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mirror of https://github.com/Siccity/xNode.git synced 2025-12-20 09:16:01 +08:00
xNode/Scripts/Editor/NodeEditorPreferences.cs
juliocp 7aefddfaae Default background and grid Color
Changed the default background and grid colors of the graph in the preferences. This will maintain the new layout of nodes and ports uniform with the background. (More Clean)
2020-10-05 16:52:28 -03:00

258 lines
13 KiB
C#

using System;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
using UnityEngine.Serialization;
namespace XNodeEditor {
public enum NoodlePath { Curvy, Straight, Angled, ShaderLab }
public enum NoodleStroke { Full, Dashed }
public static class NodeEditorPreferences {
/// <summary> The last editor we checked. This should be the one we modify </summary>
private static XNodeEditor.NodeGraphEditor lastEditor;
/// <summary> The last key we checked. This should be the one we modify </summary>
private static string lastKey = "xNode.Settings";
private static Dictionary<Type, Color> typeColors = new Dictionary<Type, Color>();
private static Dictionary<string, Settings> settings = new Dictionary<string, Settings>();
[System.Serializable]
public class Settings : ISerializationCallbackReceiver {
[SerializeField] private Color32 _gridLineColor = new Color(.23f, .23f, .23f);
public Color32 gridLineColor { get { return _gridLineColor; } set { _gridLineColor = value; _gridTexture = null; _crossTexture = null; } }
[SerializeField] private Color32 _gridBgColor = new Color(.19f, .19f, .19f);
public Color32 gridBgColor { get { return _gridBgColor; } set { _gridBgColor = value; _gridTexture = null; } }
[Obsolete("Use maxZoom instead")]
public float zoomOutLimit { get { return maxZoom; } set { maxZoom = value; } }
[UnityEngine.Serialization.FormerlySerializedAs("zoomOutLimit")]
public float maxZoom = 5f;
public float minZoom = 1f;
public Color32 highlightColor = new Color32(255, 255, 255, 255);
public bool gridSnap = true;
public bool autoSave = true;
public bool openOnCreate = true;
public bool dragToCreate = true;
public bool zoomToMouse = true;
public bool portTooltips = true;
[SerializeField] private string typeColorsData = "";
[NonSerialized] public Dictionary<string, Color> typeColors = new Dictionary<string, Color>();
[FormerlySerializedAs("noodleType")] public NoodlePath noodlePath = NoodlePath.Curvy;
public float noodleThickness = 2f;
public NoodleStroke noodleStroke = NoodleStroke.Full;
private Texture2D _gridTexture;
public Texture2D gridTexture {
get {
if (_gridTexture == null) _gridTexture = NodeEditorResources.GenerateGridTexture(gridLineColor, gridBgColor);
return _gridTexture;
}
}
private Texture2D _crossTexture;
public Texture2D crossTexture {
get {
if (_crossTexture == null) _crossTexture = NodeEditorResources.GenerateCrossTexture(gridLineColor);
return _crossTexture;
}
}
public void OnAfterDeserialize() {
// Deserialize typeColorsData
typeColors = new Dictionary<string, Color>();
string[] data = typeColorsData.Split(new char[] { ',' }, StringSplitOptions.RemoveEmptyEntries);
for (int i = 0; i < data.Length; i += 2) {
Color col;
if (ColorUtility.TryParseHtmlString("#" + data[i + 1], out col)) {
typeColors.Add(data[i], col);
}
}
}
public void OnBeforeSerialize() {
// Serialize typeColors
typeColorsData = "";
foreach (var item in typeColors) {
typeColorsData += item.Key + "," + ColorUtility.ToHtmlStringRGB(item.Value) + ",";
}
}
}
/// <summary> Get settings of current active editor </summary>
public static Settings GetSettings() {
if (XNodeEditor.NodeEditorWindow.current == null) return new Settings();
if (lastEditor != XNodeEditor.NodeEditorWindow.current.graphEditor) {
object[] attribs = XNodeEditor.NodeEditorWindow.current.graphEditor.GetType().GetCustomAttributes(typeof(XNodeEditor.NodeGraphEditor.CustomNodeGraphEditorAttribute), true);
if (attribs.Length == 1) {
XNodeEditor.NodeGraphEditor.CustomNodeGraphEditorAttribute attrib = attribs[0] as XNodeEditor.NodeGraphEditor.CustomNodeGraphEditorAttribute;
