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xNode/Scripts/Editor/NodeEditor.cs
Thor Brigsted 55e57dc2ac
Merge pull request #79 from tmorgner/TriggerRenameViaKeyboard
Allow to trigger renames via F2 key
2018-11-16 13:19:12 +01:00

119 lines
4.9 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using UnityEditor;
using UnityEngine;
namespace XNodeEditor {
/// <summary> Base class to derive custom Node editors from. Use this to create your own custom inspectors and editors for your nodes. </summary>
[CustomNodeEditor(typeof(XNode.Node))]
public class NodeEditor : XNodeEditor.Internal.NodeEditorBase<NodeEditor, NodeEditor.CustomNodeEditorAttribute, XNode.Node> {
/// <summary> Fires every whenever a node was modified through the editor </summary>
public static Action<XNode.Node> onUpdateNode;
public static Dictionary<XNode.NodePort, Vector2> portPositions;
public int renaming;
public virtual void OnHeaderGUI() {
string title = target.name;
if (renaming != 0) {
if (Selection.Contains(target)) {
int controlID = EditorGUIUtility.GetControlID(FocusType.Keyboard) + 1;
if (renaming == 1) {
EditorGUIUtility.keyboardControl = controlID;
EditorGUIUtility.editingTextField = true;
renaming = 2;
}
target.name = EditorGUILayout.TextField(target.name, NodeEditorResources.styles.nodeHeader, GUILayout.Height(30));
if (!EditorGUIUtility.editingTextField) {
Debug.Log("Finish renaming");
Rename(target.name);
renaming = 0;
}
}
else {
// Selection changed, so stop renaming.
GUILayout.Label(title, NodeEditorResources.styles.nodeHeader, GUILayout.Height(30));
Rename(target.name);
renaming = 0;
}
} else {
GUILayout.Label(title, NodeEditorResources.styles.nodeHeader, GUILayout.Height(30));
if (HasFocus() && IsRenameKeyPressed()) {
InitiateRename();
}
}
}
bool HasFocus() {
return Selection.activeObject == this.target;
}
bool IsRenameKeyPressed() {
return (Event.current != null && Event.current.isKey && Event.current.keyCode == KeyCode.F2);
}
/// <summary> Draws standard field editors for all public fields </summary>
public virtual void OnBodyGUI() {
// Unity specifically requires this to save/update any serial object.
// serializedObject.Update(); must go at the start of an inspector gui, and
// serializedObject.ApplyModifiedProperties(); goes at the end.
serializedObject.Update();
string[] excludes = { "m_Script", "graph", "position", "ports" };
portPositions = new Dictionary<XNode.NodePort, Vector2>();
SerializedProperty iterator = serializedObject.GetIterator();
bool enterChildren = true;
EditorGUIUtility.labelWidth = 84;
while (iterator.NextVisible(enterChildren)) {
enterChildren = false;
if (excludes.Contains(iterator.name)) continue;
NodeEditorGUILayout.PropertyField(iterator, true);
}
serializedObject.ApplyModifiedProperties();
}
public virtual int GetWidth() {
Type type = target.GetType();
int width;
if (NodeEditorWindow.nodeWidth.TryGetValue(type, out width)) return width;
else return 208;
}
public virtual Color GetTint() {
Type type = target.GetType();
Color color;
if (NodeEditorWindow.nodeTint.TryGetValue(type, out color)) return color;
else return Color.white;
}
public virtual GUIStyle GetBodyStyle() {
return NodeEditorResources.styles.nodeBody;
}
public void InitiateRename() {
renaming = 1;
}
public void Rename(string newName) {
target.name = newName;
AssetDatabase.ImportAsset(AssetDatabase.GetAssetPath(target));
}
[AttributeUsage(AttributeTargets.Class)]
public class CustomNodeEditorAttribute : Attribute,
XNodeEditor.Internal.NodeEditorBase<NodeEditor, NodeEditor.CustomNodeEditorAttribute, XNode.Node>.INodeEditorAttrib {
private Type inspectedType;
/// <summary> Tells a NodeEditor which Node type it is an editor for </summary>
/// <param name="inspectedType">Type that this editor can edit</param>
public CustomNodeEditorAttribute(Type inspectedType) {
this.inspectedType = inspectedType;
}
public Type GetInspectedType() {
return inspectedType;
}
}
}
}