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- using System;
- using System.Collections.Generic;
- using UnityEngine;
- using UnityEngine.Timeline;
-
- namespace UnityEditor.Timeline
- {
- enum Layer : byte
- {
- Clips,
- ClipHandles,
- Markers,
- MarkerHeaderTrack,
- MarkersOnHeader
- }
-
- struct LayerZOrder : IComparable<LayerZOrder>
- {
- Layer m_Layer;
- int m_ZOrder;
-
- public LayerZOrder(Layer layer, int zOrder)
- {
- m_Layer = layer;
- m_ZOrder = zOrder;
- }
-
- public int CompareTo(LayerZOrder other)
- {
- if (m_Layer == other.m_Layer)
- return m_ZOrder.CompareTo(other.m_ZOrder);
- return m_Layer.CompareTo(other.m_Layer);
- }
-
- public static LayerZOrder operator ++(LayerZOrder x)
- {
- return new LayerZOrder(x.m_Layer, x.m_ZOrder + 1);
- }
-
- public LayerZOrder ChangeLayer(Layer layer)
- {
- return new LayerZOrder(layer, m_ZOrder);
- }
- }
-
- interface ILayerable
- {
- LayerZOrder zOrder { get; }
- }
-
- interface IZOrderProvider
- {
- LayerZOrder Next();
- }
-
- interface ILayer : IZOrderProvider
- {
- void Draw(Rect rect, WindowState state);
- }
-
- abstract class ItemsLayer<T> : ILayer where T : TimelineItemGUI
- {
- // provide a buffer for time-based culling to allow for UI that extends slightly beyond the time (e.g. markers)
- // prevents popping of marker visibility.
- const int kVisibilityBufferInPixels = 10;
-
- int m_PreviousLayerStateHash = -1;
- LayerZOrder m_LastZOrder;
-
- public LayerZOrder Next()
- {
- m_NeedSort = true;
- return m_LastZOrder++;
- }
-
- readonly List<T> m_Items = new List<T>();
- bool m_NeedSort = true;
-
- public virtual void Draw(Rect rect, WindowState state)
- {
- if (m_Items.Count <= 0) return;
-
- Sort();
-
- // buffer to prevent flickering of markers at boundaries
- var onePixelTime = state.PixelDeltaToDeltaTime(kVisibilityBufferInPixels);
- var visibleTime = state.timeAreaShownRange + new Vector2(-onePixelTime, onePixelTime);
- var layerViewStateHasChanged = GetLayerViewStateChanged(rect, state);
-
- foreach (var item in m_Items)
- {
- item.visible = item.end > visibleTime.x && item.start < visibleTime.y;
- if (!item.visible)
- continue;
-
- item.Draw(rect, layerViewStateHasChanged, state);
- }
- }
-
- public List<T> items => m_Items;
-
- protected void AddItem(T item)
- {
- m_Items.Add(item);
- m_NeedSort = true;
- }
-
- protected ItemsLayer(Layer layerOrder)
- {
- m_LastZOrder = new LayerZOrder(layerOrder, 0);
- }
-
- void Sort()
- {
- if (!m_NeedSort)
- return;
-
- m_Items.Sort((a, b) => a.zOrder.CompareTo(b.zOrder));
- m_NeedSort = false;
- }
-
- bool GetLayerViewStateChanged(Rect rect, WindowState state)
- {
- var layerStateHash = rect.GetHashCode().CombineHash(state.viewStateHash);
- var layerViewStateHasChanged = layerStateHash != m_PreviousLayerStateHash;
-
- if (Event.current.type == EventType.Layout && layerViewStateHasChanged)
- m_PreviousLayerStateHash = layerStateHash;
-
- return layerViewStateHasChanged;
- }
- }
- }
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