campfire/Assets/SteamVR/Input/Editor/SteamVR_Input_ActionSetProp...

177 lines
6.2 KiB
C#

using UnityEditor;
using UnityEngine;
using System.CodeDom;
using Microsoft.CSharp;
using System.IO;
using System.CodeDom.Compiler;
using System.Linq;
using System.Collections.Generic;
using System.Reflection;
using System.Linq.Expressions;
using System;
namespace Valve.VR
{
[CustomPropertyDrawer(typeof(SteamVR_ActionSet))]
public class SteamVR_Input_ActionSetPropertyEditor : PropertyDrawer
{
protected SteamVR_ActionSet[] actionSets;
protected string[] enumItems;
public int selectedIndex = notInitializedIndex;
protected const int notInitializedIndex = -1;
protected const int noneIndex = 0;
protected int addIndex = 1;
protected const string defaultPathTemplate = " \u26A0 Missing action set: {0}";
protected string defaultPathLabel = null;
protected void Awake()
{
actionSets = SteamVR_Input.GetActionSets();
if (actionSets != null && actionSets.Length > 0)
{
List<string> enumList = actionSets.Select(actionSet => actionSet.fullPath).ToList();
enumList.Insert(noneIndex, "None");
//replace forward slashes with backslack instead
for (int index = 0; index < enumList.Count; index++)
enumList[index] = enumList[index].Replace('/', '\\');
enumList.Add("Add...");
enumItems = enumList.ToArray();
}
else
{
enumItems = new string[] { "None", "Add..." };
}
addIndex = enumItems.Length - 1;
/*
//keep sub menus:
for (int index = 0; index < enumItems.Length; index++)
if (enumItems[index][0] == '/')
enumItems[index] = enumItems[index].Substring(1);
*/
}
public override float GetPropertyHeight(SerializedProperty property, GUIContent label)
{
float height = base.GetPropertyHeight(property, label);
SerializedProperty actionPathProperty = property.FindPropertyRelative("actionSetPath");
if (string.IsNullOrEmpty(actionPathProperty.stringValue) == false)
{
if (selectedIndex == 0)
return height * 2;
}
return height;
}
// Draw the property inside the given rect
public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
{
if (SteamVR_Input.actions == null || SteamVR_Input.actions.Length == 0)
{
EditorGUI.BeginProperty(position, label, property);
EditorGUI.LabelField(position, "Please generate SteamVR Input actions");
EditorGUI.EndProperty();
return;
}
if (enumItems == null || enumItems.Length == 0)
{
Awake();
}
// Using BeginProperty / EndProperty on the parent property means that
// prefab override logic works on the entire property.
EditorGUI.BeginProperty(position, label, property);
SerializedProperty actionPathProperty = property.FindPropertyRelative("actionSetPath");
string currentPath = null;
if (actionPathProperty != null)
{
currentPath = actionPathProperty.stringValue;
if (string.IsNullOrEmpty(currentPath) == false)
{
for (int actionSetIndex = 0; actionSetIndex < actionSets.Length; actionSetIndex++)
{
if (actionSets[actionSetIndex].fullPath == currentPath)
{
selectedIndex = actionSetIndex + 1; // account for none option
break;
}
}
}
}
if (selectedIndex == notInitializedIndex)
selectedIndex = 0;
Rect labelPosition = position;
labelPosition.width = EditorGUIUtility.labelWidth;
EditorGUI.LabelField(labelPosition, label);
Rect fieldPosition = position;
fieldPosition.x = (labelPosition.x + labelPosition.width);
fieldPosition.width = EditorGUIUtility.currentViewWidth - (labelPosition.x + labelPosition.width) - 5 - 16;
if (selectedIndex == 0 && string.IsNullOrEmpty(currentPath) == false)
{
if (defaultPathLabel == null)
defaultPathLabel = string.Format(defaultPathTemplate, currentPath);
Rect defaultLabelPosition = position;
defaultLabelPosition.y = position.y + fieldPosition.height / 2f;
EditorGUI.LabelField(defaultLabelPosition, defaultPathLabel);
}
Rect objectRect = position;
objectRect.x = fieldPosition.x + fieldPosition.width + 15;
objectRect.width = 10;
bool showInputWindow = false;
int wasSelected = selectedIndex;
selectedIndex = EditorGUI.Popup(fieldPosition, selectedIndex, enumItems);
if (selectedIndex != wasSelected)
{
if (selectedIndex == noneIndex || selectedIndex == notInitializedIndex)
{
selectedIndex = noneIndex;
actionPathProperty.stringValue = null;
}
else if (selectedIndex == addIndex)
{
selectedIndex = wasSelected; // don't change the index
showInputWindow = true;
}
else
{
int actionIndex = selectedIndex - 1; // account for none option
actionPathProperty.stringValue = actionSets[actionIndex].GetPath();
//property.objectReferenceValue = actions[actionIndex];
}
property.serializedObject.ApplyModifiedProperties();
}
EditorGUI.EndProperty();
if (showInputWindow)
SteamVR_Input_EditorWindow.ShowWindow(); //show the input window so they can add a new actionset
}
}
}