playtest-unity/playtest/Library/PackageCache/com.unity.ugui@1.0.0/Editor/UI/MenuOptions.cs

435 lines
18 KiB
C#

using System;
using UnityEditor.SceneManagement;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
namespace UnityEditor.UI
{
/// <summary>
/// This script adds the UI menu options to the Unity Editor.
/// </summary>
static internal class MenuOptions
{
enum MenuOptionsPriorityOrder {
// 2000 - Text (TMP)
Image = 2001,
RawImage = 2002,
Panel = 2003,
// 2020 - Button (TMP)
Toggle = 2021,
// 2022 - Dropdown (TMP)
// 2023 - Input Field (TMP)
Slider = 2024,
Scrollbar = 2025,
ScrollView = 2026,
Canvas = 2060,
EventSystem = 2061,
Text = 2080,
Button = 2081,
Dropdown = 2082,
InputField = 2083,
};
private const string kUILayerName = "UI";
private const string kStandardSpritePath = "UI/Skin/UISprite.psd";
private const string kBackgroundSpritePath = "UI/Skin/Background.psd";
private const string kInputFieldBackgroundPath = "UI/Skin/InputFieldBackground.psd";
private const string kKnobPath = "UI/Skin/Knob.psd";
private const string kCheckmarkPath = "UI/Skin/Checkmark.psd";
private const string kDropdownArrowPath = "UI/Skin/DropdownArrow.psd";
private const string kMaskPath = "UI/Skin/UIMask.psd";
static private DefaultControls.Resources s_StandardResources;
static private DefaultControls.Resources GetStandardResources()
{
if (s_StandardResources.standard == null)
{
s_StandardResources.standard = AssetDatabase.GetBuiltinExtraResource<Sprite>(kStandardSpritePath);
s_StandardResources.background = AssetDatabase.GetBuiltinExtraResource<Sprite>(kBackgroundSpritePath);
s_StandardResources.inputField = AssetDatabase.GetBuiltinExtraResource<Sprite>(kInputFieldBackgroundPath);
s_StandardResources.knob = AssetDatabase.GetBuiltinExtraResource<Sprite>(kKnobPath);
s_StandardResources.checkmark = AssetDatabase.GetBuiltinExtraResource<Sprite>(kCheckmarkPath);
s_StandardResources.dropdown = AssetDatabase.GetBuiltinExtraResource<Sprite>(kDropdownArrowPath);
s_StandardResources.mask = AssetDatabase.GetBuiltinExtraResource<Sprite>(kMaskPath);
}
return s_StandardResources;
}
private class DefaultEditorFactory : DefaultControls.IFactoryControls
{
public static DefaultEditorFactory Default = new DefaultEditorFactory();
public GameObject CreateGameObject(string name, params Type[] components)
{
return ObjectFactory.CreateGameObject(name, components);
}
}
private class FactorySwapToEditor : IDisposable
{
DefaultControls.IFactoryControls factory;
public FactorySwapToEditor()
{
factory = DefaultControls.factory;
DefaultControls.factory = DefaultEditorFactory.Default;
}
public void Dispose()
{
DefaultControls.factory = factory;
}
}
private static void SetPositionVisibleinSceneView(RectTransform canvasRTransform, RectTransform itemTransform)
{
SceneView sceneView = SceneView.lastActiveSceneView;
// Couldn't find a SceneView. Don't set position.
if (sceneView == null || sceneView.camera == null)
return;
// Create world space Plane from canvas position.
