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CrowdControl/Assets/Plugins/Animancer/Internal/Editor Utilities/Inspector/TimeRuler.cs

530 lines
19 KiB
C#

2 months ago
// Animancer // Copyright 2020 Kybernetik //
#if UNITY_EDITOR
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
namespace Animancer.Editor
{
/// <summary>[Editor-Only] Draws a GUI box denoting a period of time.</summary>
public sealed class TimeRuler
{
/************************************************************************************************************************/
#region Fields
/************************************************************************************************************************/
private static readonly ConversionCache<float, string>
G2Cache = new ConversionCache<float, string>((value) =>
{
if (Mathf.Abs(value) <= 99)
return value.ToString("G2");
else
return ((int)value).ToString();
});
private static readonly Color
FadeHighlightColor = new Color(0.35f, 0.5f, 1, 0.5f),
SelectedEventColor = new Color(0.3f, 0.55f, 0.95f),
UnselectedEventColor = new Color(0.9f, 0.9f, 0.9f),
PreviewTimeColor = new Color(1, 0.25f, 0.1f),
BaseTimeColor = new Color(0.5f, 0.5f, 0.5f, 0.75f);
private Rect _Area;
private float _Speed, _Duration, _MinTime, _MaxTime, _StartTime, _FadeInEnd, _FadeOutEnd, _EndTime, _SecondsToPixels;
private bool _HasEndTime;
private readonly List<float>
EventTimes = new List<float>();
/************************************************************************************************************************/
#endregion
/************************************************************************************************************************/
#region Conversions
/************************************************************************************************************************/
/// <summary>Converts a number of seconds to a horizontal pixel position along the ruler.</summary>
public float SecondsToPixels(float seconds)
{
return (seconds - _MinTime) * _SecondsToPixels;
}
/// <summary>Converts a horizontal pixel position along the ruler to a number of seconds.</summary>
public float PixelsToSeconds(float pixels)
{
return (pixels / _SecondsToPixels) + _MinTime;
}
/// <summary>Converts a number of seconds to a normalized time value.</summary>
public float SecondsToNormalized(float seconds)
{
return seconds / _Duration;
}
/************************************************************************************************************************/
#endregion
/************************************************************************************************************************/
/// <summary>
/// Sets the `area` in which the ruler will be drawn and draws a <see cref="GUI.Box(Rect, string)"/> there.
/// Must be followed by a call to <see cref="EndGUI"/>.
/// </summary>
public void BeginGUI(Rect area)
{
area = EditorGUI.IndentedRect(area);
GUI.Box(area, "");
#if !UNITY_2019_3_OR_NEWER
const float Padding = 1;
area.x += Padding;
area.y += Padding;
area.width -= Padding * 2;
area.height -= Padding * 2;
#endif
GUI.BeginClip(area);
area.x = area.y = 0;
_Area = area;
}
/// <summary>
/// Uses any unused <see cref="EventType.MouseDown"/> events in the area and ends the area started by
/// <see cref="BeginGUI"/>.
/// </summary>
public void EndGUI()
{
GUI.EndClip();
}
/************************************************************************************************************************/
/// <summary>
/// Draws the ruler GUI and handles input events for the specified `context`.
/// </summary>
public void DoGUI(Rect area, EventSequenceDrawer.Context context, out float addEventNormalizedTime)
{
BeginGUI(area);
var transition = context.TransitionContext.Transition;
_Speed = transition.Speed;
var playDirection = _Speed < 0 ? -1 : 1;
_Duration = context.TransitionContext.MaximumDuration;
if (_Duration <= 0)
_Duration = 1;
GatherEventTimes(context);
_StartTime = transition.NormalizedStartTime;
if (float.IsNaN(_StartTime))
{
_StartTime = _Speed < 0 ? _Duration : 0;
}
else
{
_StartTime *= _Duration;
}
_FadeInEnd = _StartTime + transition.FadeDuration * playDirection;
_FadeOutEnd = GetFadeOutEnd(_Speed, _EndTime, _Duration);
_MinTime = Mathf.Min(0, _StartTime);
_MinTime = Mathf.Min(_MinTime, _FadeOutEnd);
_MinTime = Mathf.Min(_MinTime, EventTimes[0]);
_MaxTime = Mathf.Max(_StartTime, _FadeOutEnd);
if (EventTimes.Count >= 2)
_MaxTime = Mathf.Max(_MaxTime, EventTimes[EventTimes.Count - 2]);
if (_MaxTime < _Duration)
_MaxTime = _Duration;
_SecondsToPixels = _Area.width / (_MaxTime - _MinTime);
DoFadeHighlightGUI();
DoEventsGUI(context, out addEventNormalizedTime);
DoRulerGUI();
if (_Speed > 0)
{
if (_StartTime > _EndTime)
GUI.Label(_Area, "Start Time is after End Time");
}
else if (_Speed < 0)
{
if (_StartTime < _EndTime)
GUI.Label(_Area, "Start Time is before End Time");
}
EndGUI();
}
/************************************************************************************************************************/
/// <summary>Calculates the end time of the fade out.</summary>
public static float GetFadeOutEnd(float speed, float endTime, float duration)
{
if (speed < 0)
return endTime > 0 ? 0 : endTime - AnimancerPlayable.DefaultFadeDuration;
else
return endTime < duration ? duration : endTime + AnimancerPlayable.DefaultFadeDuration;
}
/************************************************************************************************************************/
private static readonly Vector3[] QuadVerts = new Vector3[4];
/// <summary>
/// Draws a polygon describing the start, end, and fade details.
