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Copy pathGameObjectTreeViewGUI.cs
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634 lines (532 loc) · 24.7 KB
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// Unity C# reference source
// Copyright (c) Unity Technologies. For terms of use, see
// https://unity3d.com/legal/licenses/Unity_Reference_Only_License
using System;
using System.Linq;
using System.Collections.Generic;
using UnityEditor.Experimental;
using UnityEditor.Experimental.SceneManagement;
using UnityEditor.IMGUI.Controls;
using UnityEditor.SceneManagement;
using UnityEngine;
using UnityEngine.Assertions.Comparers;
using UnityEngine.SceneManagement;
using Object = UnityEngine.Object;
namespace UnityEditor
{
internal class GameObjectTreeViewGUI : TreeViewGUI
{
enum GameObjectColorType
{
Normal = 0,
Prefab = 1,
BrokenPrefab = 2,
Count = 3,
}
internal static class GameObjectStyles
{
public static GUIStyle disabledLabel = "PR DisabledLabel";
public static GUIStyle prefabLabel = "PR PrefabLabel";
public static GUIStyle disabledPrefabLabel = "PR DisabledPrefabLabel";
public static GUIStyle brokenPrefabLabel = "PR BrokenPrefabLabel";
public static GUIStyle disabledBrokenPrefabLabel = "PR DisabledBrokenPrefabLabel";
public static GUIContent loadSceneGUIContent = new GUIContent(EditorGUIUtility.FindTexture("SceneLoadIn"), "Load scene");
public static GUIContent unloadSceneGUIContent = new GUIContent(EditorGUIUtility.FindTexture("SceneLoadOut"), "Unload scene");
public static GUIContent saveSceneGUIContent = new GUIContent(EditorGUIUtility.FindTexture("SceneSave"), "Save scene");
public static GUIStyle optionsButtonStyle = "PaneOptions";
public static GUIStyle sceneHeaderBg = "SceneTopBarBg";
public static GUIStyle rightArrow = "ArrowNavigationRight";
public static GUIStyle hoveredItemBackgroundStyle = "WhiteBackground";
public static Color hoveredBackgroundColor =
EditorResources.GetStyle("game-object-tree-view").GetColor("-unity-object-tree-hovered-color");
public static Texture2D sceneAssetIcon = EditorGUIUtility.FindTexture(typeof(SceneAsset));
public static Texture2D prefabIcon = EditorGUIUtility.FindTexture("Prefab Icon");
public static readonly int kSceneHeaderIconsInterval = 2;
}
private float m_PrevScollPos;
private float m_PrevTotalHeight;
internal delegate void OnHeaderGUIDelegate(Rect availableRect, string scenePath);
internal static OnHeaderGUIDelegate OnPostHeaderGUI = null;
GameObjectTreeViewDataSource dataSource
{
get { return (GameObjectTreeViewDataSource)m_TreeView.data; }
}
bool showingSearchResults
{
get { return !string.IsNullOrEmpty(dataSource.searchString); }
}
public GameObjectTreeViewGUI(TreeViewController treeView, bool useHorizontalScroll)
: base(treeView, useHorizontalScroll)
{
k_TopRowMargin = 0f;
m_TreeView.enableItemHovering = true;
}
public override void OnInitialize()
{
SceneVisibilityManager.visibilityChanged += SceneVisibilityManagerOnVisibilityChanged;
dataSource.beforeReloading += SubSceneGUI.FetchSubSceneInfo;
m_PrevScollPos = m_TreeView.state.scrollPos.y;
m_PrevTotalHeight = m_TreeView.GetTotalRect().height;
k_BaseIndent = SceneVisibilityHierarchyGUI.utilityBarWidth;
}
private void SceneVisibilityManagerOnVisibilityChanged()
{
m_TreeView.Repaint();
}
public bool DetectUserInput()
{
if (DetectScrollChange())
return true;
if (DetectTotalRectChange())
return true;
if (DetectMouseDownInTreeViewRect())
return true;
return false;
}
bool DetectScrollChange()
{
bool changed = false;
float curScroll = m_TreeView.state.scrollPos.y;
if (!Mathf.Approximately(curScroll, m_PrevScollPos))
changed = true;
m_PrevScollPos = curScroll;
return changed;
}
