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- using System;
- using UnityEditor.SceneManagement;
- using UnityEditor.EventSystems;
- using UnityEngine;
- using UnityEngine.EventSystems;
- using UnityEngine.UI;
-
- namespace UnityEditor.UI
- {
- /// <summary>
- /// This script adds the UI menu options to the Unity Editor.
- /// </summary>
-
- static internal class MenuOptions
- {
- enum MenuOptionsPriorityOrder {
- // 2000 - Text (TMP)
- Image = 2001,
- RawImage = 2002,
- Panel = 2003,
- // 2020 - Button (TMP)
- Toggle = 2021,
- // 2022 - Dropdown (TMP)
- // 2023 - Input Field (TMP)
- Slider = 2024,
- Scrollbar = 2025,
- ScrollView = 2026,
- Canvas = 2060,
- EventSystem = 2061,
- Text = 2080,
- Button = 2081,
- Dropdown = 2082,
- InputField = 2083,
- };
-
- private const string kUILayerName = "UI";
-
- private const string kStandardSpritePath = "UI/Skin/UISprite.psd";
- private const string kBackgroundSpritePath = "UI/Skin/Background.psd";
- private const string kInputFieldBackgroundPath = "UI/Skin/InputFieldBackground.psd";
- private const string kKnobPath = "UI/Skin/Knob.psd";
- private const string kCheckmarkPath = "UI/Skin/Checkmark.psd";
- private const string kDropdownArrowPath = "UI/Skin/DropdownArrow.psd";
- private const string kMaskPath = "UI/Skin/UIMask.psd";
-
- static private DefaultControls.Resources s_StandardResources;
-
- static private DefaultControls.Resources GetStandardResources()
- {
- if (s_StandardResources.standard == null)
- {
- s_StandardResources.standard = AssetDatabase.GetBuiltinExtraResource<Sprite>(kStandardSpritePath);
- s_StandardResources.background = AssetDatabase.GetBuiltinExtraResource<Sprite>(kBackgroundSpritePath);
- s_StandardResources.inputField = AssetDatabase.GetBuiltinExtraResource<Sprite>(kInputFieldBackgroundPath);
- s_StandardResources.knob = AssetDatabase.GetBuiltinExtraResource<Sprite>(kKnobPath);
- s_StandardResources.checkmark = AssetDatabase.GetBuiltinExtraResource<Sprite>(kCheckmarkPath);
- s_StandardResources.dropdown = AssetDatabase.GetBuiltinExtraResource<Sprite>(kDropdownArrowPath);
- s_StandardResources.mask = AssetDatabase.GetBuiltinExtraResource<Sprite>(kMaskPath);
- }
- return s_StandardResources;
- }
-
- private class DefaultEditorFactory : DefaultControls.IFactoryControls
- {
- public static DefaultEditorFactory Default = new DefaultEditorFactory();
-
- public GameObject CreateGameObject(string name, params Type[] components)
- {
- return ObjectFactory.CreateGameObject(name, components);
- }
- }
-
- private class FactorySwapToEditor : IDisposable
- {
- DefaultControls.IFactoryControls factory;
-
- public FactorySwapToEditor()
- {
- factory = DefaultControls.factory;
- DefaultControls.factory = DefaultEditorFactory.Default;
- }
-
- public void Dispose()
- {
- DefaultControls.factory = factory;
- }
- }
-
- private static void SetPositionVisibleinSceneView(RectTransform canvasRTransform, RectTransform itemTransform)
- {
- SceneView sceneView = SceneView.lastActiveSceneView;
-
- // Couldn't find a SceneView. Don't set position.
- if (sceneView == null || sceneView.camera == null)
- return;
-
- // Create world space Plane from canvas position.
