using System; using System.Reflection; using UnityEditor; using UnityEngine; namespace Unity.PlasticSCM.Editor.UI { internal static class RunModal { static RunModal() { InitializeInfo(); } internal static bool IsAvailable() { return mShowWithModeMethod != null && mCreateSavedGUIState != null && mApplyAndForgetMethod != null && mParentField != null && mParentWindowProp != null && mMakeModalMethod != null; } internal static void Dialog(EditorWindow window) { ShowAsUtility(window); object savedGUIState = CreateSavedGUIState(); PushDispatcherContext(window); MakeModal(window); PopDispatcherContext(window); ApplySavedGUIState(savedGUIState); } static void MakeModal(EditorWindow window) { // MakeModal(m_Parent.window); var hostView = mParentField.GetValue(window); var parentWindow = mParentWindowProp.GetValue(hostView, null); mMakeModalMethod.Invoke( mMakeModalMethod.IsStatic ? null : window, new object[] { parentWindow }); } static void ShowAsUtility(EditorWindow window) { // ShowWithMode(ShowMode.Utility); mShowWithModeMethod.Invoke(window, new object[] { 2 }); } static object CreateSavedGUIState() { // SavedGUIState guiState = SavedGUIState.Create(); return mCreateSavedGUIState.Invoke(null, null); } static void ApplySavedGUIState(object savedGUIState) { // guiState.ApplyAndForget(); mApplyAndForgetMethod.Invoke(savedGUIState, null); } static void PopDispatcherContext(EditorWindow window) { #if UNITY_2020_1_OR_NEWER //UnityEngine.UIElements.EventDispatcher.editorDispatcher.PopDispatcherContext(); object editorDispatcher = mEditorDispatcherProp2020.GetValue(null); mPopContextMethod2020.Invoke(editorDispatcher, null); #else // m_Parent.visualTree.panel.dispatcher?.PopDispatcherContext(); object dispatcher = GetDispatcher(window); if (dispatcher != null) mPopContextMethod.Invoke(dispatcher, null); #endif } static void PushDispatcherContext(EditorWindow window) { #if UNITY_2020_1_OR_NEWER //UnityEngine.UIElements.EventDispatcher.editorDispatcher.PushDispatcherContext(); object editorDispatcher = mEditorDispatcherProp2020.GetValue(null); mPushContextMethod2020.Invoke(editorDispatcher, null); #else // m_Parent.visualTree.panel.dispatcher?.PushDispatcherContext(); object dispatcher = GetDispatcher(window); if (dispatcher != null) mPushContextMethod.Invoke(dispatcher, null); #endif } static object GetDispatcher(EditorWindow window) { object dispatcher = null; if (MayHaveDispatcher()) { var parent = mParentField.GetValue(window); if (parent != null) { var visualTree = mVisualTreeProp.GetValue(parent, null); if (visualTree != null) { var panel = mPanelProp.GetValue(visualTree, null); if (panel != null) { dispatcher = mDispatcherProp.GetValue(panel, null); } } } } return dispatcher; } static bool MayHaveDispatcher() { return mDispatcherType != null && mPushContextMethod != null && mPopContextMethod != null; } static void InitializeInfo() { var flags = BindingFlags.NonPublic | BindingFlags.Instance | BindingFlags.Public | BindingFlags.Static; mMakeModalMethod = BuildMakeModalMethodInfo(flags); mShowWithModeMethod = typeof(EditorWindow).GetMethod("ShowWithMode", flags); mParentField = typeof(EditorWindow).GetField("m_Parent", flags); var hostViewType = mParentField.FieldType; mParentWindowProp = hostViewType.GetProperty("window", flags); var savedGUIStateType = typeof(EditorWindow).Assembly.GetType("UnityEditor.SavedGUIState"); mCreateSavedGUIState = savedGUIStateType.GetMethod("Create", flags); mApplyAndForgetMethod = savedGUIStateType.GetMethod("ApplyAndForget", flags); #if UNITY_2020_1_OR_NEWER mEditorDispatcherProp2020 = typeof(UnityEngine.UIElements.EventDispatcher).GetProperty("editorDispatcher", flags); mPushContextMethod2020 = mEditorDispatcherProp2020.PropertyType.GetMethod("PushDispatcherContext", flags); mPopContextMethod2020 = mEditorDispatcherProp2020.PropertyType.GetMethod("PopDispatcherContext", flags); #endif flags = BindingFlags.NonPublic | BindingFlags.Instance | BindingFlags.Public; mParentField = typeof(EditorWindow).GetField("m_Parent", flags); if (mParentField != null) hostViewType = mParentField.FieldType; if (hostViewType != null) mVisualTreeProp = hostViewType.GetProperty("visualTree"); if (mVisualTreeProp != null) { var visualTreeType = mVisualTreeProp.PropertyType; if (visualTreeType != null) { mPanelProp = visualTreeType.GetProperty("panel"); if (mPanelProp != null) { var panelType = mPanelProp.PropertyType; if (panelType != null) { mDispatcherProp = panelType.GetProperty("dispatcher"); if (mDispatcherProp != null) { mDispatcherType = mDispatcherProp.PropertyType; if (mDispatcherType != null) { mPushContextMethod = mDispatcherType.GetMethod("PushDispatcherContext", flags); mPopContextMethod = mDispatcherType.GetMethod("PopDispatcherContext", flags); } } } } } } } static MethodInfo BuildMakeModalMethodInfo(BindingFlags flags) { if (EditorVersion.IsCurrentEditorOlderThan("2019.3.10f1")) return typeof(EditorWindow).GetMethod("MakeModal", flags); return typeof(EditorWindow).GetMethod("Internal_MakeModal", flags); } static FieldInfo mParentField; static PropertyInfo mParentWindowProp; static MethodInfo mMakeModalMethod; static MethodInfo mShowWithModeMethod; static MethodInfo mCreateSavedGUIState; static MethodInfo mApplyAndForgetMethod; static PropertyInfo mVisualTreeProp; static Type mDispatcherType; static MethodInfo mPushContextMethod; static MethodInfo mPopContextMethod; static PropertyInfo mPanelProp; static PropertyInfo mDispatcherProp; #if UNITY_2020_1_OR_NEWER static PropertyInfo mEditorDispatcherProp2020; static MethodInfo mPushContextMethod2020; static MethodInfo mPopContextMethod2020; #endif // // How ContainerWindows are visualized. Used with ContainerWindow.Show // internal enum ShowMode // { // // Show as a normal window with max, min & close buttons. // NormalWindow = 0, // // Used for a popup menu. On mac this means light shadow and no titlebar. // PopupMenu = 1, // // Utility window - floats above the app. Disappears when app loses focus. // Utility = 2, // // Window has no shadow or decorations. Used internally for dragging stuff around. // NoShadow = 3, // // The Unity main window. On mac, this is the same as NormalWindow, except window doesn't have a close button. // MainWindow = 4, // // Aux windows. The ones that close the moment you move the mouse out of them. // AuxWindow = 5, // // Like PopupMenu, but without keyboard focus // Tooltip = 6 // } } }