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