Rasagar/Library/PackageCache/com.unity.cinemachine/Editor/Editors/CinemachineScreenComposerGuides.cs

389 lines
19 KiB
C#
Raw Normal View History

2024-08-26 13:07:20 -07:00
using UnityEngine;
using UnityEditor;
using Cinemachine.Utility;
#if UNITY_2019_2_OR_NEWER
using UnityEngine.UIElements;
#endif
namespace Cinemachine.Editor
{
[InitializeOnLoad]
static class CinemachineScreenComposerGuidesGlobalDraggable
{
static CinemachineScreenComposerGuidesGlobalDraggable()
{
CinemachineScreenComposerGuides.sDraggableGameWindowGuides = Enabled;
}
public static string kEnabledKey = "DraggableScreenComposerGuides_Enabled";
public static bool Enabled
{
get => EditorPrefs.GetBool(kEnabledKey, true);
set
{
if (value != CinemachineScreenComposerGuides.sDraggableGameWindowGuides)
{
EditorPrefs.SetBool(kEnabledKey, value);
CinemachineScreenComposerGuides.sDraggableGameWindowGuides = value;
}
}
}
}
#if !UNITY_2019_2_OR_NEWER
internal class GameViewEventCatcher
{
public void OnEnable() {}
public void OnDisable() {}
}
#else
// This is necessary because in 2019.3 we don't get mouse events in the game view in Edit mode
internal class GameViewEventCatcher
{
class Dragger
{
bool mActive;
VisualElement mRoot;
void OnMouseDown(MouseDownEvent e) { if (mRoot.panel != null) mActive = true; }
void OnMouseUp(MouseUpEvent e) { mActive = false; }
void OnMouseMove(MouseMoveEvent e)
{
if (mActive && mRoot.panel != null)
{
if (!Application.isPlaying
&& CinemachineSettings.CinemachineCoreSettings.ShowInGameGuides
&& CinemachineBrain.SoloCamera == null)
{
InspectorUtility.RepaintGameView();
}
}
}
public Dragger(VisualElement root)
{
mRoot = root;
if (mRoot == null || mRoot.panel == null || mRoot.panel.visualTree == null)
return;
mRoot.panel.visualTree.RegisterCallback<MouseDownEvent>(OnMouseDown, TrickleDown.TrickleDown);
mRoot.panel.visualTree.RegisterCallback<MouseUpEvent>(OnMouseUp, TrickleDown.TrickleDown);
mRoot.panel.visualTree.RegisterCallback<MouseMoveEvent>(OnMouseMove, TrickleDown.TrickleDown);
}
public void Unregister()
{
if (mRoot == null || mRoot.panel == null || mRoot.panel.visualTree == null)
return;
mRoot.panel.visualTree.UnregisterCallback<MouseDownEvent>(OnMouseDown, TrickleDown.TrickleDown);
mRoot.panel.visualTree.UnregisterCallback<MouseUpEvent>(OnMouseUp, TrickleDown.TrickleDown);
mRoot.panel.visualTree.UnregisterCallback<MouseMoveEvent>(OnMouseMove, TrickleDown.TrickleDown);
}
}
Dragger[] mDraggers;
// Create manipulator in each game view
public void OnEnable()
{
System.Reflection.Assembly assembly = typeof(UnityEditor.EditorWindow).Assembly;
System.Type type = assembly.GetType( "UnityEditor.GameView" );
var gameViews = UnityEngine.Resources.FindObjectsOfTypeAll(type);
mDraggers = new Dragger[gameViews.Length];
for (int i = 0; i < gameViews.Length; ++i)
{
var gameViewRoot = (gameViews[i] as UnityEditor.EditorWindow).rootVisualElement;
mDraggers[i] = new Dragger(gameViewRoot);
}
}
public void OnDisable()
{
for (int i = 0; mDraggers != null && i < mDraggers.Length; ++i)
{
var dragger = mDraggers[i];
if (dragger != null)
dragger.Unregister();
}
mDraggers = null;
}
}
#endif
/// <summary>
/// Use an instance of this class to draw screen composer guides in the game view.
/// This is an internal class, and is not meant to be called outside of Cinemachine.
