您最多选择25个主题
主题必须以中文或者字母或数字开头,可以包含连字符 (-),并且长度不得超过35个字符
230 行
9.1 KiB
230 行
9.1 KiB
using System;
|
|
using System.Collections.Generic;
|
|
using System.Linq;
|
|
using UnityEngine;
|
|
using UnityEngine.UIElements;
|
|
using UnityEditor.Graphing;
|
|
using UnityEditorInternal;
|
|
|
|
namespace UnityEditor.ShaderGraph.Drawing
|
|
{
|
|
internal class ReorderableSlotListView : VisualElement
|
|
{
|
|
private AbstractMaterialNode m_Node;
|
|
private SlotType m_SlotType;
|
|
private ReorderableList m_ReorderableList;
|
|
private IMGUIContainer m_Container;
|
|
private GUIStyle m_LabelStyle;
|
|
private int m_SelectedIndex = -1;
|
|
int[] m_ValueTypeIndices;
|
|
string[] m_ValueTypeNames;
|
|
private string label => string.Format("{0}s", m_SlotType.ToString());
|
|
public int labelWidth => 80;
|
|
|
|
public GUIStyle labelStyle
|
|
{
|
|
get
|
|
{
|
|
if(m_LabelStyle == null)
|
|
{
|
|
m_LabelStyle = new GUIStyle();
|
|
m_LabelStyle.normal.textColor = Color.white;
|
|
}
|
|
return m_LabelStyle;
|
|
}
|
|
}
|
|
|
|
internal ReorderableSlotListView(AbstractMaterialNode node, SlotType slotType, ConcreteSlotValueType[] allowedValueTypes = null)
|
|
{
|
|
m_ValueTypeIndices = allowedValueTypes == null ? Enum.GetValues(typeof(ConcreteSlotValueType)).Cast<int>().ToArray() : allowedValueTypes.Cast<int>().ToArray();
|
|
m_ValueTypeNames = m_ValueTypeIndices.Select(x => ((ConcreteSlotValueType)x).ToString()).ToArray();
|
|
styleSheets.Add(Resources.Load<StyleSheet>("Styles/ReorderableSlotListView"));
|
|
m_Node = node;
|
|
m_SlotType = slotType;
|
|
m_Container = new IMGUIContainer(() => OnGUIHandler ()) { name = "ListContainer" };
|
|
Add(m_Container);
|
|
}
|
|
|
|
internal void RecreateList()
|
|
{
|
|
// Get slots based on type
|
|
List<MaterialSlot> slots = new List<MaterialSlot>();
|
|
if(m_SlotType == SlotType.Input)
|
|
m_Node.GetInputSlots(slots);
|
|
else
|
|
m_Node.GetOutputSlots(slots);
|
|
|
|
// Create reorderable list from IDs
|
|
List<int> slotIDs = slots.Select(s => s.id).ToList();
|
|
m_ReorderableList = new ReorderableList(slotIDs, typeof(int), true, true, true, true);
|
|
}
|
|
|
|
private void OnGUIHandler()
|
|
{
|
|
if(m_ReorderableList == null)
|
|
{
|
|
RecreateList();
|
|
AddCallbacks();
|
|
}
|
|
|
|
using (var changeCheckScope = new EditorGUI.ChangeCheckScope())
|
|
{
|
|
m_ReorderableList.index = m_SelectedIndex;
|
|
m_ReorderableList.DoLayoutList();
|
|
|
|
if (changeCheckScope.changed)
|
|
m_Node.Dirty(ModificationScope.Node);
|
|
}
|
|
}
|
|
|
|
private void AddCallbacks()
|
|
{
|
|
m_ReorderableList.drawHeaderCallback = (Rect rect) =>
|
|
{
|
|
var labelRect = new Rect(rect.x, rect.y, rect.width-10, rect.height);
|
|
EditorGUI.LabelField(labelRect, label);
|
|
};
|
|
|
|
// Draw Element
|
|
m_ReorderableList.drawElementCallback = (Rect rect, int index, bool isActive, bool isFocused) =>
|
|
{
|
|
rect.y += 2;
|
|
|
|
// Slot is guaranteed to exist in this UI state
|
|
MaterialSlot oldSlot = m_Node.FindSlot<MaterialSlot>((int)m_ReorderableList.list[index]);
|
|
|
|
EditorGUI.BeginChangeCheck();
|
|
|
|
var displayName = EditorGUI.DelayedTextField( new Rect(rect.x, rect.y, labelWidth, EditorGUIUtility.singleLineHeight), oldSlot.RawDisplayName(), labelStyle);
|
|
var shaderOutputName = NodeUtils.GetHLSLSafeName(displayName);
|
|
|
|
var concreteValueType = (ConcreteSlotValueType)EditorGUI.IntPopup( new Rect(rect.x + labelWidth, rect.y, rect.width - labelWidth, EditorGUIUtility.singleLineHeight), (int)oldSlot.concreteValueType, m_ValueTypeNames, m_ValueTypeIndices);
|
|
|
|
if(displayName != oldSlot.RawDisplayName())
|
|
displayName = NodeUtils.GetDuplicateSafeNameForSlot(m_Node, oldSlot.id, displayName);
|
|
|
|
if(EditorGUI.EndChangeCheck())
|
|
{
|
|
// Cant modify existing slots so need to create new and copy values
|
|
