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MMORPG/Packages/com.unity.inputsystem/InputSystem/Editor/ControlPicker/InputControlPathEditor.cs
cooney ce83f21c93 UI 자동화를 위해 바인딩 기능 구현
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2026-01-25 01:31:34 +09:00

224 lines
9.5 KiB
C#

#if UNITY_EDITOR || PACKAGE_DOCS_GENERATION
using System;
using System.Collections.Generic;
using System.Linq;
using System.Reflection;
using UnityEditor;
using UnityEngine.InputSystem.Layouts;
namespace UnityEngine.InputSystem.Editor
{
/// <summary>
/// Custom editor UI for editing control paths.
/// </summary>
/// <remarks>
/// This is the implementation underlying <see cref="InputControlPathDrawer"/>. It is useful primarily when
/// greater control is required than is offered by the <see cref="PropertyDrawer"/> mechanism. In particular,
/// it allows applying additional constraints such as requiring control paths to match ...
/// </remarks>
public sealed class InputControlPathEditor : IDisposable
{
/// <summary>
/// Initialize the control path editor.
/// </summary>
/// <param name="pathProperty"><see cref="string"/> type property that will receive the picked input control path.</param>
/// <param name="pickerState">Persistent editing state of the path editor. Used to retain state across domain reloads.</param>
/// <param name="onModified">Delegate that is called when the path has been modified.</param>
/// <param name="label">Optional label to display instead of display name of <paramref name="pathProperty"/>.</param>
/// <exception cref="ArgumentNullException"><paramref name="pathProperty"/> is <c>null</c>.</exception>
public InputControlPathEditor(SerializedProperty pathProperty, InputControlPickerState pickerState, Action onModified, GUIContent label = null)
{
if (pathProperty == null)
throw new ArgumentNullException(nameof(pathProperty));
this.pathProperty = pathProperty;
this.onModified = onModified;
m_PickerState = pickerState ?? new InputControlPickerState();
m_PathLabel = label ?? new GUIContent(pathProperty.displayName, pathProperty.GetTooltip());
}
public void Dispose()
{
m_PickerDropdown?.Dispose();
}
public void SetControlPathsToMatch(IEnumerable<string> controlPaths)
{
m_ControlPathsToMatch = controlPaths.ToArray();
m_PickerDropdown?.SetControlPathsToMatch(m_ControlPathsToMatch);
}
/// <summary>
/// Constrain the type of control layout that can be picked.
/// </summary>
/// <param name="expectedControlLayout">Name of the layout. This it the name as registered with
/// <see cref="InputSystem.RegisterLayout"/>.</param>.
/// <remarks>
/// <example>
/// <code>
/// // Pick only button controls.
/// editor.SetExpectedControlLayout("Button");
/// </code>
/// </example>
/// </remarks>
public void SetExpectedControlLayout(string expectedControlLayout)
{
m_ExpectedControlLayout = expectedControlLayout;
m_PickerDropdown?.SetExpectedControlLayout(m_ExpectedControlLayout);
}
public void SetExpectedControlLayoutFromAttribute()
{
var field = pathProperty.GetField();
if (field == null)
return;
var attribute = field.GetCustomAttribute<InputControlAttribute>();
if (attribute != null)
SetExpectedControlLayout(attribute.layout);
}
public void OnGUI()
{
EditorGUILayout.BeginHorizontal();
////FIXME: for some reason, the left edge doesn't align properly in GetRect()'s result; indentation issue?
