ShortcutPanelOverlay.cs 4.6 KB

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  1. /*
  2. Copyright (c) 2024 Omar Duarte
  3. Unauthorized copying of this file, via any medium is strictly prohibited.
  4. Writen by Omar Duarte, 2024.
  5. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  6. IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  7. FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  8. AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  9. LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  10. OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  11. THE SOFTWARE.
  12. */
  13. #if UNITY_2022_2_OR_NEWER
  14. using UnityEngine;
  15. namespace PluginMaster
  16. {
  17. [UnityEditor.Overlays.Overlay(typeof(UnityEditor.SceneView), displayName: "PWB/Shortcuts",
  18. defaultDisplay: false, defaultDockZone = UnityEditor.Overlays.DockZone.Floating)]
  19. public class PWBShortcutPanel : UnityEditor.Overlays.Overlay
  20. {
  21. private System.Collections.Generic.List<(string Command, string Shortcut)> _shortcutTable
  22. = new System.Collections.Generic.List<(string Command, string Shortcut)>();
  23. UnityEngine.UIElements.MultiColumnListView _multiColumnListView = null;
  24. public override UnityEngine.UIElements.VisualElement CreatePanelContent()
  25. {
  26. _multiColumnListView = new UnityEngine.UIElements.MultiColumnListView
  27. {
  28. showBoundCollectionSize = false,
  29. virtualizationMethod = UnityEngine.UIElements.CollectionVirtualizationMethod.DynamicHeight,
  30. selectionType = UnityEngine.UIElements.SelectionType.None,
  31. };
  32. _multiColumnListView.columns.Add(new UnityEngine.UIElements.Column
  33. {
  34. title = "Shortcut",
  35. stretchable = true,
  36. minWidth = 220,
  37. makeCell = () => new UnityEngine.UIElements.Label(),
  38. bindCell = (UnityEngine.UIElements.VisualElement element, int index) =>
  39. (element as UnityEngine.UIElements.Label).text = _shortcutTable[index].Shortcut
  40. });
  41. _multiColumnListView.columns.Add(new UnityEngine.UIElements.Column
  42. {
  43. title = "Command",
  44. stretchable = true,
  45. minWidth = 270,
  46. makeCell = () => new UnityEngine.UIElements.Label(),
  47. bindCell = (UnityEngine.UIElements.VisualElement element, int index) =>
  48. (element as UnityEngine.UIElements.Label).text = _shortcutTable[index].Command
  49. });
  50. _multiColumnListView.itemsSource = _shortcutTable;
  51. UnityEditor.SceneView.duringSceneGui += DuringSceneGUI;
  52. ToolManager.OnToolChange += OnToolChange;
  53. return _multiColumnListView;
  54. }
  55. private void OnToolChange(ToolManager.PaintTool prevTool)
  56. {
  57. _shortcutTable.Clear();
  58. if (ToolManager.tool == ToolManager.PaintTool.NONE)
  59. {
  60. _shortcutTable.AddRange(PWBShortcuts.GetAllShortcuts(PWBShortcut.Group.GLOBAL, PWBShortcut.Group.GRID));
  61. _shortcutTable.AddRange(PWBShortcuts.GetAllShortcuts(PWBShortcut.Group.GRID, PWBShortcut.Group.NONE));
  62. }
  63. else _shortcutTable.AddRange(PWBShortcuts.GetAllShortcuts(GetGroup(), PWBShortcut.Group.NONE));
  64. _multiColumnListView.Rebuild();
  65. }
  66. private static PWBShortcut.Group GetGroup()
  67. {
  68. switch (ToolManager.tool)
  69. {
  70. case ToolManager.PaintTool.PIN: return PWBShortcut.Group.PIN;
  71. case ToolManager.PaintTool.BRUSH: return PWBShortcut.Group.BRUSH;
  72. case ToolManager.PaintTool.GRAVITY: return PWBShortcut.Group.GRAVITY;
  73. case ToolManager.PaintTool.LINE: return PWBShortcut.Group.LINE;
  74. case ToolManager.PaintTool.SHAPE: return PWBShortcut.Group.SHAPE;
  75. case ToolManager.PaintTool.TILING: return PWBShortcut.Group.TILING;
  76. case ToolManager.PaintTool.REPLACER: return PWBShortcut.Group.REPLACER;
  77. case ToolManager.PaintTool.ERASER: return PWBShortcut.Group.ERASER;
  78. case ToolManager.PaintTool.SELECTION: return PWBShortcut.Group.SELECTION;
  79. case ToolManager.PaintTool.CIRCLE_SELECT: return PWBShortcut.Group.CIRCLE_SELECT;
  80. default: return PWBShortcut.Group.NONE;
  81. }
  82. }
  83. private void DuringSceneGUI(UnityEditor.SceneView sceneView)
  84. {
  85. if (_shortcutTable.Count == 0) OnToolChange(ToolManager.PaintTool.NONE);
  86. }
  87. }
  88. }
  89. #endif