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EditorGUIUtility.cs
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199 lines (173 loc) · 6.29 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 UnityEngine;
using UnityEngine.Rendering;
using System.Collections.Generic;
namespace UnityEditor
{
public sealed partial class EditorGUIUtility
{
public class IconSizeScope : GUI.Scope
{
Vector2 m_OriginalIconSize;
public IconSizeScope(Vector2 iconSizeWithinScope)
{
m_OriginalIconSize = GetIconSize();
SetIconSize(iconSizeWithinScope);
}
protected override void CloseScope()
{
SetIconSize(m_OriginalIconSize);
}
}
internal static void RepaintCurrentWindow()
{
CheckOnGUI();
GUIView.current.Repaint();
}
internal static bool HasCurrentWindowKeyFocus()
{
CheckOnGUI();
return GUIView.current.hasFocus;
}
internal static Material s_GUITextureBlitColorspaceMaterial;
internal static Material GUITextureBlitColorspaceMaterial
{
get
{
if (!s_GUITextureBlitColorspaceMaterial)
{
Shader shader = EditorGUIUtility.LoadRequired("SceneView/GUITextureBlitColorspace.shader") as Shader;
s_GUITextureBlitColorspaceMaterial = new Material(shader);
SetGUITextureBlitColorspaceSettings(s_GUITextureBlitColorspaceMaterial);
}
return s_GUITextureBlitColorspaceMaterial;
}
}
internal static void SetGUITextureBlitColorspaceSettings(Material mat)
{
bool needsGammaConversion = SystemInfo.graphicsDeviceType == GraphicsDeviceType.Metal;
if (needsGammaConversion && QualitySettings.activeColorSpace == ColorSpace.Linear)
{
mat.SetFloat("_ConvertToGamma", 1.0f);
}
else
{
mat.SetFloat("_ConvertToGamma", 0.0f);
}
}
/// The current UI scaling factor for high-DPI displays. For instance, 2.0 on a retina display
public
static new float pixelsPerPoint
{
get
{
return GUIUtility.pixelsPerPoint;
}
}
public
static Rect PointsToPixels(Rect rect)
{
var cachedPixelsPerPoint = EditorGUIUtility.pixelsPerPoint;
rect.x *= cachedPixelsPerPoint;
rect.y *= cachedPixelsPerPoint;
rect.width *= cachedPixelsPerPoint;
rect.height *= cachedPixelsPerPoint;
return rect;
}
public
static Rect PixelsToPoints(Rect rect)
{
var cachedInvPixelsPerPoint = 1f / EditorGUIUtility.pixelsPerPoint;
rect.x *= cachedInvPixelsPerPoint;
rect.y *= cachedInvPixelsPerPoint;
rect.width *= cachedInvPixelsPerPoint;
rect.height *= cachedInvPixelsPerPoint;
return rect;
}
public
static Vector2 PointsToPixels(Vector2 position)
{
var cachedPixelsPerPoint = EditorGUIUtility.pixelsPerPoint;
position.x *= cachedPixelsPerPoint;
position.y *= cachedPixelsPerPoint;
return position;
}
public
static Vector2 PixelsToPoints(Vector2 position)
{
var cachedInvPixelsPerPoint = 1f / EditorGUIUtility.pixelsPerPoint;
position.x *= cachedInvPixelsPerPoint;
position.y *= cachedInvPixelsPerPoint;
return position;
}
// Given a rectangle, GUI style and a list of items, lay them out sequentially;
// left to right, top to bottom.
public static List<Rect> GetFlowLayoutedRects(Rect rect, GUIStyle style, float horizontalSpacing, float verticalSpacing, List<string> items)
{
var result = new List<Rect>(items.Count);
var curPos = rect.position;
for (var i = 0; i < items.Count; ++i)
{
var gc = EditorGUIUtility.TempContent(items[i]);
var itemSize = style.CalcSize(gc);
var itemRect = new Rect(curPos, itemSize);
// Reached right side, go to next row
if (curPos.x + itemSize.x + horizontalSpacing >= rect.xMax)
{
curPos.x = rect.x;
curPos.y += itemSize.y + verticalSpacing;
itemRect.position = curPos;
}
result.Add(itemRect);
// Move next item to the left
curPos.x += itemSize.x + horizontalSpacing;
}
return result;
}
internal class SkinnedColor
{
Color normalColor;
Color proColor;
public SkinnedColor(Color color, Color proColor)
{
normalColor = color;
this.proColor = proColor;
}
public SkinnedColor(Color color)
{
normalColor = color;
proColor = color;
}
public Color color
{
get
{
if (EditorGUIUtility.isProSkin)
return proColor;
else
return normalColor;
}
set
{
if (EditorGUIUtility.isProSkin)
proColor = value;
else
normalColor = value;
}
}
public static implicit operator Color(SkinnedColor colorSkin)
{
return colorSkin.color;
}
}
internal static void ShowObjectPicker<T>(Object obj, bool allowSceneObjects, string searchFilter, ObjectSelectorReceiver objectSelectorReceiver) where T : Object
{
System.Type objType = typeof(T);
ObjectSelector.get.Show(obj, objType, null, allowSceneObjects);
ObjectSelector.get.objectSelectorReceiver = objectSelectorReceiver;
ObjectSelector.get.searchFilter = searchFilter;
}
}
}