/// </summary>
public class CinemachineScreenComposerGuides
{
/// <summary>Delegate for getting the hard/soft guide rects</summary>
/// <returns>The Hard/Soft guide rect</returns>
public delegate Rect RectGetter();
/// <summary>Delegate for setting the hard/soft guide rects</summary>
/// <param name="rcam">The value to set</param>
public delegate void RectSetter(Rect r);
/// <summary>Delegate to get the current object whose guides are being drawn</summary>
/// <returns>The target object whose guides are being drawn</returns>
public delegate SerializedObject ObjectGetter();
/// <summary>Get the Hard Guide. Client must implement this</summary>
public RectGetter GetHardGuide;
/// <summary>Get the Soft Guide. Client must implement this</summary>
public RectGetter GetSoftGuide;
/// <summary>Set the Hard Guide. Client must implement this</summary>
public RectSetter SetHardGuide;
/// <summary>Get the Soft Guide. Client must implement this</summary>
public RectSetter SetSoftGuide;
/// <summary>Get the target object whose guides are being drawn. Client must implement this</summary>
public ObjectGetter Target;
/// <summary>Width of the draggable guide bar in the game view</summary>
public const float kGuideBarWidthPx = 3f;
/// <summary>If true, then allows game window guides to be edited in play mode.</summary>
public static bool sDraggableGameWindowGuides = true;
/// <summary>
/// Helper to set the appropriate new rects in the target object, is something changed.
/// </summary>
/// <param name="oldHard">Current hard guide</param>
/// <param name="oldSoft">Current soft guide</param>
/// <param name="newHard">New hard guide</param>
/// <param name="newSoft">New soft guide</param>
public void SetNewBounds(Rect oldHard, Rect oldSoft, Rect newHard, Rect newSoft)
{
if ((oldSoft != newSoft) || (oldHard != newHard))
{
Undo.RecordObject(Target().targetObject, "Composer Bounds");
if (oldSoft != newSoft)
SetSoftGuide(newSoft);
if (oldHard != newHard)
SetHardGuide(newHard);
Target().ApplyModifiedProperties();
}
}
Rect GetCameraRect(Camera outputCamera, LensSettings lens)
{
Rect cameraRect = outputCamera.pixelRect;
float screenHeight = cameraRect.height;
float screenWidth = cameraRect.width;
float screenAspect = screenWidth / screenHeight;
switch (outputCamera.gateFit)
{
case Camera.GateFitMode.Vertical:
screenWidth = screenHeight * lens.Aspect;
cameraRect.position += new Vector2((cameraRect.width - screenWidth) * 0.5f, 0);
break;
case Camera.GateFitMode.Horizontal:
screenHeight = screenWidth / lens.Aspect;
cameraRect.position += new Vector2(0, (cameraRect.height - screenHeight) * 0.5f);
break;
case Camera.GateFitMode.Overscan:
if (screenAspect < lens.Aspect)
{
screenHeight = screenWidth / lens.Aspect;
cameraRect.position += new Vector2(0, (cameraRect.height - screenHeight) * 0.5f);
}
else
{
screenWidth = screenHeight * lens.Aspect;
cameraRect.position += new Vector2((cameraRect.width - screenWidth) * 0.5f, 0);
}
break;
case Camera.GateFitMode.Fill:
if (screenAspect > lens.Aspect)
{
screenHeight = screenWidth / lens.Aspect;
cameraRect.position += new Vector2(0, (cameraRect.height - screenHeight) * 0.5f);
}
else
{
screenWidth = screenHeight * lens.Aspect;
cameraRect.position += new Vector2((cameraRect.width - screenWidth) * 0.5f, 0);
}
break;
case Camera.GateFitMode.None:
break;
}
cameraRect = new Rect(cameraRect.position, new Vector2(screenWidth, screenHeight));
// Invert Y
float h = cameraRect.height;
cameraRect.yMax = Screen.height - cameraRect.yMin;
cameraRect.yMin = cameraRect.yMax - h;
// Shift the guides along with the lens
cameraRect.position += new Vector2(
-screenWidth * lens.LensShift.x, screenHeight * lens.LensShift.y);
return cameraRect;
}
/// <summary>
/// Call this from the inspector's OnGUI. Draws the guides and manages dragging.