- Vector2 localPlanePosition;
- Camera camera = sceneView.camera;
- Vector3 position = Vector3.zero;
- if (RectTransformUtility.ScreenPointToLocalPointInRectangle(canvasRTransform, new Vector2(camera.pixelWidth / 2, camera.pixelHeight / 2), camera, out localPlanePosition))
- {
- // Adjust for canvas pivot
- localPlanePosition.x = localPlanePosition.x + canvasRTransform.sizeDelta.x * canvasRTransform.pivot.x;
- localPlanePosition.y = localPlanePosition.y + canvasRTransform.sizeDelta.y * canvasRTransform.pivot.y;
-
- localPlanePosition.x = Mathf.Clamp(localPlanePosition.x, 0, canvasRTransform.sizeDelta.x);
- localPlanePosition.y = Mathf.Clamp(localPlanePosition.y, 0, canvasRTransform.sizeDelta.y);
-
- // Adjust for anchoring
- position.x = localPlanePosition.x - canvasRTransform.sizeDelta.x * itemTransform.anchorMin.x;
- position.y = localPlanePosition.y - canvasRTransform.sizeDelta.y * itemTransform.anchorMin.y;
-
- Vector3 minLocalPosition;
- minLocalPosition.x = canvasRTransform.sizeDelta.x * (0 - canvasRTransform.pivot.x) + itemTransform.sizeDelta.x * itemTransform.pivot.x;
- minLocalPosition.y = canvasRTransform.sizeDelta.y * (0 - canvasRTransform.pivot.y) + itemTransform.sizeDelta.y * itemTransform.pivot.y;
-
- Vector3 maxLocalPosition;
- maxLocalPosition.x = canvasRTransform.sizeDelta.x * (1 - canvasRTransform.pivot.x) - itemTransform.sizeDelta.x * itemTransform.pivot.x;
- maxLocalPosition.y = canvasRTransform.sizeDelta.y * (1 - canvasRTransform.pivot.y) - itemTransform.sizeDelta.y * itemTransform.pivot.y;
-
- position.x = Mathf.Clamp(position.x, minLocalPosition.x, maxLocalPosition.x);
- position.y = Mathf.Clamp(position.y, minLocalPosition.y, maxLocalPosition.y);
- }
-
- itemTransform.anchoredPosition = position;
- itemTransform.localRotation = Quaternion.identity;
- itemTransform.localScale = Vector3.one;
- }
-
- private static void PlaceUIElementRoot(GameObject element, MenuCommand menuCommand)
- {
- GameObject parent = menuCommand.context as GameObject;
- bool explicitParentChoice = true;
- if (parent == null)
- {
- parent = GetOrCreateCanvasGameObject();
- explicitParentChoice = false;
-
- // If in Prefab Mode, Canvas has to be part of Prefab contents,
- // otherwise use Prefab root instead.
- PrefabStage prefabStage = PrefabStageUtility.GetCurrentPrefabStage();
- if (prefabStage != null && !prefabStage.IsPartOfPrefabContents(parent))
- parent = prefabStage.prefabContentsRoot;
- }
- if (parent.GetComponentsInParent<Canvas>(true).Length == 0)
- {
- // Create canvas under context GameObject,
- // and make that be the parent which UI element is added under.
- GameObject canvas = MenuOptions.CreateNewUI();
- Undo.SetTransformParent(canvas.transform, parent.transform, "");
- parent = canvas;
- }
-
- GameObjectUtility.EnsureUniqueNameForSibling(element);
-
- SetParentAndAlign(element, parent);
- if (!explicitParentChoice) // not a context click, so center in sceneview
- SetPositionVisibleinSceneView(parent.GetComponent<RectTransform>(), element.GetComponent<RectTransform>());
-
- // This call ensure any change made to created Objects after they where registered will be part of the Undo.
- Undo.RegisterFullObjectHierarchyUndo(parent == null ? element : parent, "");
-
- // We have to fix up the undo name since the name of the object was only known after reparenting it.
- Undo.SetCurrentGroupName("Create " + element.name);
-
- Selection.activeGameObject = element;
- }
-
- private static void SetParentAndAlign(GameObject child, GameObject parent)
- {
- if (parent == null)
- return;
-
- Undo.SetTransformParent(child.transform, parent.transform, "");
-
- RectTransform rectTransform = child.transform as RectTransform;
- if (rectTransform)
- {
- rectTransform.anchoredPosition = Vector2.zero;
- Vector3 localPosition = rectTransform.localPosition;
- localPosition.z = 0;
- rectTransform.localPosition = localPosition;
- }
- else
- {
- child.transform.localPosition = Vector3.zero;
- }
- child.transform.localRotation = Quaternion.identity;
- child.transform.localScale = Vector3.one;
-
- SetLayerRecursively(child, parent.layer);
- }
-
- private static void SetLayerRecursively(GameObject go, int layer)
- {
- go.layer = layer;
- Transform t = go.transform;
- for (int i = 0; i < t.childCount; i++)
- SetLayerRecursively(t.GetChild(i).gameObject, layer);
- }
-
- // Graphic elements
-
- [MenuItem("GameObject/UI/Image", false, (int)MenuOptionsPriorityOrder.Image)]
- static public void AddImage(MenuCommand menuCommand)
- {
- GameObject go;
- using (new FactorySwapToEditor())
- go = DefaultControls.CreateImage(GetStandardResources());
- PlaceUIElementRoot(go, menuCommand);
- }
-
- [MenuItem("GameObject/UI/Raw Image", false, (int)MenuOptionsPriorityOrder.RawImage)]
- static public void AddRawImage(MenuCommand menuCommand)
- {
- GameObject go;
- using (new FactorySwapToEditor())
- go = DefaultControls.CreateRawImage(GetStandardResources());
- PlaceUIElementRoot(go, menuCommand);
- }
-
- [MenuItem("GameObject/UI/Panel", false, (int)MenuOptionsPriorityOrder.Panel)]
- static public void AddPanel(MenuCommand menuCommand)
- {
- GameObject go;
- using (new FactorySwapToEditor())
- go = DefaultControls.CreatePanel(GetStandardResources());
- PlaceUIElementRoot(go, menuCommand);
-
- // Panel is special, we need to ensure there's no padding after repositioning.