/// </summary>
public void DoFadeHighlightGUI()
{
if (Event.current.type != EventType.Repaint)
return;
var color = Handles.color;
Handles.color = FadeHighlightColor;
QuadVerts[0] = new Vector3(SecondsToPixels(_StartTime), _Area.y);
QuadVerts[1] = new Vector3(SecondsToPixels(_FadeInEnd), _Area.yMax);
QuadVerts[2] = new Vector3(SecondsToPixels(_FadeOutEnd), _Area.yMax);
QuadVerts[3] = new Vector3(SecondsToPixels(_EndTime), _Area.y);
Handles.DrawAAConvexPolygon(QuadVerts);
Handles.color = color;
}
/************************************************************************************************************************/
#region Events
/************************************************************************************************************************/
private void GatherEventTimes(EventSequenceDrawer.Context context)
{
EventTimes.Clear();
if (context.TimeCount > 0)
{
var depth = context.Times.depth;
var time = context.GetTime(0);
while (time.depth > depth)
{
EventTimes.Add(time.floatValue * _Duration);
time.Next(false);
}
_EndTime = EventTimes[EventTimes.Count - 1];
if (!float.IsNaN(_EndTime))
{
_HasEndTime = true;
return;
}
}
_EndTime = AnimancerEvent.Sequence.GetDefaultNormalizedEndTime(_Speed) * _Duration;
_HasEndTime = false;
if (EventTimes.Count == 0)
EventTimes.Add(_EndTime);
else
EventTimes[EventTimes.Count - 1] = _EndTime;
}
/************************************************************************************************************************/
private static readonly int EventHash = "Event".GetHashCode();
private static readonly List<int> EventControlIDs = new List<int>();
/// <summary>
/// Draws the details of the <see cref="EventSequenceDrawer.Context.Callbacks"/>.
/// </summary>
public void DoEventsGUI(EventSequenceDrawer.Context context, out float addEventNormalizedTime)
{
addEventNormalizedTime = float.NaN;
var currentGUIEvent = Event.current;
EventControlIDs.Clear();
var selectedEventControlID = -1;
var baseControlID = GUIUtility.GetControlID(EventHash - 1, FocusType.Passive);
for (int i = 0; i < EventTimes.Count; i++)
{
var controlID = GUIUtility.GetControlID(EventHash + i, FocusType.Keyboard);
EventControlIDs.Add(controlID);
if (context.SelectedEvent == i)
selectedEventControlID = controlID;
}
EventControlIDs.Add(baseControlID);
switch (currentGUIEvent.type)
{
case EventType.Repaint:
RepaintEventsGUI(context);
break;
case EventType.MouseDown:
if (_Area.Contains(currentGUIEvent.mousePosition))
OnMouseDown(currentGUIEvent, context, out addEventNormalizedTime);
break;
case EventType.MouseDrag:
if (GUIUtility.hotControl == baseControlID)
{
SetPreviewTime(currentGUIEvent);
GUIUtility.ExitGUI();
}
break;
case EventType.KeyUp:
if (GUIUtility.keyboardControl == selectedEventControlID &&
(currentGUIEvent.keyCode == KeyCode.Delete || currentGUIEvent.keyCode == KeyCode.Backspace))
{
EventSequenceDrawer.RemoveEvent(context, context.SelectedEvent);
GUIUtility.ExitGUI();
}
break;
}
}
/************************************************************************************************************************/
private void RepaintEventsGUI(EventSequenceDrawer.Context context)
{
var color = GUI.color;
for (int i = 0; i < EventTimes.Count; i++)
{
var currentColor = color;
// Read Only: currentColor *= new Color(0.9f, 0.9f, 0.9f, 0.5f * alpha);
if (context.SelectedEvent == i)
{
currentColor *= SelectedEventColor;
}
else
{
currentColor *= UnselectedEventColor;
}
if (i == EventTimes.Count - 1 && !_HasEndTime)
currentColor.a *= 0.65f;
GUI.color = currentColor;
var area = GetEventIconArea(i);
GUI.DrawTexture(area, Styles.EventIcon);
}
GUI.color = color;
}
/************************************************************************************************************************/
private void OnMouseDown(Event currentGUIEvent, EventSequenceDrawer.Context context, out float addEventNormalizedTime)
{
var selectedEventControlID = 0;
var selectedEvent = -1;
for (int i = 0; i < EventControlIDs.Count; i++)
{
var area = i < EventTimes.Count ? GetEventIconArea(i) : _Area;
if (area.Contains(currentGUIEvent.mousePosition))
{
selectedEventControlID = EventControlIDs[i];
selectedEvent = i;
break;
}
}
GUIUtility.hotControl = GUIUtility.keyboardControl = selectedEventControlID;
if (selectedEvent < 0 || selectedEvent >= EventTimes.Count)
{
SetPreviewTime(currentGUIEvent);
selectedEvent = -1;
}
if (currentGUIEvent.type == EventType.MouseDown &&
currentGUIEvent.clickCount == 2)
{
addEventNormalizedTime = PixelsToSeconds(currentGUIEvent.mousePosition.x);