lastEditor = XNodeEditor.NodeEditorWindow.current.graphEditor;
lastKey = attrib.editorPrefsKey;
} else return null;
}
if (!settings.ContainsKey(lastKey)) VerifyLoaded();
return settings[lastKey];
}
#if UNITY_2019_1_OR_NEWER
[SettingsProvider]
public static SettingsProvider CreateXNodeSettingsProvider() {
SettingsProvider provider = new SettingsProvider("Preferences/Node Editor", SettingsScope.User) {
guiHandler = (searchContext) => { XNodeEditor.NodeEditorPreferences.PreferencesGUI(); },
keywords = new HashSet<string>(new [] { "xNode", "node", "editor", "graph", "connections", "noodles", "ports" })
};
return provider;
}
#endif
#if !UNITY_2019_1_OR_NEWER
[PreferenceItem("Node Editor")]
#endif
private static void PreferencesGUI() {
VerifyLoaded();
Settings settings = NodeEditorPreferences.settings[lastKey];
if (GUILayout.Button(new GUIContent("Documentation", "https://github.com/Siccity/xNode/wiki"), GUILayout.Width(100))) Application.OpenURL("https://github.com/Siccity/xNode/wiki");
EditorGUILayout.Space();
NodeSettingsGUI(lastKey, settings);
GridSettingsGUI(lastKey, settings);
SystemSettingsGUI(lastKey, settings);
TypeColorsGUI(lastKey, settings);
if (GUILayout.Button(new GUIContent("Set Default", "Reset all values to default"), GUILayout.Width(120))) {
ResetPrefs();
}
}
private static void GridSettingsGUI(string key, Settings settings) {
//Label
EditorGUILayout.LabelField("Grid", EditorStyles.boldLabel);
settings.gridSnap = EditorGUILayout.Toggle(new GUIContent("Snap", "Hold CTRL in editor to invert"), settings.gridSnap);
settings.zoomToMouse = EditorGUILayout.Toggle(new GUIContent("Zoom to Mouse", "Zooms towards mouse position"), settings.zoomToMouse);
EditorGUILayout.LabelField("Zoom");
EditorGUI.indentLevel++;
settings.maxZoom = EditorGUILayout.FloatField(new GUIContent("Max", "Upper limit to zoom"), settings.maxZoom);
settings.minZoom = EditorGUILayout.FloatField(new GUIContent("Min", "Lower limit to zoom"), settings.minZoom);
EditorGUI.indentLevel--;
settings.gridLineColor = EditorGUILayout.ColorField("Color", settings.gridLineColor);
settings.gridBgColor = EditorGUILayout.ColorField(" ", settings.gridBgColor);
if (GUI.changed) {
SavePrefs(key, settings);
NodeEditorWindow.RepaintAll();
}
EditorGUILayout.Space();
}
private static void SystemSettingsGUI(string key, Settings settings) {
//Label
EditorGUILayout.LabelField("System", EditorStyles.boldLabel);
settings.autoSave = EditorGUILayout.Toggle(new GUIContent("Autosave", "Disable for better editor performance"), settings.autoSave);
settings.openOnCreate = EditorGUILayout.Toggle(new GUIContent("Open Editor on Create", "Disable to prevent openening the editor when creating a new graph"), settings.openOnCreate);
if (GUI.changed) SavePrefs(key, settings);
EditorGUILayout.Space();
}
private static void NodeSettingsGUI(string key, Settings settings) {
//Label
EditorGUILayout.LabelField("Node", EditorStyles.boldLabel);
settings.highlightColor = EditorGUILayout.ColorField("Selection", settings.highlightColor);
settings.noodlePath = (NoodlePath) EditorGUILayout.EnumPopup("Noodle path", (Enum) settings.noodlePath);
settings.noodleThickness = EditorGUILayout.FloatField(new GUIContent("Noodle thickness", "Noodle Thickness of the node connections"), settings.noodleThickness);
settings.noodleStroke = (NoodleStroke) EditorGUILayout.EnumPopup("Noodle stroke", (Enum) settings.noodleStroke);
settings.portTooltips = EditorGUILayout.Toggle("Port Tooltips", settings.portTooltips);
settings.dragToCreate = EditorGUILayout.Toggle(new GUIContent("Drag to Create", "Drag a port connection anywhere on the grid to create and connect a node"), settings.dragToCreate);
if (GUI.changed) {
SavePrefs(key, settings);
NodeEditorWindow.RepaintAll();
}
EditorGUILayout.Space();
}
private static void TypeColorsGUI(string key, Settings settings) {
//Label
EditorGUILayout.LabelField("Types", EditorStyles.boldLabel);
//Clone keys so we can enumerate the dictionary and make changes.