Vector2 localPlanePosition;
Camera camera = sceneView.camera;
Vector3 position = Vector3.zero;
if (RectTransformUtility.ScreenPointToLocalPointInRectangle(canvasRTransform, new Vector2(camera.pixelWidth / 2, camera.pixelHeight / 2), camera, out localPlanePosition))
{
// Adjust for canvas pivot
localPlanePosition.x = localPlanePosition.x + canvasRTransform.sizeDelta.x * canvasRTransform.pivot.x;
localPlanePosition.y = localPlanePosition.y + canvasRTransform.sizeDelta.y * canvasRTransform.pivot.y;
localPlanePosition.x = Mathf.Clamp(localPlanePosition.x, 0, canvasRTransform.sizeDelta.x);
localPlanePosition.y = Mathf.Clamp(localPlanePosition.y, 0, canvasRTransform.sizeDelta.y);
// Adjust for anchoring
position.x = localPlanePosition.x - canvasRTransform.sizeDelta.x * itemTransform.anchorMin.x;
position.y = localPlanePosition.y - canvasRTransform.sizeDelta.y * itemTransform.anchorMin.y;
Vector3 minLocalPosition;
minLocalPosition.x = canvasRTransform.sizeDelta.x * (0 - canvasRTransform.pivot.x) + itemTransform.sizeDelta.x * itemTransform.pivot.x;
minLocalPosition.y = canvasRTransform.sizeDelta.y * (0 - canvasRTransform.pivot.y) + itemTransform.sizeDelta.y * itemTransform.pivot.y;
Vector3 maxLocalPosition;
maxLocalPosition.x = canvasRTransform.sizeDelta.x * (1 - canvasRTransform.pivot.x) - itemTransform.sizeDelta.x * itemTransform.pivot.x;
maxLocalPosition.y = canvasRTransform.sizeDelta.y * (1 - canvasRTransform.pivot.y) - itemTransform.sizeDelta.y * itemTransform.pivot.y;
position.x = Mathf.Clamp(position.x, minLocalPosition.x, maxLocalPosition.x);
position.y = Mathf.Clamp(position.y, minLocalPosition.y, maxLocalPosition.y);
}
itemTransform.anchoredPosition = position;
itemTransform.localRotation = Quaternion.identity;
itemTransform.localScale = Vector3.one;
}
private static void PlaceUIElementRoot(GameObject element, MenuCommand menuCommand)
{
GameObject parent = menuCommand.context as GameObject;
bool explicitParentChoice = true;
if (parent == null)
{
parent = GetOrCreateCanvasGameObject();
explicitParentChoice = false;
// If in Prefab Mode, Canvas has to be part of Prefab contents,
// otherwise use Prefab root instead.
PrefabStage prefabStage = PrefabStageUtility.GetCurrentPrefabStage();
if (prefabStage != null && !prefabStage.IsPartOfPrefabContents(parent))
parent = prefabStage.prefabContentsRoot;
}
if (parent.GetComponentsInParent<Canvas>(true).Length == 0)
{
// Create canvas under context GameObject,
// and make that be the parent which UI element is added under.
GameObject canvas = MenuOptions.CreateNewUI();
Undo.SetTransformParent(canvas.transform, parent.transform, "");
parent = canvas;
}
GameObjectUtility.EnsureUniqueNameForSibling(element);
SetParentAndAlign(element, parent);
if (!explicitParentChoice) // not a context click, so center in sceneview
SetPositionVisibleinSceneView(parent.GetComponent<RectTransform>(), element.GetComponent<RectTransform>());
// This call ensure any change made to created Objects after they where registered will be part of the Undo.
Undo.RegisterFullObjectHierarchyUndo(parent == null ? element : parent, "");
// We have to fix up the undo name since the name of the object was only known after reparenting it.
Undo.SetCurrentGroupName("Create " + element.name);
Selection.activeGameObject = element;
}
private static void SetParentAndAlign(GameObject child, GameObject parent)
{
if (parent == null)
return;
Undo.SetTransformParent(child.transform, parent.transform, "");
RectTransform rectTransform = child.transform as RectTransform;
if (rectTransform)
{
rectTransform.anchoredPosition = Vector2.zero;
Vector3 localPosition = rectTransform.localPosition;
localPosition.z = 0;
rectTransform.localPosition = localPosition;
}
else
{
child.transform.localPosition = Vector3.zero;
}
child.transform.localRotation = Quaternion.identity;
child.transform.localScale = Vector3.one;
SetLayerRecursively(child, parent.layer);
}
private static void SetLayerRecursively(GameObject go, int layer)
{
go.layer = layer;
Transform t = go.transform;
for (int i = 0; i < t.childCount; i++)
SetLayerRecursively(t.GetChild(i).gameObject, layer);
}
// Graphic elements
[MenuItem("GameObject/UI/Image", false, (int)MenuOptionsPriorityOrder.Image)]
static public void AddImage(MenuCommand menuCommand)
{
GameObject go;
using (new FactorySwapToEditor())
go = DefaultControls.CreateImage(GetStandardResources());
PlaceUIElementRoot(go, menuCommand);
}
[MenuItem("GameObject/UI/Raw Image", false, (int)MenuOptionsPriorityOrder.RawImage)]
static public void AddRawImage(MenuCommand menuCommand)
{
GameObject go;
using (new FactorySwapToEditor())
go = DefaultControls.CreateRawImage(GetStandardResources());
PlaceUIElementRoot(go, menuCommand);
}
[MenuItem("GameObject/UI/Panel", false, (int)MenuOptionsPriorityOrder.Panel)]
static public void AddPanel(MenuCommand menuCommand)
{
GameObject go;
using (new FactorySwapToEditor())
go = DefaultControls.CreatePanel(GetStandardResources());
PlaceUIElementRoot(go, menuCommand);
// Panel is special, we need to ensure there's no padding after repositioning.