/// </summary>
/// <param name="isLive">Is the target live</param>
/// <param name="outputCamera">Destination camera</param>
/// <param name="lens">Current lens settings</param>
/// <param name="showHardGuides">True if hard guides should be shown</param>
public void OnGUI_DrawGuides(bool isLive, Camera outputCamera, LensSettings lens, bool showHardGuides)
{
Rect cameraRect = GetCameraRect(outputCamera, lens);
float screenWidth = cameraRect.width;
float screenHeight = cameraRect.height;
// Rotate the guides along with the dutch
Matrix4x4 oldMatrix = GUI.matrix;
GUI.matrix = Matrix4x4.Translate(cameraRect.min);
GUIUtility.RotateAroundPivot(lens.Dutch, cameraRect.center);
Color hardBarsColour = CinemachineSettings.ComposerSettings.HardBoundsOverlayColour;
Color softBarsColour = CinemachineSettings.ComposerSettings.SoftBoundsOverlayColour;
float overlayOpacity = CinemachineSettings.ComposerSettings.OverlayOpacity;
if (!isLive)
{
softBarsColour = CinemachineSettings.CinemachineCoreSettings.InactiveGizmoColour;
hardBarsColour = Color.Lerp(softBarsColour, Color.black, 0.5f);
overlayOpacity /= 2;
}
hardBarsColour.a *= overlayOpacity;
softBarsColour.a *= overlayOpacity;
Rect r = showHardGuides ? GetHardGuide() : new Rect(-2, -2, 4, 4);
float hardEdgeLeft = r.xMin * screenWidth;
float hardEdgeTop = r.yMin * screenHeight;
float hardEdgeRight = r.xMax * screenWidth;
float hardEdgeBottom = r.yMax * screenHeight;
mDragBars[(int)DragBar.HardBarLineLeft] = new Rect(hardEdgeLeft - kGuideBarWidthPx / 2f, 0f, kGuideBarWidthPx, screenHeight);
mDragBars[(int)DragBar.HardBarLineTop] = new Rect(0f, hardEdgeTop - kGuideBarWidthPx / 2f, screenWidth, kGuideBarWidthPx);
mDragBars[(int)DragBar.HardBarLineRight] = new Rect(hardEdgeRight - kGuideBarWidthPx / 2f, 0f, kGuideBarWidthPx, screenHeight);
mDragBars[(int)DragBar.HardBarLineBottom] = new Rect(0f, hardEdgeBottom - kGuideBarWidthPx / 2f, screenWidth, kGuideBarWidthPx);
r = GetSoftGuide();
float softEdgeLeft = r.xMin * screenWidth;
float softEdgeTop = r.yMin * screenHeight;
float softEdgeRight = r.xMax * screenWidth;
float softEdgeBottom = r.yMax * screenHeight;
mDragBars[(int)DragBar.SoftBarLineLeft] = new Rect(softEdgeLeft - kGuideBarWidthPx / 2f, 0f, kGuideBarWidthPx, screenHeight);
mDragBars[(int)DragBar.SoftBarLineTop] = new Rect(0f, softEdgeTop - kGuideBarWidthPx / 2f, screenWidth, kGuideBarWidthPx);
mDragBars[(int)DragBar.SoftBarLineRight] = new Rect(softEdgeRight - kGuideBarWidthPx / 2f, 0f, kGuideBarWidthPx, screenHeight);
mDragBars[(int)DragBar.SoftBarLineBottom] = new Rect(0f, softEdgeBottom - kGuideBarWidthPx / 2f, screenWidth, kGuideBarWidthPx);
mDragBars[(int)DragBar.Center] = new Rect(softEdgeLeft, softEdgeTop, softEdgeRight - softEdgeLeft, softEdgeBottom - softEdgeTop);
// Handle dragging bars
if (sDraggableGameWindowGuides && isLive)
OnGuiHandleBarDragging(screenWidth, screenHeight);
// Draw the masks
GUI.color = hardBarsColour;
Rect hardBarLeft = new Rect(0, hardEdgeTop, Mathf.Max(0, hardEdgeLeft), hardEdgeBottom - hardEdgeTop);
Rect hardBarRight = new Rect(hardEdgeRight, hardEdgeTop,
Mathf.Max(0, screenWidth - hardEdgeRight), hardEdgeBottom - hardEdgeTop);
Rect hardBarTop = new Rect(Mathf.Min(0, hardEdgeLeft), 0,
Mathf.Max(screenWidth, hardEdgeRight) - Mathf.Min(0, hardEdgeLeft), Mathf.Max(0, hardEdgeTop));
Rect hardBarBottom = new Rect(Mathf.Min(0, hardEdgeLeft), hardEdgeBottom,
Mathf.Max(screenWidth, hardEdgeRight) - Mathf.Min(0, hardEdgeLeft),
Mathf.Max(0, screenHeight - hardEdgeBottom));
GUI.DrawTexture(hardBarLeft, Texture2D.whiteTexture, ScaleMode.StretchToFill);
GUI.DrawTexture(hardBarTop, Texture2D.whiteTexture, ScaleMode.StretchToFill);
GUI.DrawTexture(hardBarRight, Texture2D.whiteTexture, ScaleMode.StretchToFill);
GUI.DrawTexture(hardBarBottom, Texture2D.whiteTexture, ScaleMode.StretchToFill);
GUI.color = softBarsColour;
