using System;
using UnityEngine;
namespace UnityEditor.Timeline
{
enum TimelineModeGUIState
{
Disabled,
Hidden,
Enabled
}
abstract class TimelineMode
{
public struct HeaderState
{
public TimelineModeGUIState breadCrumb;
public TimelineModeGUIState sequenceSelector;
public TimelineModeGUIState options;
}
public struct TrackOptionsState
{
public TimelineModeGUIState newButton;
public TimelineModeGUIState editAsAssetButton;
}
public HeaderState headerState { get; protected set; }
public TrackOptionsState trackOptionsState { get; protected set; }
public TimelineModes mode { get; protected set; }
public abstract bool ShouldShowPlayRange(WindowState state);
public abstract bool ShouldShowTimeCursor(WindowState state);
public virtual bool ShouldShowTrackBindings(WindowState state)
{
return ShouldShowTimeCursor(state);
}
public virtual bool ShouldShowTimeArea(WindowState state)
{
return !state.IsEditingAnEmptyTimeline();
}
public abstract TimelineModeGUIState TrackState(WindowState state);
public abstract TimelineModeGUIState ToolbarState(WindowState state);
public virtual TimelineModeGUIState PreviewState(WindowState state)
{
return state.ignorePreview ? TimelineModeGUIState.Disabled : TimelineModeGUIState.Enabled;
}
public virtual TimelineModeGUIState EditModeButtonsState(WindowState state)
{
return TimelineModeGUIState.Enabled;
}
}
///
/// Different mode for Timeline
///
[Flags]
public enum TimelineModes
{
///
/// A playable director with a valid timeline is selected in editor.
///
Active = 1,
///
/// The timeline is not editable. (the TimelineAsset file is either readonly on disk or locked by source control).
///
ReadOnly = 2,
///
/// The timeline cannot be played or previewed.
///
Inactive = 4,
///
/// Disabled Timeline.
///
Disabled = 8,
///
/// Timeline in AssetEditing mode.
/// This mode is enabled when a timeline asset is selected in the project window.
///
AssetEdition = 16,
///
/// The timeline can be edited (either through playable director or selected timeline asset in project window).
///
Default = Active | AssetEdition
}
}