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| author | Andrew Lee <alee14498@protonmail.com> | 2020-04-19 17:19:32 -0400 |
|---|---|---|
| committer | Andrew Lee <alee14498@protonmail.com> | 2020-04-19 17:19:32 -0400 |
| commit | c55fba8ab2a1c9d3df65eda4a5a1e957f4aa1f78 (patch) | |
| tree | ee4d51c7c1d633e11f46453ef1edd3c77c4ef9f7 /Library/PackageCache/com.unity.textmeshpro@2.0.1/Scripts/Editor/TMPro_CreateObjectMenu.cs | |
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Inital commit
Diffstat (limited to 'Library/PackageCache/com.unity.textmeshpro@2.0.1/Scripts/Editor/TMPro_CreateObjectMenu.cs')
| -rw-r--r-- | Library/PackageCache/com.unity.textmeshpro@2.0.1/Scripts/Editor/TMPro_CreateObjectMenu.cs | 311 |
1 files changed, 311 insertions, 0 deletions
diff --git a/Library/PackageCache/com.unity.textmeshpro@2.0.1/Scripts/Editor/TMPro_CreateObjectMenu.cs b/Library/PackageCache/com.unity.textmeshpro@2.0.1/Scripts/Editor/TMPro_CreateObjectMenu.cs new file mode 100644 index 0000000..19810ab --- /dev/null +++ b/Library/PackageCache/com.unity.textmeshpro@2.0.1/Scripts/Editor/TMPro_CreateObjectMenu.cs @@ -0,0 +1,311 @@ +using UnityEngine;
+using UnityEditor;
+using UnityEditor.SceneManagement;
+using UnityEditor.Experimental.SceneManagement;
+using UnityEngine.SceneManagement;
+using UnityEngine.UI;
+using UnityEngine.EventSystems;
+
+
+namespace TMPro.EditorUtilities
+{
+ public static class TMPro_CreateObjectMenu
+ {
+
+ /// <summary>
+ /// Create a TextMeshPro object that works with the Mesh Renderer
+ /// </summary>
+ /// <param name="command"></param>
+ [MenuItem("GameObject/3D Object/Text - TextMeshPro", false, 30)]
+ static void CreateTextMeshProObjectPerform(MenuCommand command)
+ {
+ GameObject go = new GameObject("Text (TMP)");
+
+ // Add support for new prefab mode
+ StageUtility.PlaceGameObjectInCurrentStage(go);
+
+ TextMeshPro textMeshPro = go.AddComponent<TextMeshPro>();
+ textMeshPro.text = "Sample text";
+ textMeshPro.alignment = TextAlignmentOptions.TopLeft;
+
+ Undo.RegisterCreatedObjectUndo((Object)go, "Create " + go.name);
+
+ GameObject contextObject = command.context as GameObject;
+ if (contextObject != null)
+ {
+ GameObjectUtility.SetParentAndAlign(go, contextObject);
+ Undo.SetTransformParent(go.transform, contextObject.transform, "Parent " + go.name);
+ }
+
+ Selection.activeGameObject = go;
+ }
+
+
+ /// <summary>
+ /// Create a TextMeshPro object that works with the CanvasRenderer
+ /// </summary>
+ /// <param name="command"></param>
+ [MenuItem("GameObject/UI/Text - TextMeshPro", false, 2001)]
+ static void CreateTextMeshProGuiObjectPerform(MenuCommand menuCommand)
+ {
+ GameObject go = TMP_DefaultControls.CreateText(GetStandardResources());
+
+ // Override text color and font size
+ TMP_Text textComponent = go.GetComponent<TMP_Text>();
+ textComponent.color = Color.white;
+ if (textComponent.m_isWaitingOnResourceLoad == false)
+ textComponent.fontSize = TMP_Settings.defaultFontSize;
+
+ PlaceUIElementRoot(go, menuCommand);
+ }
+
+ [MenuItem("GameObject/UI/Button - TextMeshPro", false, 2031)]
+ static public void AddButton(MenuCommand menuCommand)
+ {
+ GameObject go = TMP_DefaultControls.CreateButton(GetStandardResources());
+
+ // Override font size
+ TMP_Text textComponent = go.GetComponentInChildren<TMP_Text>();
+ textComponent.fontSize = 24;
+
+ PlaceUIElementRoot(go, menuCommand);
+ }
+
+
+
+ [MenuItem("GameObject/UI/Input Field - TextMeshPro", false, 2037)]
+ static void AddTextMeshProInputField(MenuCommand menuCommand)
+ {
+ GameObject go = TMP_DefaultControls.CreateInputField(GetStandardResources());
+ PlaceUIElementRoot(go, menuCommand);
+ }
+
+
+ [MenuItem("GameObject/UI/Dropdown - TextMeshPro", false, 2036)]
+ static public void AddDropdown(MenuCommand menuCommand)
+ {
+ GameObject go = TMP_DefaultControls.CreateDropdown(GetStandardResources());
+ PlaceUIElementRoot(go, menuCommand);
+ }
+
+
+ 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 TMP_DefaultControls.Resources s_StandardResources;
+
+
+ static private TMP_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 static void SetPositionVisibleinSceneView(RectTransform canvasRTransform, RectTransform itemTransform)
+ {
+ // Find the best scene view
+ SceneView sceneView = SceneView.lastActiveSceneView;
+ if (sceneView == null && SceneView.sceneViews.Count > 0)
+ sceneView = SceneView.sceneViews[0] as SceneView;
+
+ // Couldn't find a SceneView. Don't set position.