var typeColorKeys = new List<Type>(typeColors.Keys);
//Display type colors. Save them if they are edited by the user
foreach (var type in typeColorKeys) {
string typeColorKey = NodeEditorUtilities.PrettyName(type);
Color col = typeColors[type];
EditorGUI.BeginChangeCheck();
EditorGUILayout.BeginHorizontal();
col = EditorGUILayout.ColorField(typeColorKey, col);
EditorGUILayout.EndHorizontal();
if (EditorGUI.EndChangeCheck()) {
typeColors[type] = col;
if (settings.typeColors.ContainsKey(typeColorKey)) settings.typeColors[typeColorKey] = col;
else settings.typeColors.Add(typeColorKey, col);
SavePrefs(key, settings);
NodeEditorWindow.RepaintAll();
}
}
}
/// <summary> Load prefs if they exist. Create if they don't </summary>
private static Settings LoadPrefs() {
// Create settings if it doesn't exist
if (!EditorPrefs.HasKey(lastKey)) {
if (lastEditor != null) EditorPrefs.SetString(lastKey, JsonUtility.ToJson(lastEditor.GetDefaultPreferences()));
else EditorPrefs.SetString(lastKey, JsonUtility.ToJson(new Settings()));
}
return JsonUtility.FromJson<Settings>(EditorPrefs.GetString(lastKey));
}
/// <summary> Delete all prefs </summary>
public static void ResetPrefs() {
if (EditorPrefs.HasKey(lastKey)) EditorPrefs.DeleteKey(lastKey);
if (settings.ContainsKey(lastKey)) settings.Remove(lastKey);
typeColors = new Dictionary<Type, Color>();
VerifyLoaded();
NodeEditorWindow.RepaintAll();
}
/// <summary> Save preferences in EditorPrefs </summary>
private static void SavePrefs(string key, Settings settings) {
EditorPrefs.SetString(key, JsonUtility.ToJson(settings));
}
/// <summary> Check if we have loaded settings for given key. If not, load them </summary>
private static void VerifyLoaded() {
if (!settings.ContainsKey(lastKey)) settings.Add(lastKey, LoadPrefs());
}
/// <summary> Return color based on type </summary>
public static Color GetTypeColor(System.Type type) {
VerifyLoaded();
if (type == null) return Color.gray;
Color col;
if (!typeColors.TryGetValue(type, out col)) {
string typeName = type.PrettyName();
if (settings[lastKey].typeColors.ContainsKey(typeName)) typeColors.Add(type, settings[lastKey].typeColors[typeName]);
else {
#if UNITY_5_4_OR_NEWER
UnityEngine.Random.State oldState = UnityEngine.Random.state;
UnityEngine.Random.InitState(typeName.GetHashCode());
#else
int oldSeed = UnityEngine.Random.seed;
UnityEngine.Random.seed = typeName.GetHashCode();
#endif
col = new Color(UnityEngine.Random.value, UnityEngine.Random.value, UnityEngine.Random.value);
typeColors.Add(type, col);
#if UNITY_5_4_OR_NEWER
UnityEngine.Random.state = oldState;
#else
UnityEngine.Random.seed = oldSeed;
#endif
}
}
return col;
}
}
}