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248 行
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using System;
using System.Collections.Generic;
using System.Linq;
using UnityEditor.Experimental.UIElements;
using UnityEditor.Experimental.UIElements.GraphView;
using UnityEditor.Graphing;
using UnityEngine;
using UnityEngine.Experimental.UIElements;
namespace UnityEditor.ShaderGraph.Drawing
{
class SearchWindowProvider : ScriptableObject, ISearchWindowProvider
{
EditorWindow m_EditorWindow;
AbstractMaterialGraph m_Graph;
GraphView m_GraphView;
Texture2D m_Icon;
public ShaderPort connectedPort { get; set; }
public bool nodeNeedsRepositioning { get; set; }
public SlotReference targetSlotReference { get; private set; }
public Vector2 targetPosition { get; private set; }
public void Initialize(EditorWindow editorWindow, AbstractMaterialGraph graph, GraphView graphView)
{
m_EditorWindow = editorWindow;
m_Graph = graph;
m_GraphView = graphView;
// Transparent icon to trick search window into indenting items
m_Icon = new Texture2D(1, 1);
m_Icon.SetPixel(0, 0, new Color(0, 0, 0, 0));
m_Icon.Apply();
}
void OnDestroy()
{
if (m_Icon != null)
{
DestroyImmediate(m_Icon);
m_Icon = null;
}
}
struct NodeEntry
{
public string[] title;
public AbstractMaterialNode node;
public int compatibleSlotId;
}
List<int> m_Ids;
List<ISlot> m_Slots = new List<ISlot>();
public List<SearchTreeEntry> CreateSearchTree(SearchWindowContext context)
{
// First build up temporary data structure containing group & title as an array of strings (the last one is the actual title) and associated node type.
var nodeEntries = new List<NodeEntry>();
foreach (var assembly in AppDomain.CurrentDomain.GetAssemblies())
{
foreach (var type in assembly.GetTypes())
{
if (type.IsClass && !type.IsAbstract && (type.IsSubclassOf(typeof(AbstractMaterialNode))) && type != typeof(PropertyNode))
{
var attrs = type.GetCustomAttributes(typeof(TitleAttribute), false) as TitleAttribute[];
if (attrs != null && attrs.Length > 0)
{
var node = (AbstractMaterialNode)Activator.CreateInstance(type);
AddEntries(node, attrs[0].title, nodeEntries);
}
}
}
}
foreach (var guid in AssetDatabase.FindAssets(string.Format("t:{0}", typeof(MaterialSubGraphAsset))))
{
var asset = AssetDatabase.LoadAssetAtPath<MaterialSubGraphAsset>(AssetDatabase.GUIDToAssetPath(guid));
var node = new SubGraphNode { subGraphAsset = asset };
AddEntries(node, new [] { "Sub-graph Assets", asset.name }, nodeEntries);
}
foreach (var property in m_Graph.properties)
{
var node = new PropertyNode();
var property1 = property;
node.owner = m_Graph;
node.propertyGuid = property1.guid;
node.owner = null;
AddEntries(node, new [] { "Properties", "Property: " + property.displayName }, nodeEntries);
}
// Sort the entries lexicographically by group then title with the requirement that items always comes before sub-groups in the same group.
// Example result:
// - Art/BlendMode
// - Art/Adjustments/ColorBalance
// - Art/Adjustments/Contrast
nodeEntries.Sort((entry1, entry2) =>
{
for (var i = 0; i < entry1.title.Length; i++)
{
if (i >= entry2.title.Length)
return 1;
var value = entry1.title[i].CompareTo(entry2.title[i]);
if (value != 0)
{
// Make sure that leaves go before nodes
if (entry1.title.Length != entry2.title.Length && (i == entry1.title.Length - 1 || i == entry2.title.Length - 1))
return entry1.title.Length < entry2.title.Length ? -1 : 1;
return value;
}
}
return 0;
});
//* Build up the data structure needed by SearchWindow.
