forked from BilalY/Rasagar
123 lines
4.6 KiB
C#
123 lines
4.6 KiB
C#
using UnityEngine;
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using UnityEditor;
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namespace Unity.Burst.Editor
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{
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internal static class LabeledPopup
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{
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// Because the function given to dropdown menu needs takes its parameter
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// in the form of an object, we need someway to wrap the integer into one.
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private struct IntegerWrapper
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{
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public int Value { get; }
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public IntegerWrapper(int v)
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{
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Value = v;
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}
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}
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/// <summary>
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/// Enables having several popup menus functioning independently at the same time.
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/// </summary>
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private class PopperCallBack
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{
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public static PopperCallBack Instance = null;
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/// <summary>
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/// Name of the event send when an index have been chosen.
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/// </summary>
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private const string IndexChangeEventName = "PopperChangingIndex";
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private readonly int _controlID;
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private int _selectedIdx;
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private readonly GUIView _view;
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public PopperCallBack(int controlID)
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{
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_controlID = controlID;
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_selectedIdx = -1;
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_view = GUIView.current;
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}
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/// <summary>
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/// Tries to get selection chosen by dropdown menu <see cref="controlID"/>.
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/// </summary>
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/// <param name="controlId">ID of popup menu.</param>
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/// <param name="selectedIdx">Current selected index.</param>
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/// <returns>
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/// Either the selected target, or the <see cref="selectedIdx"/>
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/// if none were chosen yet.
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/// </returns>
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internal static int GetSelectionValue(int controlId, int selectedIdx)
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{
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var selected = selectedIdx;
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// A command event with message IndexChangeEvent will be sent whenever a choice on
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// the dropdown menu has been made. So if this is not the case return whatever index was given
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var evt = Event.current;
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if (evt.type != EventType.ExecuteCommand || evt.commandName != IndexChangeEventName) return selected;
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// If this is the popup opened right now: Set the selection idx appropriately
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if (Instance != null && controlId == Instance._controlID)
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{
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selected = Instance._selectedIdx;
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Instance = null;
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}
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return selected;
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}
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/// <summary>
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/// Sets selection on the opened dropdown, and sends an event
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/// to the view the popup is within.
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/// </summary>
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/// <param name="index">Index selected.</param>
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internal void SetSelection(object index)
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{
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_selectedIdx = ((IntegerWrapper)index).Value;
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_view.SendEvent(EditorGUIUtility.CommandEvent(IndexChangeEventName));
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}
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}
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/// <summary>
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/// Name used for getting a controlID for popup menus.
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/// </summary>
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private const string LabelControlName = "LabeledPopup";
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/// <summary>
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/// Create a immediate automatically positioned popup menu.
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/// </summary>
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/// <param name="index">Current active selection index.</param>
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/// <param name="display">Name to display as the button.</param>
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/// <param name="options">Display name for the dropdown menu.</param>
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/// <returns>The possibly new active selection index.</returns>
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public static int Popup(int index, GUIContent display, string[] options)
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{
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// GetControlRect so space is reserved for the button, and we get a
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// position to place the drop down context menu at.
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var pos = EditorGUILayout.GetControlRect(false, EditorGUI.kSingleLineHeight,
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EditorStyles.popup);
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var controlID = GUIUtility.GetControlID(LabelControlName.GetHashCode(), FocusType.Keyboard, pos);
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var selected = PopperCallBack.GetSelectionValue(controlID, index);
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if (GUI.Button(pos, display, EditorStyles.popup))
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{
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PopperCallBack.Instance = new PopperCallBack(controlID);
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var menu = new GenericMenu();
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for (var i = 0; i < options.Length; i++)
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{
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var size = options[i];
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menu.AddItem(EditorGUIUtility.TrTextContent(size), i == index, PopperCallBack.Instance.SetSelection, new IntegerWrapper(i));
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}
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menu.Popup(pos, index);
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}
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return selected;
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}
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}
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} |