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