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using System;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using UnityEngine.UIElements;
using UnityEditor.Graphing;
using UnityEditorInternal;
namespace UnityEditor.ShaderGraph.Drawing
{
internal class ReorderableSlotListView : VisualElement
{
int m_SelectedIndex = -1;
SlotType m_SlotType;
GUIStyle m_LabelStyle;
IMGUIContainer m_Container;
AbstractMaterialNode m_Node;
ReorderableList m_ReorderableList;
bool m_AllowBareResources;
internal delegate void ListRecreatedDelegate();
ListRecreatedDelegate m_OnListRecreatedCallback = new ListRecreatedDelegate(() => { });
string label => string.Format("{0}s", m_SlotType.ToString());
public ReorderableList.AddCallbackDelegate OnAddCallback
{
get => m_ReorderableList?.onAddCallback;
set => m_ReorderableList.onAddCallback = value;
}
public ReorderableList.RemoveCallbackDelegate OnRemoveCallback
{
get => m_ReorderableList.onRemoveCallback;
set => m_ReorderableList.onRemoveCallback = value;
}
public ListRecreatedDelegate OnListRecreatedCallback
{
get => m_OnListRecreatedCallback;
set => m_OnListRecreatedCallback = value;
}
public Func<ConcreteSlotValueTypePopupName, bool> AllowedTypeCallback;
internal ReorderableSlotListView(AbstractMaterialNode node, SlotType slotType, bool allowBareResources)
{
m_AllowBareResources = allowBareResources;
styleSheets.Add(Resources.Load<StyleSheet>("Styles/ReorderableSlotListView"));
m_Node = node;
m_SlotType = slotType;
m_Container = new IMGUIContainer(() => OnGUIHandler()) { name = "ListContainer" };
Add(m_Container);
RecreateList();
AddCallbacks();
}
internal void RecreateList()
{
// Get slots based on type
List<MaterialSlot> slots = new List<MaterialSlot>();
if (m_SlotType == SlotType.Input)
m_Node.GetInputSlots(slots);
else
m_Node.GetOutputSlots(slots);
// Create reorderable list from IDs
List<int> slotIDs = slots.Select(s => s.id).ToList();
m_ReorderableList = new ReorderableList(slotIDs, typeof(int), true, true, true, true);
m_OnListRecreatedCallback();
}
private void OnGUIHandler()
{
if (m_ReorderableList == null)
{
RecreateList();
AddCallbacks();
}
using (var changeCheckScope = new EditorGUI.ChangeCheckScope())
{
m_ReorderableList.index = m_SelectedIndex;
m_ReorderableList.DoLayoutList();
if (changeCheckScope.changed)
m_Node.Dirty(ModificationScope.Node);
}
}
private void AddCallbacks()
{
m_ReorderableList.drawHeaderCallback = (Rect rect) =>
{
var labelRect = new Rect(rect.x, rect.y, rect.width - 10, rect.height);
EditorGUI.LabelField(labelRect, label);
};
// Draw Element
m_ReorderableList.drawElementCallback = (Rect rect, int index, bool isActive, bool isFocused) =>
{
// Slot is guaranteed to exist in this UI state
MaterialSlot oldSlot = m_Node.FindSlot<MaterialSlot>((int)m_ReorderableList.list[index]);
EditorGUI.BeginChangeCheck();
var displayName = EditorGUI.DelayedTextField(new Rect(rect.x, rect.y, rect.width / 2, EditorGUIUtility.singleLineHeight), oldSlot.RawDisplayName(), EditorStyles.label);
ConcreteSlotValueTypePopupName concreteValueTypePopupOrig =
oldSlot.concreteValueType.ToConcreteSlotValueTypePopupName(oldSlot.bareResource);
ConcreteSlotValueTypePopupName concreteValueTypePopupNew = (ConcreteSlotValueTypePopupName)EditorGUI.EnumPopup(
new Rect(rect.x + rect.width / 2, rect.y, rect.width - rect.width / 2, EditorGUIUtility.singleLineHeight),
GUIContent.none,
concreteValueTypePopupOrig,
e =>
{
ConcreteSlotValueTypePopupName csvtpn = (ConcreteSlotValueTypePopupName)e;
csvtpn.ToConcreteSlotValueType(out bool isBareResource);
if (isBareResource && !m_AllowBareResources)
return false;
return AllowedTypeCallback?.Invoke(csvtpn) ?? true;
}
);
if (EditorGUI.EndChangeCheck())
{
m_Node.owner.owner.RegisterCompleteObjectUndo("Modify Port");
displayName = NodeUtils.ConvertToValidHLSLIdentifier(displayName);
if (displayName != oldSlot.RawDisplayName())
{
using (var tempSlots = PooledList<MaterialSlot>.Get())
{
m_Node.GetSlots(tempSlots);
// deduplicate against other slot shaderOutputNames
displayName = GraphUtil.DeduplicateName(tempSlots.Where(p => p.id != oldSlot.id).Select(p => p.shaderOutputName), "{0}_{1}", displayName);
}
}
ConcreteSlotValueType concreteValueType = concreteValueTypePopupNew.ToConcreteSlotValueType(out bool isBareResource);
// Because the type may have changed, we can't (always) just modify the existing slot. So create a new one and replace it.