RectTransform rect = go.GetComponent<RectTransform>();
rect.anchoredPosition = Vector2.zero;
rect.sizeDelta = Vector2.zero;
}
// Controls
// Toggle is a control you just click on.
[MenuItem("GameObject/UI/Toggle", false, (int)MenuOptionsPriorityOrder.Toggle)]
static public void AddToggle(MenuCommand menuCommand)
{
GameObject go;
using (new FactorySwapToEditor())
go = DefaultControls.CreateToggle(GetStandardResources());
PlaceUIElementRoot(go, menuCommand);
}
// Slider and Scrollbar modify a number
[MenuItem("GameObject/UI/Slider", false, (int)MenuOptionsPriorityOrder.Slider)]
static public void AddSlider(MenuCommand menuCommand)
{
GameObject go;
using (new FactorySwapToEditor())
go = DefaultControls.CreateSlider(GetStandardResources());
PlaceUIElementRoot(go, menuCommand);
}
[MenuItem("GameObject/UI/Scrollbar", false, (int)MenuOptionsPriorityOrder.Scrollbar)]
static public void AddScrollbar(MenuCommand menuCommand)
{
GameObject go;
using (new FactorySwapToEditor())
go = DefaultControls.CreateScrollbar(GetStandardResources());
PlaceUIElementRoot(go, menuCommand);
}
[MenuItem("GameObject/UI/Scroll View", false, (int)MenuOptionsPriorityOrder.ScrollView)]
static public void AddScrollView(MenuCommand menuCommand)
{
GameObject go;
using (new FactorySwapToEditor())
go = DefaultControls.CreateScrollView(GetStandardResources());
PlaceUIElementRoot(go, menuCommand);
}
// Containers
[MenuItem("GameObject/UI/Canvas", false, (int)MenuOptionsPriorityOrder.Canvas)]
static public void AddCanvas(MenuCommand menuCommand)
{
var go = CreateNewUI();
SetParentAndAlign(go, menuCommand.context as GameObject);
if (go.transform.parent as RectTransform)
{
RectTransform rect = go.transform as RectTransform;
rect.anchorMin = Vector2.zero;
rect.anchorMax = Vector2.one;
rect.anchoredPosition = Vector2.zero;
rect.sizeDelta = Vector2.zero;
}
Selection.activeGameObject = go;
}
// Legacy Elements
[MenuItem("GameObject/UI/Legacy/Text", false, (int)MenuOptionsPriorityOrder.Text)]
static public void AddText(MenuCommand menuCommand)
{
GameObject go;
using (new FactorySwapToEditor())
go = DefaultControls.CreateText(GetStandardResources());
PlaceUIElementRoot(go, menuCommand);
}
[MenuItem("GameObject/UI/Legacy/Button", false, (int)MenuOptionsPriorityOrder.Button)]
static public void AddButton(MenuCommand menuCommand)
{
GameObject go;
using (new FactorySwapToEditor())
go = DefaultControls.CreateButton(GetStandardResources());
PlaceUIElementRoot(go, menuCommand);
}
[MenuItem("GameObject/UI/Legacy/Dropdown", false, (int)MenuOptionsPriorityOrder.Dropdown)]
static public void AddDropdown(MenuCommand menuCommand)
{
GameObject go;
using (new FactorySwapToEditor())
go = DefaultControls.CreateDropdown(GetStandardResources());
PlaceUIElementRoot(go, menuCommand);
}
[MenuItem("GameObject/UI/Legacy/Input Field", false, (int)MenuOptionsPriorityOrder.InputField)]
public static void AddInputField(MenuCommand menuCommand)
{
GameObject go;
using (new FactorySwapToEditor())
go = DefaultControls.CreateInputField(GetStandardResources());
PlaceUIElementRoot(go, menuCommand);
}
// Helper methods
static public GameObject CreateNewUI()
{
// Root for the UI
var root = ObjectFactory.CreateGameObject("Canvas", typeof(Canvas), typeof(CanvasScaler), typeof(GraphicRaycaster));
root.layer = LayerMask.NameToLayer(kUILayerName);
Canvas canvas = root.GetComponent<Canvas>();
canvas.renderMode = RenderMode.ScreenSpaceOverlay;
// Works for all stages.