addEventNormalizedTime = SecondsToNormalized(addEventNormalizedTime);
}
else
{
addEventNormalizedTime = float.NaN;
}
context.SelectedEvent = selectedEvent;
currentGUIEvent.Use();
}
/************************************************************************************************************************/
private void SetPreviewTime(Event currentGUIEvent)
{
if (_Duration > 0)
{
var seconds = PixelsToSeconds(currentGUIEvent.mousePosition.x);
TransitionPreviewWindow.SetPreviewNormalizedTime(seconds / _Duration);
}
}
/************************************************************************************************************************/
private Rect GetEventIconArea(int index)
{
var width = Styles.EventIcon.width;
var x = SecondsToPixels(EventTimes[index]) - width * 0.5f;
x = Mathf.Clamp(x, 0, _Area.width - width);
return new Rect(x, _Area.y, width, Styles.EventIcon.height);
}
/************************************************************************************************************************/
#endregion
/************************************************************************************************************************/
#region Ticks
/************************************************************************************************************************/
private const float TickHeight = 0.3f;
private static readonly List<float> TickTimes = new List<float>();
/// <summary>
/// Draws ticks and labels for important times throughout the area.
/// </summary>
public void DoRulerGUI()
{
if (Event.current.type != EventType.Repaint)
return;
var tickHeight = _Area.height * TickHeight;
var area = new Rect(SecondsToPixels(0), _Area.yMax - tickHeight, 0, tickHeight)
{
xMax = SecondsToPixels(_Duration)
};
EditorGUI.DrawRect(area, BaseTimeColor);
TickTimes.Clear();
TickTimes.Add(0);
TickTimes.Add(_StartTime);
TickTimes.Add(_FadeInEnd);
TickTimes.Add(_Duration);
for (int i = 0; i < EventTimes.Count; i++)
TickTimes.Add(EventTimes[i]);
TickTimes.Sort();
var previousTime = float.NaN;
area.x = float.NegativeInfinity;
for (int i = 0; i < TickTimes.Count; i++)
{
var time = TickTimes[i];
if (previousTime != time)
{
previousTime = time;
DoRulerLabelGUI(ref area, time);
}
}
var state = TransitionPreviewWindow.GetCurrentState();
if (state != null)
{
var time = state.Time;
DrawPreviewTime(time, 1);
if (state.IsLooping)
{
while (time >= _MinTime + _Duration)
time -= _Duration;
while (time <= _MaxTime)
{
DrawPreviewTime(time, 0.25f);
time += _Duration;
}
}
}
}
/************************************************************************************************************************/
private void DrawPreviewTime(float time, float alpha)
{
time = SecondsToPixels(time);
if (time >= 0 && time <= _Area.width)
{
var color = PreviewTimeColor;
color.a = alpha;
EditorGUI.DrawRect(new Rect(time - 1, _Area.y, 2, _Area.height), color);
}
}
/************************************************************************************************************************/
private static ConversionCache<string, float> _TimeLabelWidthCache;
private void DoRulerLabelGUI(ref Rect previousArea, float time)
{
var text = G2Cache.Convert(time);
if (_TimeLabelWidthCache == null)
_TimeLabelWidthCache = AnimancerGUI.CreateWidthCache(Styles.TimeLabel);
var area = new Rect(
SecondsToPixels(time),
_Area.y,
_TimeLabelWidthCache.Convert(text),
_Area.height);
if (area.x > _Area.x)
{
var tickHeight = _Area.height * TickHeight;
var tickY = _Area.yMax - tickHeight;
EditorGUI.DrawRect(new Rect(area.x, tickY, 1, tickHeight), AnimancerGUI.TextColor);
}
if (area.xMax > _Area.xMax)
area.x = _Area.xMax - area.width;
if (area.x < 0)
area.x = 0;
if (area.x > previousArea.xMax + 2)
{
GUI.Label(area, text, Styles.TimeLabel);
previousArea = area;
}
}
/************************************************************************************************************************/
private static class Styles
{
public static readonly GUIStyle TimeLabel = new GUIStyle(GUI.skin.label)
{
padding = new RectOffset(),
contentOffset = new Vector2(0, -2),
alignment = TextAnchor.UpperLeft,
fontSize = Mathf.CeilToInt(AnimancerGUI.LineHeight * 0.6f),
};
public static readonly Texture EventIcon = EditorGUIUtility.IconContent("Animation.EventMarker").image;
}
/************************************************************************************************************************/
#endregion
/************************************************************************************************************************/
}
}
#endif