var rect = GUILayoutUtility.GetRect(0, EditorGUIUtility.singleLineHeight);
rect.x += EditorGUIUtility.standardVerticalSpacing + 2;
rect.width -= EditorGUIUtility.standardVerticalSpacing * 2 + 4;
OnGUI(rect);
EditorGUILayout.EndHorizontal();
}
public void OnGUI(Rect rect, GUIContent label = null, SerializedProperty property = null, Action modifiedCallback = null)
{
var pathLabel = label ?? m_PathLabel;
var serializedProperty = property ?? pathProperty;
var lineRect = rect;
var labelRect = lineRect;
labelRect.width = EditorStyles.label.CalcSize(pathLabel).x + 20; // Fit to label with some padding
EditorGUI.LabelField(labelRect, pathLabel);
lineRect.x += labelRect.width;
lineRect.width -= labelRect.width;
var bindingTextRect = lineRect;
var editButtonRect = lineRect;
bindingTextRect.x = labelRect.x + labelRect.width; // Place directly after labelRect
editButtonRect.x += lineRect.width - 20; // Place at the edge of the window to appear after bindingTextRect
bindingTextRect.width = editButtonRect.x - bindingTextRect.x; // bindingTextRect fills remaining space between label and editButton
editButtonRect.width = 20;
editButtonRect.height = 15;
var path = String.Empty;
try
{
path = serializedProperty.stringValue;
}
catch
{
// This try-catch block is a temporary fix for ISX-1436
// The plan is to convert InputControlPathEditor entirely to UITK and therefore this fix will
// no longer be required.
return;
}
////TODO: this should be cached; generates needless GC churn
var displayName = InputControlPath.ToHumanReadableString(path);
// Either show dropdown control that opens path picker or show path directly as
// text, if manual path editing is toggled on.
if (m_PickerState.manualPathEditMode)
{
////FIXME: for some reason the text field does not fill all the rect but rather adds large padding on the left
bindingTextRect.x -= 15;
bindingTextRect.width += 15;
EditorGUI.BeginChangeCheck();
path = EditorGUI.DelayedTextField(bindingTextRect, path);
if (EditorGUI.EndChangeCheck())
{
serializedProperty.stringValue = path;
serializedProperty.serializedObject.ApplyModifiedProperties();
(modifiedCallback ?? onModified).Invoke();
}
}
else
{
// Dropdown that shows binding text and allows opening control picker.
if (EditorGUI.DropdownButton(bindingTextRect, new GUIContent(displayName), FocusType.Keyboard))
{
SetExpectedControlLayoutFromAttribute(serializedProperty);
////TODO: for bindings that are part of composites, use the layout information from the [InputControl] attribute on the field
ShowDropdown(bindingTextRect, serializedProperty, modifiedCallback ?? onModified);
}
}
// Button to toggle between text edit mode.
m_PickerState.manualPathEditMode = GUI.Toggle(editButtonRect, m_PickerState.manualPathEditMode, "T",
EditorStyles.miniButton);
}
private void ShowDropdown(Rect rect, SerializedProperty serializedProperty, Action modifiedCallback)
{
InputActionsEditorSettingsProvider.SetIMGUIDropdownVisible(true, false);
IsShowingDropdown = true;
if (m_PickerDropdown == null)
{
m_PickerDropdown = new InputControlPickerDropdown(
m_PickerState,
path =>
{
serializedProperty.stringValue = path;
m_PickerState.manualPathEditMode = false;
modifiedCallback();
});
}
m_PickerDropdown.SetPickedCallback(path =>
{
serializedProperty.stringValue = path;
m_PickerState.manualPathEditMode = false;
modifiedCallback();
});
m_PickerDropdown.SetControlPathsToMatch(m_ControlPathsToMatch);
m_PickerDropdown.SetExpectedControlLayout(m_ExpectedControlLayout);
m_PickerDropdown.Show(rect);
IsShowingDropdown = false;
}
private void SetExpectedControlLayoutFromAttribute(SerializedProperty property)
{
var field = property.GetField();
if (field == null)
return;
var attribute = field.GetCustomAttribute<InputControlAttribute>();
if (attribute != null)
SetExpectedControlLayout(attribute.layout);
}
public SerializedProperty pathProperty { get; }
public Action onModified { get; }
private GUIContent m_PathLabel;
private string m_ExpectedControlLayout;
private string[] m_ControlPathsToMatch;
private InputControlPickerDropdown m_PickerDropdown;
private readonly InputControlPickerState m_PickerState;
/// <summary>
/// This property is only set from this class in order to communicate that we're showing the dropdown at the moment
/// It's employed to skip auto-saving, because that complicates updating the internal SerializedProperties.
/// Unfortunately, we can't use IMGUIDropdownVisible from the setings provider because of the early-out logic in there.
/// </summary>
internal static bool IsShowingDropdown { get; private set; }
}
}
#endif // UNITY_EDITOR