StageUtility.PlaceGameObjectInCurrentStage(root);
bool customScene = false;
PrefabStage prefabStage = PrefabStageUtility.GetCurrentPrefabStage();
if (prefabStage != null)
{
Undo.SetTransformParent(root.transform, prefabStage.prefabContentsRoot.transform, "");
customScene = true;
}
Undo.SetCurrentGroupName("Create " + root.name);
// If there is no event system add one...
// No need to place event system in custom scene as these are temporary anyway.
// It can be argued for or against placing it in the user scenes,
// but let's not modify scene user is not currently looking at.
if (!customScene)
CreateEventSystem(false);
return root;
}
[MenuItem("GameObject/UI/Event System", false, (int)MenuOptionsPriorityOrder.EventSystem)]
public static void CreateEventSystem(MenuCommand menuCommand)
{
GameObject parent = menuCommand.context as GameObject;
CreateEventSystem(true, parent);
}
private static void CreateEventSystem(bool select)
{
CreateEventSystem(select, null);
}
private static void CreateEventSystem(bool select, GameObject parent)
{
StageHandle stage = parent == null ? StageUtility.GetCurrentStageHandle() : StageUtility.GetStageHandle(parent);
var esys = stage.FindComponentOfType<EventSystem>();
if (esys == null)
{
var eventSystem = ObjectFactory.CreateGameObject("EventSystem");
if (parent == null)
StageUtility.PlaceGameObjectInCurrentStage(eventSystem);
else
SetParentAndAlign(eventSystem, parent);
esys = ObjectFactory.AddComponent<EventSystem>(eventSystem);
ObjectFactory.AddComponent<StandaloneInputModule>(eventSystem);
Undo.RegisterCreatedObjectUndo(eventSystem, "Create " + eventSystem.name);
}
if (select && esys != null)
{
Selection.activeGameObject = esys.gameObject;
}
}
// Helper function that returns a Canvas GameObject; preferably a parent of the selection, or other existing Canvas.
static public GameObject GetOrCreateCanvasGameObject()
{
GameObject selectedGo = Selection.activeGameObject;
// Try to find a gameobject that is the selected GO or one if its parents.
Canvas canvas = (selectedGo != null) ? selectedGo.GetComponentInParent<Canvas>() : null;
if (IsValidCanvas(canvas))
return canvas.gameObject;
// No canvas in selection or its parents? Then use any valid canvas.
// We have to find all loaded Canvases, not just the ones in main scenes.
Canvas[] canvasArray = StageUtility.GetCurrentStageHandle().FindComponentsOfType<Canvas>();
for (int i = 0; i < canvasArray.Length; i++)
if (IsValidCanvas(canvasArray[i]))
return canvasArray[i].gameObject;
// No canvas in the scene at all? Then create a new one.
return MenuOptions.CreateNewUI();
}
static bool IsValidCanvas(Canvas canvas)
{
if (canvas == null || !canvas.gameObject.activeInHierarchy)
return false;
// It's important that the non-editable canvas from a prefab scene won't be rejected,
// but canvases not visible in the Hierarchy at all do. Don't check for HideAndDontSave.
if (EditorUtility.IsPersistent(canvas) || (canvas.hideFlags & HideFlags.HideInHierarchy) != 0)
return false;
return StageUtility.GetStageHandle(canvas.gameObject) == StageUtility.GetCurrentStageHandle();
}
}
}