var newSlot = MaterialSlot.CreateMaterialSlot(concreteValueType.ToSlotValueType(), oldSlot.id, displayName, displayName, m_SlotType, Vector4.zero);
newSlot.CopyValuesFrom(oldSlot);
m_Node.AddSlot(newSlot, false);
newSlot.bareResource = isBareResource;
List<int> orderedSlotIds = new List<int>();
if (m_SlotType == SlotType.Input)
{
orderedSlotIds.AddRange(m_ReorderableList.list.OfType<int>());
List<MaterialSlot> slots = new List<MaterialSlot>();
m_Node.GetOutputSlots(slots);
orderedSlotIds.AddRange(slots.Select(s => s.id));
}
else
{
List<MaterialSlot> slots = new List<MaterialSlot>();
m_Node.GetInputSlots(slots);
orderedSlotIds.AddRange(slots.Select(s => s.id));
orderedSlotIds.AddRange(m_ReorderableList.list.OfType<int>());
}
m_Node.SetSlotOrder(orderedSlotIds);
RecreateList();
m_Node.ValidateNode();
}
};
// Element height
m_ReorderableList.elementHeightCallback = (int indexer) =>
{
return m_ReorderableList.elementHeight;
};
// Add callback delegates
m_ReorderableList.onSelectCallback += SelectEntry;
m_ReorderableList.onAddCallback += AddEntry;
m_ReorderableList.onRemoveCallback += RemoveEntry;
m_ReorderableList.onReorderCallback += ReorderEntries;
}
private void SelectEntry(ReorderableList list)
{
m_SelectedIndex = list.index;
}
private void AddEntry(ReorderableList list)
{
m_Node.owner.owner.RegisterCompleteObjectUndo("Add Port");
// Need to get all current slots to get the next valid ID
List<MaterialSlot> slots = new List<MaterialSlot>();
m_Node.GetSlots(slots);
int[] slotIDs = slots.Select(s => s.id).OrderByDescending(s => s).ToArray();
int newSlotID = slotIDs.Length > 0 ? slotIDs[0] + 1 : 0;
string name = NodeUtils.GetDuplicateSafeNameForSlot(m_Node, newSlotID, "New");
// Create a new slot and add it
var newSlot = MaterialSlot.CreateMaterialSlot(SlotValueType.Vector1, newSlotID, name, NodeUtils.GetHLSLSafeName(name), m_SlotType, Vector4.zero);
m_Node.AddSlot(newSlot);
// Select the new slot, then validate the node
m_SelectedIndex = list.list.Count - 1;
m_Node.ValidateNode();
}
private void RemoveEntry(ReorderableList list)
{
m_Node.owner.owner.RegisterCompleteObjectUndo("Remove Port");
// Remove the slot from the node
m_SelectedIndex = list.index;
m_Node.RemoveSlot((int)m_ReorderableList.list[m_SelectedIndex]);
// Then remove it from the list
// Need to do this order to preserve the list indicies for previous step
ReorderableList.defaultBehaviours.DoRemoveButton(list);
// Validate
m_Node.ValidateNode();
}
private void ReorderEntries(ReorderableList list)
{
m_Node.owner.owner.RegisterCompleteObjectUndo("Reorder Ports");
// Get all the current slots
List<MaterialSlot> slots = new List<MaterialSlot>();
if (m_SlotType == SlotType.Input)
m_Node.GetInputSlots<MaterialSlot>(slots);
else
m_Node.GetOutputSlots<MaterialSlot>(slots);
// Store the edges
Dictionary<MaterialSlot, List<IEdge>> edgeDict = new Dictionary<MaterialSlot, List<IEdge>>();
foreach (MaterialSlot slot in slots)
edgeDict.Add(slot, (List<IEdge>)slot.owner.owner.GetEdges(slot.slotReference));
// Get reorder slots so need to remove them all then re-add
foreach (MaterialSlot slot in slots)
m_Node.RemoveSlot(slot.id);
// Order them by their slot ID
slots = slots.OrderBy(s => s.id).ToList();
// Now add the slots back based on the list order
// For each list entry get the slot with that ID
for (int i = 0; i < list.list.Count; i++)
{
var currentSlot = slots.Where(s => s.id == (int)list.list[i]).FirstOrDefault();
m_Node.AddSlot(currentSlot);
}
// Reconnect the edges
foreach (KeyValuePair<MaterialSlot, List<IEdge>> entry in edgeDict)
{
foreach (IEdge edge in entry.Value)
{
m_Node.owner.Connect(edge.outputSlot, edge.inputSlot);
}
}
RecreateList();
m_Node.ValidateNode();
}
}
}