GlobalGameJame/Library/PackageCache/com.unity.timeline@1.2.10/Editor/treeview/Drawers/Layers/ItemsLayer.cs
JonatanRek bea2dce063 Initial
test
2020-01-31 16:10:04 +01:00

135 lines
3.5 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
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();
}
abstract class ItemsLayer : IZOrderProvider
{
// provide a buffer for time-based culling to allow for UI that extends slightly beyong the time (e.g. markers)
// prevents popping of marker visibility.
private const int kVisibilityBufferInPixels = 10;
int m_PreviousLayerStateHash = -1;
LayerZOrder m_LastZOrder;
public LayerZOrder Next()
{
return m_LastZOrder++;
}
readonly List<TimelineItemGUI> m_Items = new List<TimelineItemGUI>();
bool m_NeedSort = true;
public virtual void Draw(Rect rect, WindowState state)
{
if (!m_Items.Any()) 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 IEnumerable<TimelineItemGUI> items
{
get
{
return m_Items;
}
}
protected void AddItem(TimelineItemGUI 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;
}
}
}