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172 行
6.0 KiB

using System;
using UnityEngine;
using UnityEngine.Experimental.UIElements;
namespace UnityEditor.ShaderGraph.Drawing
{
public class WindowDraggable : MouseManipulator
{
bool m_ResizeWithParentWindow;
bool m_Active;
WindowDockingLayout m_WindowDockingLayout;
Vector2 m_LocalMosueOffset;
Rect m_PreviousParentRect;
VisualElement m_Handle;
public Action OnDragFinished;
public WindowDraggable(VisualElement handle = null, bool resizeWithParentwindow = false)
{
m_Handle = handle;
m_ResizeWithParentWindow = resizeWithParentwindow;
m_Active = false;
m_PreviousParentRect = new Rect(0f, 0f, 0f, 0f);
m_WindowDockingLayout = new WindowDockingLayout();
}
protected override void RegisterCallbacksOnTarget()
{
if (m_Handle == null)
m_Handle = target;
m_Handle.RegisterCallback(new EventCallback<MouseDownEvent>(OnMouseDown), Capture.NoCapture);
m_Handle.RegisterCallback(new EventCallback<MouseMoveEvent>(OnMouseMove), Capture.NoCapture);
m_Handle.RegisterCallback(new EventCallback<MouseUpEvent>(OnMouseUp), Capture.NoCapture);
target.RegisterCallback<PostLayoutEvent>(InitialLayoutSetup);
}
protected override void UnregisterCallbacksFromTarget()
{
m_Handle.UnregisterCallback(new EventCallback<MouseDownEvent>(OnMouseDown), Capture.NoCapture);
m_Handle.UnregisterCallback(new EventCallback<MouseMoveEvent>(OnMouseMove), Capture.NoCapture);
m_Handle.UnregisterCallback(new EventCallback<MouseUpEvent>(OnMouseUp), Capture.NoCapture);
}
void OnMouseDown(MouseDownEvent evt)
{
m_Active = true;
m_LocalMosueOffset = m_Handle.WorldToLocal(evt.mousePosition);
m_Handle.TakeMouseCapture();
evt.StopImmediatePropagation();
}
void OnMouseMove(MouseMoveEvent evt)
{
if (m_Active)
{
Rect layout = target.layout;
layout.position = target.parent.WorldToLocal(evt.mousePosition - m_LocalMosueOffset);
target.layout = layout;
}
}
void OnMouseUp(MouseUpEvent evt)
{
bool emitDragFinishedEvent = m_Active;
m_Active = false;
if (m_Handle.HasMouseCapture())
{
m_Handle.ReleaseMouseCapture();
}
evt.StopImmediatePropagation();
m_WindowDockingLayout.CalculateDockingCornerAndOffset(target.layout, target.parent.layout);
if (emitDragFinishedEvent && OnDragFinished != null)
{
OnDragFinished();
}
}
void InitialLayoutSetup(PostLayoutEvent postLayoutEvent)
{
m_PreviousParentRect = target.parent.layout;
target.UnregisterCallback<PostLayoutEvent>(InitialLayoutSetup);
target.RegisterCallback<PostLayoutEvent>(OnPostLayout);
m_WindowDockingLayout.CalculateDockingCornerAndOffset(target.layout, target.parent.layout);
}
void OnPostLayout(PostLayoutEvent postLayoutEvent)
{
Rect windowRect = target.layout;
Vector2 scaling = target.parent.layout.size / m_PreviousParentRect.size;
Vector2 minSize = new Vector2(60f, 60f);
if (!Mathf.Approximately(target.style.minWidth, 0f))
{
minSize.x = target.style.minWidth;
}
if (!Mathf.Approximately(target.style.minHeight, 0f))
{
minSize.y = target.style.minHeight;
}
Vector2 distanceFromParentEdge = Vector2.zero;
distanceFromParentEdge.x = m_WindowDockingLayout.dockingLeft ? target.layout.x : (m_PreviousParentRect.width - target.layout.x - target.layout.width);
distanceFromParentEdge.y = m_WindowDockingLayout.dockingTop ? target.layout.y: (m_PreviousParentRect.height - target.layout.y - target.layout.height);
Vector2 normalizedDistanceFromEdge = distanceFromParentEdge / m_PreviousParentRect.size;
if (m_ResizeWithParentWindow)
{
if (scaling.x > 1f)
{
scaling.x = target.parent.layout.width * .33f < minSize.x ? 1f : scaling.x;
}
if (scaling.y > 1f)
{
scaling.y = target.parent.layout.height * .33f < minSize.y ? 1f : scaling.y;
}
windowRect.size *= scaling;
}
else
{
normalizedDistanceFromEdge = distanceFromParentEdge / target.parent.layout.size;
}
if (m_WindowDockingLayout.dockingLeft)
{
windowRect.x = normalizedDistanceFromEdge.x * target.parent.layout.width;
}
else
{
windowRect.x = (1f - normalizedDistanceFromEdge.x) * target.parent.layout.width - windowRect.width;
}
if (m_WindowDockingLayout.dockingTop)
{
windowRect.y = normalizedDistanceFromEdge.y * target.parent.layout.height;
}
else
{
windowRect.y = (1f - normalizedDistanceFromEdge.y) * target.parent.layout.height - windowRect.height;
}
windowRect.width = Mathf.Max(windowRect.width, minSize.x);
windowRect.height = Mathf.Max(windowRect.height, minSize.y);
float maximumXPosition = Mathf.Max(target.parent.layout.width - windowRect.width, 0f);
float maximumYPosition = Mathf.Max(target.parent.layout.height - windowRect.height, 0f);
windowRect.x = Mathf.Clamp(windowRect.x, 0f, maximumXPosition);
windowRect.y = Mathf.Clamp(windowRect.y, 0f, maximumYPosition);
m_PreviousParentRect = target.parent.layout;
target.layout = windowRect;
}
}
}