+ if (sceneView == null || sceneView.camera == null)
+ return;
+
+ // Create world space Plane from canvas position.
+ Camera camera = sceneView.camera;
+ Vector3 position = Vector3.zero;
+ if (RectTransformUtility.ScreenPointToLocalPointInRectangle(canvasRTransform, new Vector2(camera.pixelWidth / 2, camera.pixelHeight / 2), camera, out Vector2 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.GetComponentInParent<Canvas>() == null)
+ {
+ // Create canvas under context GameObject,
+ // and make that be the parent which UI element is added under.
+ GameObject canvas = CreateNewUI();
+ canvas.transform.SetParent(parent.transform, false);
+ parent = canvas;
+ }
+
+ // Setting the element to be a child of an element already in the scene should
+ // be sufficient to also move the element to that scene.
+ // However, it seems the element needs to be already in its destination scene when the
+ // RegisterCreatedObjectUndo is performed; otherwise the scene it was created in is dirtied.
+ SceneManager.MoveGameObjectToScene(element, parent.scene);
+
+ if (element.transform.parent == null)
+ {
+ Undo.SetTransformParent(element.transform, parent.transform, "Parent " + element.name);
+ }
+
+ GameObjectUtility.EnsureUniqueNameForSibling(element);
+
+ // 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);
+
+ GameObjectUtility.SetParentAndAlign(element, parent);
+ if (!explicitParentChoice) // not a context click, so center in sceneview
+ SetPositionVisibleinSceneView(parent.GetComponent<RectTransform>(), element.GetComponent<RectTransform>());
+
+ Undo.RegisterCreatedObjectUndo(element, "Create " + element.name);
+
+ Selection.activeGameObject = element;
+ }
+
+
+ static public GameObject CreateNewUI()
+ {
+ // Root for the UI
+ var root = new GameObject("Canvas");
+ root.layer = LayerMask.NameToLayer(kUILayerName);
+ Canvas canvas = root.AddComponent<Canvas>();
+ canvas.renderMode = RenderMode.ScreenSpaceOverlay;
+ root.AddComponent<CanvasScaler>();
+ root.AddComponent<GraphicRaycaster>();
+
+ // Works for all stages.
+ StageUtility.PlaceGameObjectInCurrentStage(root);
+ bool customScene = false;
+ PrefabStage prefabStage = PrefabStageUtility.GetCurrentPrefabStage();
+ if (prefabStage != null)
+ {
+ root.transform.SetParent(prefabStage.prefabContentsRoot.transform, false);
+ customScene = true;
+ }
+
+ Undo.RegisterCreatedObjectUndo(root, "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;
+ }
+
+
+ private static void CreateEventSystem(bool select)
+ {
+ CreateEventSystem(select, null);
+ }
+
+
+ private static void CreateEventSystem(bool select, GameObject parent)
+ {
+ var esys = Object.FindObjectOfType<EventSystem>();
+ if (esys == null)
+ {
+ var eventSystem = new GameObject("EventSystem");
+ GameObjectUtility.SetParentAndAlign(eventSystem, parent);
+ esys = eventSystem.AddComponent<EventSystem>();
+ eventSystem.AddComponent<StandaloneInputModule>();
+
+ 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 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;
+
+ if (StageUtility.GetStageHandle(canvas.gameObject) != StageUtility.GetCurrentStageHandle())
+ return false;
+
+ return true;
+ }
+ }
+}
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