bool DetectTotalRectChange()
{
bool changed = false;
float curHeight = m_TreeView.GetTotalRect().height;
if (!Mathf.Approximately(curHeight, m_PrevTotalHeight))
changed = true;
m_PrevTotalHeight = curHeight;
return changed;
}
bool DetectMouseDownInTreeViewRect()
{
var evt = Event.current;
var mouseEvent = evt.type == EventType.MouseDown || evt.type == EventType.MouseUp;
var keyboardEvent = evt.type == EventType.KeyDown || evt.type == EventType.KeyUp;
if ((mouseEvent && m_TreeView.GetTotalRect().Contains(evt.mousePosition)) || keyboardEvent)
return true;
return false;
}
bool showingStickyHeaders { get { return SceneManager.sceneCount > 1; } }
void DoStickySceneHeaders()
{
int firstRow, lastRow;
GetFirstAndLastRowVisible(out firstRow, out lastRow);
if (firstRow >= 0 && lastRow >= 0)
{
float scrollY = m_TreeView.state.scrollPos.y;
if (firstRow == 0 && scrollY <= topRowMargin)
return; // Do nothing when first row is 0 since we do not need any sticky headers overlay
var firstItem = (GameObjectTreeViewItem)m_TreeView.data.GetItem(firstRow);
var nextItem = (GameObjectTreeViewItem)m_TreeView.data.GetItem(firstRow + 1);
bool isFirstItemLastInScene = firstItem.scene != nextItem.scene;
float rowWidth = GUIClip.visibleRect.width;
Rect rect = GetRowRect(firstRow, rowWidth);
// Do not do the sticky header if the scene is at top
if (firstItem.isSceneHeader && Mathf.Approximately(scrollY, rect.y))
return;
// Sticky header is achieved by ensuring the header never moves out of
// scroll and is aligned with last item in scene list if needed
if (!isFirstItemLastInScene)
rect.y = scrollY;
var sceneHeaderItem = dataSource.sceneHeaderItems.FirstOrDefault(p => p.scene == firstItem.scene);
if (sceneHeaderItem != null)
{
bool selected = m_TreeView.IsItemDragSelectedOrSelected(sceneHeaderItem);
bool focused = m_TreeView.HasFocus();
bool boldFont = sceneHeaderItem.scene == SceneManager.GetActiveScene();
DoItemGUI(rect, firstRow, sceneHeaderItem, selected, focused, boldFont);
// Frame the actual scene header row (by clicking left of scene icon)
if (GUI.Button(new Rect(rect.x, rect.y, rect.height, rect.height), GUIContent.none, GUIStyle.none))
m_TreeView.Frame(sceneHeaderItem.id, true, false);
m_TreeView.HandleUnusedMouseEventsForItem(rect, sceneHeaderItem, firstRow);
HandleStickyHeaderContextClick(rect, sceneHeaderItem);
}
}
}
void HandleStickyHeaderContextClick(Rect rect, GameObjectTreeViewItem sceneHeaderItem)
{
Event evt = Event.current;
// On OSX manually handle context click for sticky headers here to prevent items beneath the sticky header to also handle the event
if (Application.platform == RuntimePlatform.OSXEditor)
{
bool showContextMenu = (evt.type == EventType.MouseDown && evt.button == 1) || evt.type == EventType.ContextClick; // cmd+left click fires a context click event
if (showContextMenu && rect.Contains(Event.current.mousePosition))
{
evt.Use();
m_TreeView.contextClickItemCallback(sceneHeaderItem.id);
}
}
else if (Application.platform == RuntimePlatform.WindowsEditor)
{
if (evt.type == EventType.MouseDown && evt.button == 1 && rect.Contains(Event.current.mousePosition))
{
// On Windows prevent right mouse down to propagate to items beneath (which will select items below this item)
evt.Use();
}
}
}
public override void BeginRowGUI()
{
if (DetectUserInput())
{
dataSource.EnsureFullyInitialized();
}
base.BeginRowGUI();
// Sticky scene headers. Do non repaint events first to receive input first
if (showingStickyHeaders && Event.current.type != EventType.Repaint)
{
DoStickySceneHeaders();
}
}
public override void EndRowGUI()
{
base.EndRowGUI();
// Sticky scene headers. Do repaint events last to render on top.