- RectTransform rect = go.GetComponent<RectTransform>();
- rect.anchoredPosition = Vector2.zero;
- rect.sizeDelta = Vector2.zero;
- }
-
- // Controls
-
- // Toggle is a control you just click on.
-
- [MenuItem("GameObject/UI/Toggle", false, (int)MenuOptionsPriorityOrder.Toggle)]
- static public void AddToggle(MenuCommand menuCommand)
- {
- GameObject go;
- using (new FactorySwapToEditor())
- go = DefaultControls.CreateToggle(GetStandardResources());
- PlaceUIElementRoot(go, menuCommand);
- }
-
- // Slider and Scrollbar modify a number
-
- [MenuItem("GameObject/UI/Slider", false, (int)MenuOptionsPriorityOrder.Slider)]
- static public void AddSlider(MenuCommand menuCommand)
- {
- GameObject go;
- using (new FactorySwapToEditor())
- go = DefaultControls.CreateSlider(GetStandardResources());
- PlaceUIElementRoot(go, menuCommand);
- }
-
- [MenuItem("GameObject/UI/Scrollbar", false, (int)MenuOptionsPriorityOrder.Scrollbar)]
- static public void AddScrollbar(MenuCommand menuCommand)
- {
- GameObject go;
- using (new FactorySwapToEditor())
- go = DefaultControls.CreateScrollbar(GetStandardResources());
- PlaceUIElementRoot(go, menuCommand);
- }
-
- [MenuItem("GameObject/UI/Scroll View", false, (int)MenuOptionsPriorityOrder.ScrollView)]
- static public void AddScrollView(MenuCommand menuCommand)
- {
- GameObject go;
- using (new FactorySwapToEditor())
- go = DefaultControls.CreateScrollView(GetStandardResources());
- PlaceUIElementRoot(go, menuCommand);
- }
-
- // Containers
-
- [MenuItem("GameObject/UI/Canvas", false, (int)MenuOptionsPriorityOrder.Canvas)]
- static public void AddCanvas(MenuCommand menuCommand)
- {
- var go = CreateNewUI();
- SetParentAndAlign(go, menuCommand.context as GameObject);
- if (go.transform.parent as RectTransform)
- {
- RectTransform rect = go.transform as RectTransform;
- rect.anchorMin = Vector2.zero;
- rect.anchorMax = Vector2.one;
- rect.anchoredPosition = Vector2.zero;
- rect.sizeDelta = Vector2.zero;
- }
- Selection.activeGameObject = go;
- }
-
- // Legacy Elements
-
- [MenuItem("GameObject/UI/Legacy/Text", false, (int)MenuOptionsPriorityOrder.Text)]
- static public void AddText(MenuCommand menuCommand)
- {
- GameObject go;
- using (new FactorySwapToEditor())
- go = DefaultControls.CreateText(GetStandardResources());
- PlaceUIElementRoot(go, menuCommand);
- }
-
- [MenuItem("GameObject/UI/Legacy/Button", false, (int)MenuOptionsPriorityOrder.Button)]
- static public void AddButton(MenuCommand menuCommand)
- {
- GameObject go;
- using (new FactorySwapToEditor())
- go = DefaultControls.CreateButton(GetStandardResources());
- PlaceUIElementRoot(go, menuCommand);
- }
-
- [MenuItem("GameObject/UI/Legacy/Dropdown", false, (int)MenuOptionsPriorityOrder.Dropdown)]
- static public void AddDropdown(MenuCommand menuCommand)
- {
- GameObject go;
- using (new FactorySwapToEditor())
- go = DefaultControls.CreateDropdown(GetStandardResources());
- PlaceUIElementRoot(go, menuCommand);
- }
-
- [MenuItem("GameObject/UI/Legacy/Input Field", false, (int)MenuOptionsPriorityOrder.InputField)]
- public static void AddInputField(MenuCommand menuCommand)
- {
- GameObject go;
- using (new FactorySwapToEditor())
- go = DefaultControls.CreateInputField(GetStandardResources());
- PlaceUIElementRoot(go, menuCommand);
- }
-
- // Helper methods
-
- static public GameObject CreateNewUI()
- {
- // Root for the UI
- var root = ObjectFactory.CreateGameObject("Canvas", typeof(Canvas), typeof(CanvasScaler), typeof(GraphicRaycaster));
- root.layer = LayerMask.NameToLayer(kUILayerName);
- Canvas canvas = root.GetComponent<Canvas>();
- canvas.renderMode = RenderMode.ScreenSpaceOverlay;
-
- // Works for all stages.
