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xNode/Scripts/Editor/NodeEditorGUILayout.cs
2017-11-01 17:41:43 +01:00

59 lines
2.6 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using System.Reflection;
using UnityEditor;
using UnityEngine;
/// <summary> UNEC-specific version of <see cref="EditorGUILayout"/> </summary>
public static class NodeEditorGUILayout {
public static void PropertyField(SerializedProperty property, bool includeChildren = true) {
if (property == null) throw new NullReferenceException();
Node node = property.serializedObject.targetObject as Node;
NodePort port = node.GetPortByFieldName(property.name);
float temp_labelWidth = EditorGUIUtility.labelWidth;
// If property is not a port, display a regular property field
if (port == null) EditorGUILayout.PropertyField(property, includeChildren);
else {
Rect rect = new Rect();
// If property is an input, display a regular property field and put a port handle on the left side
if (port.direction == NodePort.IO.Input) {
// Display a label if port is connected
if (port.IsConnected) EditorGUILayout.LabelField(property.displayName);
// Display an editable property field if port is not connected
else EditorGUILayout.PropertyField(property, includeChildren);
rect = GUILayoutUtility.GetLastRect();
rect.position = rect.position - new Vector2(16, 0);
// If property is an output, display a text label and put a port handle on the right side
} else if (port.direction == NodePort.IO.Output) {
EditorGUILayout.LabelField(property.displayName, NodeEditorResources.styles.outputPort);
rect = GUILayoutUtility.GetLastRect();
rect.position = rect.position + new Vector2(rect.width, 0);
}
rect.size = new Vector2(16, 16);
DrawPortHandle(rect, port.type);
// Register the handle position
Vector2 portPos = rect.center;
if (NodeEditor.portPositions.ContainsKey(port)) NodeEditor.portPositions[port] = portPos;
else NodeEditor.portPositions.Add(port, portPos);
}
EditorGUIUtility.labelWidth = temp_labelWidth;
}
private static void DrawPortHandle(Rect rect, Type type) {
Color col = GUI.color;
GUI.color = new Color32(90, 97, 105, 255);
GUI.DrawTexture(rect, NodeEditorResources.dotOuter);
GUI.color = NodeEditorPreferences.GetTypeColor(type);
GUI.DrawTexture(rect, NodeEditorResources.dot);
GUI.color = col;
}
}