var newSlot = MaterialSlot.CreateMaterialSlot(concreteValueType.ToSlotValueType(), oldSlot.id, displayName, shaderOutputName, m_SlotType, Vector4.zero);
|
|
newSlot.CopyValuesFrom(oldSlot);
|
|
m_Node.AddSlot(newSlot);
|
|
|
|
// Need to get all current slots as everything after the edited slot in the list must be added again
|
|
List<MaterialSlot> slots = new List<MaterialSlot>();
|
|
if(m_SlotType == SlotType.Input)
|
|
m_Node.GetInputSlots<MaterialSlot>(slots);
|
|
else
|
|
m_Node.GetOutputSlots<MaterialSlot>(slots);
|
|
|
|
// Iterate all the slots
|
|
foreach (MaterialSlot slot in slots)
|
|
{
|
|
// Because the list doesnt match the slot IDs (reordering)
|
|
// Need to get the index in the list of every slot
|
|
int listIndex = 0;
|
|
for(int i = 0; i < m_ReorderableList.list.Count; i++)
|
|
{
|
|
if((int)m_ReorderableList.list[i] == slot.id)
|
|
listIndex = i;
|
|
}
|
|
|
|
// Then for everything after the edited slot
|
|
if(listIndex <= index)
|
|
continue;
|
|
|
|
// Remove and re-add
|
|
m_Node.AddSlot(slot);
|
|
}
|
|
|
|
RecreateList();
|
|
m_Node.ValidateNode();
|
|
}
|
|
};
|
|
|
|
// Element height
|
|
m_ReorderableList.elementHeightCallback = (int indexer) =>
|
|
{
|
|
return m_ReorderableList.elementHeight;
|
|
};
|
|
|
|
// Add callback delegates
|
|
m_ReorderableList.onSelectCallback += SelectEntry;
|
|
m_ReorderableList.onAddCallback += AddEntry;
|
|
m_ReorderableList.onRemoveCallback += RemoveEntry;
|
|
m_ReorderableList.onReorderCallback += ReorderEntries;
|
|
}
|
|
|
|
private void SelectEntry(ReorderableList list)
|
|
{
|
|
m_SelectedIndex = list.index;
|
|
}
|
|
|
|
private void AddEntry(ReorderableList list)
|
|
{
|
|
m_Node.owner.owner.RegisterCompleteObjectUndo("Add Port");
|
|
|
|
// Need to get all current slots to get the next valid ID
|
|
List<MaterialSlot> slots = new List<MaterialSlot>();
|
|
m_Node.GetSlots(slots);
|
|
int[] slotIDs = slots.Select(s => s.id).OrderByDescending(s => s).ToArray();
|
|
int newSlotID = slotIDs.Length > 0 ? slotIDs[0] + 1 : 0;
|
|
|
|
string name = NodeUtils.GetDuplicateSafeNameForSlot(m_Node, newSlotID, "New");
|
|
|
|
// Create a new slot and add it
|
|
var newSlot = MaterialSlot.CreateMaterialSlot(SlotValueType.Vector1, newSlotID, name, NodeUtils.GetHLSLSafeName(name), m_SlotType, Vector4.zero);
|
|
m_Node.AddSlot(newSlot);
|
|
|
|
// Select the new slot, then validate the node
|
|
m_SelectedIndex = list.list.Count - 1;
|
|
m_Node.ValidateNode();
|
|
}
|
|
|
|
private void RemoveEntry(ReorderableList list)
|
|
{
|
|
m_Node.owner.owner.RegisterCompleteObjectUndo("Remove Port");
|
|
|
|
// Remove the slot from the node
|
|
m_SelectedIndex = list.index;
|
|
m_Node.RemoveSlot((int)m_ReorderableList.list[m_SelectedIndex]);
|
|
|
|
// Then remove it from the list
|
|
// Need to do this order to preserve the list indicies for previous step
|
|
ReorderableList.defaultBehaviours.DoRemoveButton(list);
|
|
|
|
// Validate
|
|
m_Node.ValidateNode();
|
|
}
|
|
|
|
private void ReorderEntries(ReorderableList list)
|
|
{
|
|
m_Node.owner.owner.RegisterCompleteObjectUndo("Reorder Ports");
|
|
|
|
// Get all the current slots
|
|
List<MaterialSlot> slots = new List<MaterialSlot>();
|
|
if(m_SlotType == SlotType.Input)
|
|
m_Node.GetInputSlots<MaterialSlot>(slots);
|
|
else
|
|
m_Node.GetOutputSlots<MaterialSlot>(slots);
|
|
|
|
// Get reorder slots so need to remove them all then re-add
|
|
foreach (MaterialSlot slot in slots)
|
|
m_Node.RemoveSlot(slot.id);
|
|
|
|
// Order them by their slot ID
|
|
slots = slots.OrderBy(s => s.id).ToList();
|
|
|
|
// Now add the slots back based on the list order
|
|
// For each list entry get the slot with that ID
|
|
for(int i = 0; i < list.list.Count; i++)
|
|
{
|
|
var currentSlot = slots.Where(s => s.id == (int)list.list[i]).FirstOrDefault();
|
|
m_Node.AddSlot(currentSlot);
|
|
}
|
|
|
|
RecreateList();
|
|
m_Node.ValidateNode();
|
|
}
|
|
}
|
|
}
|