- StageUtility.PlaceGameObjectInCurrentStage(root);
- bool customScene = false;
- PrefabStage prefabStage = PrefabStageUtility.GetCurrentPrefabStage();
- if (prefabStage != null)
- {
- Undo.SetTransformParent(root.transform, prefabStage.prefabContentsRoot.transform, "");
- customScene = true;
- }
-
- Undo.SetCurrentGroupName("Create " + root.name);
-
- // If there is no event system add one...
- // No need to place event system in custom scene as these are temporary anyway.
- // It can be argued for or against placing it in the user scenes,
- // but let's not modify scene user is not currently looking at.
- if (!customScene)
- CreateEventSystem(false);
- return root;
- }
-
- [MenuItem("GameObject/UI/Event System", false, (int)MenuOptionsPriorityOrder.EventSystem)]
- public static void CreateEventSystem(MenuCommand menuCommand)
- {
- GameObject parent = menuCommand.context as GameObject;
- CreateEventSystem(true, parent);
- }
-
- private static void CreateEventSystem(bool select)
- {
- CreateEventSystem(select, null);
- }
-
- private static void CreateEventSystem(bool select, GameObject parent)
- {
- StageHandle stage = parent == null ? StageUtility.GetCurrentStageHandle() : StageUtility.GetStageHandle(parent);
- var esys = stage.FindComponentOfType<EventSystem>();
- if (esys == null)
- {
- var eventSystem = ObjectFactory.CreateGameObject("EventSystem");
- if (parent == null)
- StageUtility.PlaceGameObjectInCurrentStage(eventSystem);
- else
- SetParentAndAlign(eventSystem, parent);
- esys = ObjectFactory.AddComponent<EventSystem>(eventSystem);
- InputModuleComponentFactory.AddInputModule(eventSystem);
-
- Undo.RegisterCreatedObjectUndo(eventSystem, "Create " + eventSystem.name);
- }
-
- if (select && esys != null)
- {
- Selection.activeGameObject = esys.gameObject;
- }
- }
-
- // Helper function that returns a Canvas GameObject; preferably a parent of the selection, or other existing Canvas.
- static public GameObject GetOrCreateCanvasGameObject()
- {
- GameObject selectedGo = Selection.activeGameObject;
-
- // Try to find a gameobject that is the selected GO or one if its parents.
- Canvas canvas = (selectedGo != null) ? selectedGo.GetComponentInParent<Canvas>() : null;
- if (IsValidCanvas(canvas))
- return canvas.gameObject;
-
- // No canvas in selection or its parents? Then use any valid canvas.
- // We have to find all loaded Canvases, not just the ones in main scenes.
- Canvas[] canvasArray = StageUtility.GetCurrentStageHandle().FindComponentsOfType<Canvas>();
- for (int i = 0; i < canvasArray.Length; i++)
- if (IsValidCanvas(canvasArray[i]))
- return canvasArray[i].gameObject;
-
- // No canvas in the scene at all? Then create a new one.
- return MenuOptions.CreateNewUI();
- }
-
- static bool IsValidCanvas(Canvas canvas)
- {
- if (canvas == null || !canvas.gameObject.activeInHierarchy)
- return false;
-
- // It's important that the non-editable canvas from a prefab scene won't be rejected,
- // but canvases not visible in the Hierarchy at all do. Don't check for HideAndDontSave.
- if (EditorUtility.IsPersistent(canvas) || (canvas.hideFlags & HideFlags.HideInHierarchy) != 0)
- return false;
-
- return StageUtility.GetStageHandle(canvas.gameObject) == StageUtility.GetCurrentStageHandle();
- }
- }
- }
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