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Make master preview resize rendertexture continuously

/main
Jens Holm 6 年前
当前提交
ab80ca3c
共有 3 个文件被更改,包括 15 次插入17 次删除
  1. 27
      com.unity.shadergraph/Editor/Drawing/Inspector/MasterPreviewView.cs
  2. 3
      com.unity.shadergraph/Editor/Drawing/Manipulators/WindowDraggable.cs
  3. 2
      com.unity.shadergraph/Editor/Drawing/Views/GraphEditorView.cs

27
com.unity.shadergraph/Editor/Drawing/Inspector/MasterPreviewView.cs


get { return m_Expanded;}
}
bool m_RecalculateLayout;
Vector2 m_ExpandedPreviewSize;
VisualElement m_CollapsePreviewContainer;

Add(m_PreviewResizeBorderFrame);
m_ExpandedPreviewSize = new Vector2(256f, 256f);
m_RecalculateLayout = false;
previewTextureView.RegisterCallback<GeometryChangedEvent>(OnGeometryChanged);
}
void UpdateExpandedButtonState()

RemoveFromClassList("expanded");
AddToClassList("collapsed");
}
m_RecalculateLayout = true;
}
Image CreatePreview(Texture texture)

ShowMethod.Invoke(Get(), new object[] { null, typeof(Mesh), null, false, null, (Action<Object>)OnMeshChanged, (Action<Object>)OnMeshChanged });
}
public void RefreshRenderTextureSize()
void OnGeometryChanged(GeometryChangedEvent evt)
if (m_RecalculateLayout)
{
WindowDockingLayout dockingLayout = new WindowDockingLayout();
dockingLayout.CalculateDockingCornerAndOffset(layout, parent.layout);
dockingLayout.ApplyPosition(this);
m_RecalculateLayout = false;
}
if (!expanded)
return;

return;
m_PreviewManager.ResizeMasterPreview(new Vector2(targetWidth, targetHeight));
}
public void UpdateRenderTextureOnNextLayoutChange()
{
RegisterCallback<GeometryChangedEvent>(AdaptRenderTextureOnLayoutChange);
}
void AdaptRenderTextureOnLayoutChange(GeometryChangedEvent evt)
{
UnregisterCallback<GeometryChangedEvent>(AdaptRenderTextureOnLayoutChange);
RefreshRenderTextureSize();
}
void OnScroll(float scrollValue)

3
com.unity.shadergraph/Editor/Drawing/Manipulators/WindowDraggable.cs


target.style.positionBottom = StyleValue<float>.Create(0f);
}
}
m_WindowDockingLayout.CalculateDockingCornerAndOffset(target.layout, target.parent.layout);
m_WindowDockingLayout.ApplyPosition(target);
}
}
}

2
com.unity.shadergraph/Editor/Drawing/Views/GraphEditorView.cs


string serializedWindowLayout = JsonUtility.ToJson(m_FloatingWindowsLayout);
EditorUserSettings.SetConfigValue(k_FloatingWindowsLayoutKey, serializedWindowLayout);
m_MasterPreviewView.RefreshRenderTextureSize();
}
public void Dispose()

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