// `groups` contains the current group path we're in.
var groups = new List<string>();
// First item in the tree is the title of the window.
var tree = new List<SearchTreeEntry>
{
new SearchTreeGroupEntry(new GUIContent("Create Node"), 0),
};
foreach (var nodeEntry in nodeEntries)
{
// `createIndex` represents from where we should add new group entries from the current entry's group path.
var createIndex = int.MaxValue;
// Compare the group path of the current entry to the current group path.
for (var i = 0; i < nodeEntry.title.Length - 1; i++)
{
var group = nodeEntry.title[i];
if (i >= groups.Count)
{
// The current group path matches a prefix of the current entry's group path, so we add the
// rest of the group path from the currrent entry.
createIndex = i;
break;
}
if (groups[i] != group)
{
// A prefix of the current group path matches a prefix of the current entry's group path,
// so we remove everyfrom from the point where it doesn't match anymore, and then add the rest
// of the group path from the current entry.
groups.RemoveRange(i, groups.Count - i);
createIndex = i;
break;
}
}
// Create new group entries as needed.
// If we don't need to modify the group path, `createIndex` will be `int.MaxValue` and thus the loop won't run.
for (var i = createIndex; i < nodeEntry.title.Length - 1; i++)
{
var group = nodeEntry.title[i];
groups.Add(group);
tree.Add(new SearchTreeGroupEntry(new GUIContent(group)) { level = i + 1 });
}
// Finally, add the actual entry.
tree.Add(new SearchTreeEntry(new GUIContent(nodeEntry.title.Last(), m_Icon)) { level = nodeEntry.title.Length, userData = nodeEntry });
}
return tree;
}
void AddEntries(AbstractMaterialNode node, string[] title, List<NodeEntry> nodeEntries)
{
if (connectedPort == null)
{
nodeEntries.Add(new NodeEntry
{
node = node,
title = title,
compatibleSlotId = -1
});
return;
}
var connectedSlot = connectedPort.slot;
m_Slots.Clear();
node.GetSlots(m_Slots);
var hasSingleSlot = m_Slots.Count(s => s.isOutputSlot != connectedSlot.isOutputSlot) == 1;
m_Slots.RemoveAll(slot =>
{
var materialSlot = (MaterialSlot)slot;
return !materialSlot.IsCompatibleWith(connectedSlot);
});
if (hasSingleSlot && m_Slots.Count == 1)
{
nodeEntries.Add(new NodeEntry
{
node = node,
title = title,
compatibleSlotId = m_Slots.First().id
});
return;
}
foreach (var slot in m_Slots)
{
var entryTitle = new string[title.Length];
title.CopyTo(entryTitle, 0);
entryTitle[entryTitle.Length - 1] += ": " + slot.displayName;
nodeEntries.Add(new NodeEntry
{
title = entryTitle,
node = node,
compatibleSlotId = slot.id
});
}
}
public bool OnSelectEntry(SearchTreeEntry entry, SearchWindowContext context)
{
var nodeEntry = (NodeEntry)entry.userData;
var node = nodeEntry.node;
var drawState = node.drawState;
var windowMousePosition = m_EditorWindow.GetRootVisualContainer().ChangeCoordinatesTo(m_EditorWindow.GetRootVisualContainer().parent, context.screenMousePosition - m_EditorWindow.position.position);
var graphMousePosition = m_GraphView.contentViewContainer.WorldToLocal(windowMousePosition);
drawState.position = new Rect(graphMousePosition, Vector2.zero);
node.drawState = drawState;
m_Graph.owner.RegisterCompleteObjectUndo("Add " + node.name);
m_Graph.AddNode(node);
if (connectedPort != null)
{
var connectedSlot = connectedPort.slot;
var connectedSlotReference = connectedSlot.owner.GetSlotReference(connectedSlot.id);
var compatibleSlotReference = node.GetSlotReference(nodeEntry.compatibleSlotId);
var fromReference = connectedSlot.isOutputSlot ? connectedSlotReference : compatibleSlotReference;
var toReference = connectedSlot.isOutputSlot ? compatibleSlotReference : connectedSlotReference;
m_Graph.Connect(fromReference, toReference);
nodeNeedsRepositioning = true;
targetSlotReference = compatibleSlotReference;
targetPosition = graphMousePosition;
}
return true;
}
}
}