if (showingStickyHeaders && Event.current.type == EventType.Repaint)
{
DoStickySceneHeaders();
}
}
public override Rect GetRectForFraming(int row)
{
Rect rect = base.GetRectForFraming(row);
if (showingStickyHeaders && row < m_TreeView.data.rowCount)
{
var item = m_TreeView.data.GetItem(row) as GameObjectTreeViewItem;
if (item != null && !item.isSceneHeader)
{
// For game objects under a sceneheader we create a larger frame rect to ensure row is shown
// beneath the sticky header (headers have same lineheight as rows)
rect.y -= k_LineHeight;
rect.height = 2 * k_LineHeight;
}
}
return rect;
}
//-------------------
// Create and Rename GameObject section
override public bool BeginRename(TreeViewItem item, float delay)
{
GameObjectTreeViewItem goItem = item as GameObjectTreeViewItem;
if (goItem == null)
return false;
if (goItem.isSceneHeader)
return false;
GameObject gameObject = (GameObject)goItem.objectPPTR;
if ((gameObject.hideFlags & HideFlags.NotEditable) != 0)
{
Debug.LogWarning("Unable to rename a GameObject with HideFlags.NotEditable.");
return false;
}
return base.BeginRename(item, delay);
}
override protected void RenameEnded()
{
string name = string.IsNullOrEmpty(GetRenameOverlay().name) ? GetRenameOverlay().originalName : GetRenameOverlay().name;
int instanceID = GetRenameOverlay().userData;
bool userAccepted = GetRenameOverlay().userAcceptedRename;
if (userAccepted)
{
ObjectNames.SetNameSmartWithInstanceID(instanceID, name);
// Manually set the name so no visual pop happens
TreeViewItem item = m_TreeView.data.FindItem(instanceID);
if (item != null)
item.displayName = name;
EditorApplication.RepaintAnimationWindow();
}
}
private bool isDragging
{
get
{
return m_TreeView.isDragging ||
(m_TreeView.dragging != null && m_TreeView.dragging.GetDropTargetControlID() != -1);
}
}
override protected void DrawItemBackground(Rect rect, int row, TreeViewItem item, bool selected, bool focused)
{
var goItem = (GameObjectTreeViewItem)item;
if (goItem.isSceneHeader)
{
GUI.Label(rect, GUIContent.none, GameObjectStyles.sceneHeaderBg);
}
else
{
// Don't show indented sub scene header backgrounds when searching (as the texts are not indented here)
if (SubSceneGUI.IsUsingSubScenes() && !showingSearchResults)
{
var gameObject = (GameObject)goItem.objectPPTR;
if (gameObject != null && SubSceneGUI.IsSubSceneHeader(gameObject))
SubSceneGUI.DrawSubSceneHeaderBackground(rect, gameObject);
}
}
if (m_TreeView.hoveredItem != item)
return;
if (isDragging)
return;
using (new GUI.BackgroundColorScope(GameObjectStyles.hoveredBackgroundColor))
{
GUI.Label(rect, GUIContent.none, GameObjectStyles.hoveredItemBackgroundStyle);
}
}
override protected void DoItemGUI(Rect rect, int row, TreeViewItem item, bool selected, bool focused, bool useBoldFont)
{
GameObjectTreeViewItem goItem = item as GameObjectTreeViewItem;
if (goItem == null)
return;
EnsureLazyInitialization(goItem);
if (goItem.isSceneHeader)
{
useBoldFont = (goItem.scene == SceneManager.GetActiveScene()) || IsPrefabStageHeader(goItem);
}
base.DoItemGUI(rect, row, item, selected, focused, useBoldFont);
SceneVisibilityHierarchyGUI.DoItemGUI(rect, goItem, selected && !IsRenaming(item.id), m_TreeView.hoveredItem == goItem, focused, isDragging);
if (goItem.isSceneHeader)
{
DoAdditionalSceneHeaderGUI(goItem, rect);
}
else
{
PrefabModeButton(goItem, rect);
if (SubSceneGUI.IsUsingSubScenes() && !showingSearchResults)
SubSceneGUI.DrawVerticalLine(rect, (GameObject)goItem.objectPPTR);
}
if (SceneHierarchy.s_Debug)
GUI.Label(new Rect(rect.xMax - 70, rect.y, 70, rect.height), "" + row + " (" + goItem.id + ")", EditorStyles.boldLabel);
}
protected override Rect GetDropTargetRect(Rect rect)
