forked from BilalY/Rasagar
106 lines
5.2 KiB
C#
106 lines
5.2 KiB
C#
#if UNITY_EDITOR && UNITY_INPUT_SYSTEM_PROJECT_WIDE_ACTIONS
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using System;
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using System.Collections.Generic;
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using UnityEditor;
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using UnityEditor.Search;
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using UnityEngine.Search;
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namespace UnityEngine.InputSystem.Editor
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{
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internal static class SearchConstants
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{
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// SearchFlags: these flags are used to customize how search is performed and how search
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// results are displayed in the advanced object picker.
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// Note: SearchFlags.Packages is not currently used and hides all results from packages.
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internal static readonly SearchFlags PickerSearchFlags = SearchFlags.Sorted | SearchFlags.OpenPicker;
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// Search.SearchViewFlags : these flags are used to customize the appearance of the PickerWindow.
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internal static readonly Search.SearchViewFlags PickerViewFlags = SearchViewFlags.DisableBuilderModeToggle
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| SearchViewFlags.DisableInspectorPreview
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| SearchViewFlags.ListView
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| SearchViewFlags.DisableSavedSearchQuery;
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}
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internal static class InputActionReferenceSearchProviders
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{
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const string k_AssetFolderSearchProviderId = "AssetsInputActionReferenceSearchProvider";
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const string k_ProjectWideActionsSearchProviderId = "ProjectWideInputActionReferenceSearchProvider";
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// Search provider for InputActionReferences for all assets in the project, without project-wide actions.
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internal static SearchProvider CreateInputActionReferenceSearchProviderForAssets()
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{
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return CreateInputActionReferenceSearchProvider(k_AssetFolderSearchProviderId,
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"Asset Input Actions",
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// Show the asset path in the description.
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(obj) => AssetDatabase.GetAssetPath((obj as InputActionReference).asset),
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() => InputActionImporter.LoadInputActionReferencesFromAssetDatabase(skipProjectWide: true));
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}
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// Search provider for InputActionReferences for project-wide actions
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internal static SearchProvider CreateInputActionReferenceSearchProviderForProjectWideActions()
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{
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return CreateInputActionReferenceSearchProvider(k_ProjectWideActionsSearchProviderId,
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"Project-Wide Input Actions",
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(obj) => "(Project-Wide Input Actions)",
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() =>
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{
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var asset = InputSystem.actions;
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if (asset == null)
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return Array.Empty<Object>();
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var assetPath = AssetDatabase.GetAssetPath(asset);
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return InputActionImporter.LoadInputActionReferencesFromAsset(assetPath);
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});
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}
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private static SearchProvider CreateInputActionReferenceSearchProvider(string id, string displayName,
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Func<Object, string> createItemFetchDescription, Func<IEnumerable<Object>> fetchAssets)
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{
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// Match icon used for sub-assets from importer for InputActionReferences.
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// We assign description+label in FilteredSearch but also provide a fetchDescription+fetchLabel below.
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// This is needed to support all zoom-modes for an unknown reason.
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// Also, fetchLabel/fetchDescription and what is provided to CreateItem is playing different
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// roles at different zoom levels.
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var inputActionReferenceIcon = InputActionAssetIconLoader.LoadActionIcon();
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return new SearchProvider(id, displayName)
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{
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priority = 25,
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fetchDescription = FetchLabel,
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fetchItems = (context, items, provider) => FilteredSearch(context, provider, FetchLabel, createItemFetchDescription,
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fetchAssets, "(Project-Wide Input Actions)"),
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fetchLabel = FetchLabel,
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fetchPreview = (item, context, size, options) => inputActionReferenceIcon,
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fetchThumbnail = (item, context) => inputActionReferenceIcon,
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toObject = (item, type) => item.data as Object,
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};
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}
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// Custom search function with label matching filtering.
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private static IEnumerable<SearchItem> FilteredSearch(SearchContext context, SearchProvider provider,
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Func<Object, string> fetchObjectLabel, Func<Object, string> createItemFetchDescription, Func<IEnumerable<Object>> fetchAssets, string description)
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{
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foreach (var asset in fetchAssets())
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{
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var label = fetchObjectLabel(asset);
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if (!label.Contains(context.searchText, System.StringComparison.InvariantCultureIgnoreCase))
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continue; // Ignore due to filtering
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yield return provider.CreateItem(context, asset.GetInstanceID().ToString(), label, createItemFetchDescription(asset),
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null, asset);
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}
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}
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// Note that this is overloaded to allow utilizing FetchLabel inside fetchItems to keep label formatting
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// consistent between CreateItem and additional fetchLabel calls.
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private static string FetchLabel(Object obj)
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{
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return obj.name;
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}
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private static string FetchLabel(SearchItem item, SearchContext context)
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{
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return FetchLabel((item.data as Object) !);
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}
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}
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}
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#endif
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