView.GetFirstAncestorOfType<MaterialGraphView>();
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if (evt.eventTypeId == MouseEnterEvent.TypeId())
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{
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foreach (var node in graphView.nodes.ToList())
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{
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if (input is AbstractShaderProperty property)
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{
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if (node.userData is PropertyNode propertyNode)
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{
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if (propertyNode.property == input)
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{
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m_SelectedNodes.Add(node);
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node.AddToClassList("hovered");
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}
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}
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}
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else if (input is ShaderKeyword keyword)
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{
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if (node.userData is KeywordNode keywordNode)
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{
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if (keywordNode.keyword == input)
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{
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m_SelectedNodes.Add(node);
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node.AddToClassList("hovered");
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}
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}
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}
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else if (input is ShaderDropdown dropdown)
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{
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if (node.userData is DropdownNode dropdownNode)
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{
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if (dropdownNode.dropdown == input)
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{
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m_SelectedNodes.Add(node);
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node.AddToClassList("hovered");
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}
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}
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}
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}
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}
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else if (evt.eventTypeId == MouseLeaveEvent.TypeId() && m_SelectedNodes.Any())
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{
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foreach (var node in m_SelectedNodes)
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{
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node.RemoveFromClassList("hovered");
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}
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m_SelectedNodes.Clear();
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}
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}
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void UpdateTypeText()
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{
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if (shaderInput is AbstractShaderProperty asp)
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{
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typeText = asp.GetPropertyTypeString();
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}
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}
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internal void OpenTextEditor()
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{
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m_TextField.SetValueWithoutNotify(text);
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m_TextField.style.display = DisplayStyle.Flex;
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m_ContentItem.visible = false;
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m_TextField.Q(TextField.textInputUssName).Focus();
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m_TextField.SelectAll();
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}
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void OnEditTextFinished()
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{
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m_ContentItem.visible = true;
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m_TextField.style.display = DisplayStyle.None;
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if (text != m_TextField.text && String.IsNullOrWhiteSpace(m_TextField.text) == false && String.IsNullOrEmpty(m_TextField.text) == false)
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{
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var changeDisplayNameAction = new ChangeDisplayNameAction();
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changeDisplayNameAction.shaderInputReference = shaderInput;
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changeDisplayNameAction.newDisplayNameValue = m_TextField.text;
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ViewModel.requestModelChangeAction(changeDisplayNameAction);
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m_InspectorUpdateDelegate?.Invoke();
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}
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else
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{
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// Reset text field to original name
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m_TextField.value = text;
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}
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}
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protected virtual void BuildFieldContextualMenu(ContextualMenuPopulateEvent evt)
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{
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evt.menu.AppendAction("Rename", (a) => OpenTextEditor(), DropdownMenuAction.AlwaysEnabled);
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}
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}
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}
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