using System; using System.Collections.Generic; using UnityEngine; using UnityEngine.Timeline; namespace UnityEditor.Timeline { enum Layer : byte { Clips, ClipHandles, Markers, MarkerHeaderTrack, MarkersOnHeader } struct LayerZOrder : IComparable { Layer m_Layer; int m_ZOrder; public LayerZOrder(Layer layer, int zOrder) { m_Layer = layer; m_ZOrder = zOrder; } public int CompareTo(LayerZOrder other) { if (m_Layer == other.m_Layer) return m_ZOrder.CompareTo(other.m_ZOrder); return m_Layer.CompareTo(other.m_Layer); } public static LayerZOrder operator ++(LayerZOrder x) { return new LayerZOrder(x.m_Layer, x.m_ZOrder + 1); } public LayerZOrder ChangeLayer(Layer layer) { return new LayerZOrder(layer, m_ZOrder); } } interface ILayerable { LayerZOrder zOrder { get; } } interface IZOrderProvider { LayerZOrder Next(); } interface ILayer : IZOrderProvider { void Draw(Rect rect, WindowState state); } abstract class ItemsLayer : ILayer where T : TimelineItemGUI { // provide a buffer for time-based culling to allow for UI that extends slightly beyond the time (e.g. markers) // prevents popping of marker visibility. const int kVisibilityBufferInPixels = 10; int m_PreviousLayerStateHash = -1; LayerZOrder m_LastZOrder; public LayerZOrder Next() { m_NeedSort = true; return m_LastZOrder++; } readonly List m_Items = new List(); bool m_NeedSort = true; public virtual void Draw(Rect rect, WindowState state) { if (m_Items.Count <= 0) return; Sort(); // buffer to prevent flickering of markers at boundaries var onePixelTime = state.PixelDeltaToDeltaTime(kVisibilityBufferInPixels); var visibleTime = state.timeAreaShownRange + new Vector2(-onePixelTime, onePixelTime); var layerViewStateHasChanged = GetLayerViewStateChanged(rect, state); foreach (var item in m_Items) { item.visible = item.end > visibleTime.x && item.start < visibleTime.y; if (!item.visible) continue; item.Draw(rect, layerViewStateHasChanged, state); } } public List items => m_Items; protected void AddItem(T item) { m_Items.Add(item); m_NeedSort = true; } protected ItemsLayer(Layer layerOrder) { m_LastZOrder = new LayerZOrder(layerOrder, 0); } void Sort() { if (!m_NeedSort) return; m_Items.Sort((a, b) => a.zOrder.CompareTo(b.zOrder)); m_NeedSort = false; } bool GetLayerViewStateChanged(Rect rect, WindowState state) { var layerStateHash = rect.GetHashCode().CombineHash(state.viewStateHash); var layerViewStateHasChanged = layerStateHash != m_PreviousLayerStateHash; if (Event.current.type == EventType.Layout && layerViewStateHasChanged) m_PreviousLayerStateHash = layerStateHash; return layerViewStateHasChanged; } } }