{
rect.xMin += SceneVisibilityHierarchyGUI.utilityBarWidth;
return rect;
}
protected void DoAdditionalSceneHeaderGUI(GameObjectTreeViewItem goItem, Rect rect)
{
// Options button
const float optionsButtonWidth = 16f;
const float optionsButtonHeight = 16f;
const float margin = 4f;
Rect buttonRect = new Rect(rect.xMax - optionsButtonWidth - margin, rect.y + (rect.height - optionsButtonHeight) * 0.5f, optionsButtonWidth, rect.height);
if (Event.current.type == EventType.Repaint)
GameObjectStyles.optionsButtonStyle.Draw(buttonRect, false, false, false, false);
// We want larger click area than the button icon
buttonRect.y = rect.y;
buttonRect.height = rect.height;
buttonRect.width = 24f;
if (EditorGUI.DropdownButton(buttonRect, GUIContent.none, FocusType.Passive, GUIStyle.none))
{
// Ensure item is selected before using context menu (menu logic is based on selection)
m_TreeView.SelectionClick(goItem, true);
m_TreeView.contextClickItemCallback(goItem.id);
}
if (null != OnPostHeaderGUI)
{
float optionsWidth = (rect.width - buttonRect.x);
float width = (rect.width - optionsWidth - margin);
float x = 0;
float y = rect.y;
float height = rect.height;
Rect availableRect = new Rect(x, y, width, height);
OnPostHeaderGUI(availableRect, goItem.scene.path);
}
}
static bool IsPrefabStageHeader(GameObjectTreeViewItem item)
{
if (!item.isSceneHeader)
return false;
Scene scene = EditorSceneManager.GetSceneByHandle(item.id);
if (!scene.IsValid())
return false;
return EditorSceneManager.IsPreviewScene(scene);
}
void EnsureLazyInitialization(GameObjectTreeViewItem item)
{
if (!item.lazyInitializationDone)
{
item.lazyInitializationDone = true;
SetItemIcon(item);
SetItemSelectedIcon(item);
SetItemOverlayIcon(item);
SetPrefabModeButtonVisibility(item);
}
}
void SetItemIcon(GameObjectTreeViewItem item)
{
var go = item.objectPPTR as GameObject;
if (go == null)
{
if (IsPrefabStageHeader(item))
{
string prefabAssetPath = PrefabStageUtility.GetCurrentPrefabStage().prefabAssetPath;
item.icon = (Texture2D)AssetDatabase.GetCachedIcon(prefabAssetPath);
}
else
{
item.icon = GameObjectStyles.sceneAssetIcon;
}
}
else
{
if (SubSceneGUI.IsSubSceneHeader(go))
item.icon = GameObjectStyles.sceneAssetIcon;
else
item.icon = PrefabUtility.GetIconForGameObject(go);
}
}
void SetItemSelectedIcon(GameObjectTreeViewItem item)
{
if (item.icon != null)
{
item.selectedIcon = EditorUtility.GetIconInActiveState(item.icon) as Texture2D;
}
}
internal override Texture GetIconForSelectedItem(TreeViewItem item)
{
GameObjectTreeViewItem goItem = item as GameObjectTreeViewItem;
if (goItem != null)
{
return goItem.selectedIcon;
}
return item.icon;
}
void SetItemOverlayIcon(GameObjectTreeViewItem item)
{
item.overlayIcon = null;
var go = item.objectPPTR as GameObject;
if (go == null)
return;
if (PrefabUtility.IsAddedGameObjectOverride(go))
item.overlayIcon = EditorGUIUtility.LoadIcon("PrefabOverlayAdded Icon");
}
void SetPrefabModeButtonVisibility(GameObjectTreeViewItem item)
{
item.showPrefabModeButton = false;
GameObject go = item.objectPPTR as GameObject;
if (go == null)
return;
if (!PrefabUtility.IsPartOfAnyPrefab(go))
return;
if (!PrefabUtility.IsAnyPrefabInstanceRoot(go))
return;
// Don't show button for disconnected prefab instances and if prefab asset is missing
if (PrefabUtility.GetPrefabInstanceStatus(go) != PrefabInstanceStatus.Connected)
return;
// We can't simply check if the go is part of an immutable prefab, since that would check the asset of the
// outermost prefab this go is part of. Instead we have to check original source or variant root
// - the same one that would get opened if clicking the arrow.