Rect softBarLeft = new Rect(hardEdgeLeft, softEdgeTop, softEdgeLeft - hardEdgeLeft, softEdgeBottom - softEdgeTop);
Rect softBarTop = new Rect(hardEdgeLeft, hardEdgeTop, hardEdgeRight - hardEdgeLeft, softEdgeTop - hardEdgeTop);
Rect softBarRight = new Rect(softEdgeRight, softEdgeTop, hardEdgeRight - softEdgeRight, softEdgeBottom - softEdgeTop);
Rect softBarBottom = new Rect(hardEdgeLeft, softEdgeBottom, hardEdgeRight - hardEdgeLeft, hardEdgeBottom - softEdgeBottom);
GUI.DrawTexture(softBarLeft, Texture2D.whiteTexture, ScaleMode.StretchToFill);
GUI.DrawTexture(softBarTop, Texture2D.whiteTexture, ScaleMode.StretchToFill);
GUI.DrawTexture(softBarRight, Texture2D.whiteTexture, ScaleMode.StretchToFill);
GUI.DrawTexture(softBarBottom, Texture2D.whiteTexture, ScaleMode.StretchToFill);
// Draw the drag bars
GUI.DrawTexture(mDragBars[(int)DragBar.SoftBarLineLeft], Texture2D.whiteTexture, ScaleMode.StretchToFill);
GUI.DrawTexture(mDragBars[(int)DragBar.SoftBarLineTop], Texture2D.whiteTexture, ScaleMode.StretchToFill);
GUI.DrawTexture(mDragBars[(int)DragBar.SoftBarLineRight], Texture2D.whiteTexture, ScaleMode.StretchToFill);
GUI.DrawTexture(mDragBars[(int)DragBar.SoftBarLineBottom], Texture2D.whiteTexture, ScaleMode.StretchToFill);
GUI.color = hardBarsColour;
GUI.DrawTexture(mDragBars[(int)DragBar.HardBarLineLeft], Texture2D.whiteTexture, ScaleMode.StretchToFill);
GUI.DrawTexture(mDragBars[(int)DragBar.HardBarLineTop], Texture2D.whiteTexture, ScaleMode.StretchToFill);
GUI.DrawTexture(mDragBars[(int)DragBar.HardBarLineRight], Texture2D.whiteTexture, ScaleMode.StretchToFill);
GUI.DrawTexture(mDragBars[(int)DragBar.HardBarLineBottom], Texture2D.whiteTexture, ScaleMode.StretchToFill);
GUI.matrix = oldMatrix;
}
// For dragging the bars - order defines precedence
private enum DragBar
{
Center,
SoftBarLineLeft, SoftBarLineTop, SoftBarLineRight, SoftBarLineBottom,
HardBarLineLeft, HardBarLineTop, HardBarLineRight, HardBarLineBottom,
NONE
};
private DragBar mDragging = DragBar.NONE;
private Rect[] mDragBars = new Rect[9];
private void OnGuiHandleBarDragging(float screenWidth, float screenHeight)
{
if (Event.current.type == EventType.MouseUp)
mDragging = DragBar.NONE;
if (Event.current.type == EventType.MouseDown)
{
mDragging = DragBar.NONE;
for (DragBar i = DragBar.Center; i < DragBar.NONE && mDragging == DragBar.NONE; ++i)
{
Vector2 slop = new Vector2(5f, 5f);
if (i == DragBar.Center)
{
if (mDragBars[(int)i].width > 3f * slop.x)
slop.x = -slop.x;
if (mDragBars[(int)i].height > 3f * slop.y)
slop.y = -slop.y;
}
Rect r = mDragBars[(int)i].Inflated(slop);
if (r.Contains(Event.current.mousePosition))
mDragging = i;
}
}
if (mDragging != DragBar.NONE && Event.current.type == EventType.MouseDrag)
{
Vector2 d = new Vector2(
Event.current.delta.x / screenWidth,
Event.current.delta.y / screenHeight);
// First snapshot some settings
Rect newHard = GetHardGuide();
Rect newSoft = GetSoftGuide();
Vector2 changed = Vector2.zero;
switch (mDragging)
{
case DragBar.Center: newSoft.position += d; break;
case DragBar.SoftBarLineLeft: newSoft = newSoft.Inflated(new Vector2(-d.x, 0)); break;
case DragBar.SoftBarLineRight: newSoft = newSoft.Inflated(new Vector2(d.x, 0)); break;
case DragBar.SoftBarLineTop: newSoft = newSoft.Inflated(new Vector2(0, -d.y)); break;
case DragBar.SoftBarLineBottom: newSoft = newSoft.Inflated(new Vector2(0, d.y)); break;
case DragBar.HardBarLineLeft: newHard = newHard.Inflated(new Vector2(-d.x, 0)); break;
case DragBar.HardBarLineRight: newHard = newHard.Inflated(new Vector2(d.x, 0)); break;
case DragBar.HardBarLineBottom: newHard = newHard.Inflated(new Vector2(0, d.y)); break;
case DragBar.HardBarLineTop: newHard = newHard.Inflated(new Vector2(0, -d.y)); break;
}
// Apply the changes, enforcing the bounds
SetNewBounds(GetHardGuide(), GetSoftGuide(), newHard, newSoft);
Event.current.Use();
}
}
}
}