var source = PrefabUtility.GetOriginalSourceOrVariantRoot(go);
if (source == null || PrefabUtility.IsPartOfImmutablePrefab(source))
return;
item.showPrefabModeButton = true;
}
protected override void OnContentGUI(Rect rect, int row, TreeViewItem item, string label, bool selected, bool focused,
bool useBoldFont, bool isPinging)
{
if (Event.current.type != EventType.Repaint)
return;
GameObjectTreeViewItem goItem = item as GameObjectTreeViewItem;
if (goItem == null)
return;
if (goItem.isSceneHeader)
{
if (goItem.scene.isDirty)
label += "*";
switch (goItem.scene.loadingState)
{
case Scene.LoadingState.NotLoaded:
label += " (not loaded)";
break;
case Scene.LoadingState.Loading:
label += " (is loading)";
break;
}
// Render disabled if scene is unloaded
using (new EditorGUI.DisabledScope(!goItem.scene.isLoaded))
{
base.OnContentGUI(rect, row, item, label, selected, focused, useBoldFont, isPinging);
}
return;
}
if (!isPinging)
{
// The rect is assumed indented and sized after the content when pinging
rect.xMin += GetContentIndent(item) + extraSpaceBeforeIconAndLabel;
}
int colorCode = goItem.colorCode;
lineStyle = Styles.lineStyle;
if (SubSceneGUI.IsUsingSubScenes())
useBoldFont = SubSceneGUI.UseBoldFontForGameObject((GameObject)goItem.objectPPTR);
if (useBoldFont)
{
lineStyle = Styles.lineBoldStyle;
}
else
{
if ((colorCode & 3) == (int)GameObjectColorType.Normal)
lineStyle = (colorCode < 4) ? Styles.lineStyle : GameObjectStyles.disabledLabel;
else if ((colorCode & 3) == (int)GameObjectColorType.Prefab)
lineStyle = (colorCode < 4) ? GameObjectStyles.prefabLabel : GameObjectStyles.disabledPrefabLabel;
else if ((colorCode & 3) == (int)GameObjectColorType.BrokenPrefab)
lineStyle = (colorCode < 4) ? GameObjectStyles.brokenPrefabLabel : GameObjectStyles.disabledBrokenPrefabLabel;
}
lineStyle.padding.left = 0;
Texture icon = GetEffectiveIcon(goItem);
if (icon != null)
{
Rect iconRect = rect;
iconRect.width = k_IconWidth;
bool renderDisabled = colorCode >= 4;
Color col = GUI.color;
if (renderDisabled)
col = new Color(1f, 1f, 1f, 0.5f);
GUI.DrawTexture(iconRect, icon, ScaleMode.ScaleToFit, true, 0, col, 0, 0);
if (goItem.overlayIcon != null)
GUI.DrawTexture(iconRect, goItem.overlayIcon, ScaleMode.ScaleToFit, true, 0, col, 0, 0);
rect.xMin += iconTotalPadding + k_IconWidth + k_SpaceBetweenIconAndText;
}
// Draw text
lineStyle.Draw(rect, label, false, false, selected, focused);
}
public void PrefabModeButton(GameObjectTreeViewItem item, Rect selectionRect)
{
if (item.showPrefabModeButton)
{
float yOffset = (selectionRect.height - GameObjectStyles.rightArrow.fixedWidth) / 2;
Rect buttonRect = new Rect(
selectionRect.xMax - GameObjectStyles.rightArrow.fixedWidth - GameObjectStyles.rightArrow.margin.right,
selectionRect.y + yOffset,
GameObjectStyles.rightArrow.fixedWidth,
GameObjectStyles.rightArrow.fixedHeight);
int instanceID = item.id;
GUIContent content = buttonRect.Contains(Event.current.mousePosition) ? GetPrefabButtonContent(instanceID) : GUIContent.none;
if (GUI.Button(buttonRect, content, GameObjectStyles.rightArrow))
{
GameObject go = EditorUtility.InstanceIDToObject(instanceID) as GameObject;
string assetPath = PrefabUtility.GetPrefabAssetPathOfNearestInstanceRoot(go);
Object originalSource = AssetDatabase.LoadMainAssetAtPath(assetPath);
if (originalSource != null)
{
PrefabStageUtility.OpenPrefab(assetPath, go, StageNavigationManager.Analytics.ChangeType.EnterViaInstanceHierarchyRightArrow);
}
}
}
}
GUIContent GetPrefabButtonContent(int instanceID)
{
GUIContent result;
if (m_PrefabButtonContents.TryGetValue(instanceID, out result))
{
return result;
}
string path = PrefabUtility.GetPrefabAssetPathOfNearestInstanceRoot(EditorUtility.InstanceIDToObject(instanceID) as GameObject);
string filename = System.IO.Path.GetFileNameWithoutExtension(path);
result = new GUIContent("", null, "Open Prefab Asset '" + filename + "'");
m_PrefabButtonContents[instanceID] = result;
return result;
}
Dictionary<int, GUIContent> m_PrefabButtonContents = new Dictionary<int, GUIContent>();
}
}