A game about forced loneliness, made by TACStudios
1using System;
2using UnityEditor.SceneManagement;
3using UnityEditor.EventSystems;
4using UnityEngine;
5using UnityEngine.EventSystems;
6using UnityEngine.UI;
7
8namespace UnityEditor.UI
9{
10 /// <summary>
11 /// This script adds the UI menu options to the Unity Editor.
12 /// </summary>
13
14 static internal class MenuOptions
15 {
16 enum MenuOptionsPriorityOrder {
17 // 2000 - Text (TMP)
18 Image = 2001,
19 RawImage = 2002,
20 Panel = 2003,
21 // 2020 - Button (TMP)
22 Toggle = 2021,
23 // 2022 - Dropdown (TMP)
24 // 2023 - Input Field (TMP)
25 Slider = 2024,
26 Scrollbar = 2025,
27 ScrollView = 2026,
28 Canvas = 2060,
29 EventSystem = 2061,
30 Text = 2080,
31 Button = 2081,
32 Dropdown = 2082,
33 InputField = 2083,
34 };
35
36 private const string kUILayerName = "UI";
37
38 private const string kStandardSpritePath = "UI/Skin/UISprite.psd";
39 private const string kBackgroundSpritePath = "UI/Skin/Background.psd";
40 private const string kInputFieldBackgroundPath = "UI/Skin/InputFieldBackground.psd";
41 private const string kKnobPath = "UI/Skin/Knob.psd";
42 private const string kCheckmarkPath = "UI/Skin/Checkmark.psd";
43 private const string kDropdownArrowPath = "UI/Skin/DropdownArrow.psd";
44 private const string kMaskPath = "UI/Skin/UIMask.psd";
45
46 static private DefaultControls.Resources s_StandardResources;
47
48 static private DefaultControls.Resources GetStandardResources()
49 {
50 if (s_StandardResources.standard == null)
51 {
52 s_StandardResources.standard = AssetDatabase.GetBuiltinExtraResource<Sprite>(kStandardSpritePath);
53 s_StandardResources.background = AssetDatabase.GetBuiltinExtraResource<Sprite>(kBackgroundSpritePath);
54 s_StandardResources.inputField = AssetDatabase.GetBuiltinExtraResource<Sprite>(kInputFieldBackgroundPath);
55 s_StandardResources.knob = AssetDatabase.GetBuiltinExtraResource<Sprite>(kKnobPath);
56 s_StandardResources.checkmark = AssetDatabase.GetBuiltinExtraResource<Sprite>(kCheckmarkPath);
57 s_StandardResources.dropdown = AssetDatabase.GetBuiltinExtraResource<Sprite>(kDropdownArrowPath);
58 s_StandardResources.mask = AssetDatabase.GetBuiltinExtraResource<Sprite>(kMaskPath);
59 }
60 return s_StandardResources;
61 }
62
63 private class DefaultEditorFactory : DefaultControls.IFactoryControls
64 {
65 public static DefaultEditorFactory Default = new DefaultEditorFactory();
66
67 public GameObject CreateGameObject(string name, params Type[] components)
68 {
69 return ObjectFactory.CreateGameObject(name, components);
70 }
71 }
72
73 private class FactorySwapToEditor : IDisposable
74 {
75 DefaultControls.IFactoryControls factory;
76
77 public FactorySwapToEditor()
78 {
79 factory = DefaultControls.factory;
80 DefaultControls.factory = DefaultEditorFactory.Default;
81 }
82
83 public void Dispose()
84 {
85 DefaultControls.factory = factory;
86 }
87 }
88
89 private static void SetPositionVisibleinSceneView(RectTransform canvasRTransform, RectTransform itemTransform)
90 {
91 SceneView sceneView = SceneView.lastActiveSceneView;
92
93 // Couldn't find a SceneView. Don't set position.
94 if (sceneView == null || sceneView.camera == null)
95 return;
96
97 // Create world space Plane from canvas position.
98 Vector2 localPlanePosition;
99 Camera camera = sceneView.camera;
100 Vector3 position = Vector3.zero;
101 if (RectTransformUtility.ScreenPointToLocalPointInRectangle(canvasRTransform, new Vector2(camera.pixelWidth / 2, camera.pixelHeight / 2), camera, out localPlanePosition))
102 {
103 // Adjust for canvas pivot
104 localPlanePosition.x = localPlanePosition.x + canvasRTransform.sizeDelta.x * canvasRTransform.pivot.x;
105 localPlanePosition.y = localPlanePosition.y + canvasRTransform.sizeDelta.y * canvasRTransform.pivot.y;
106
107 localPlanePosition.x = Mathf.Clamp(localPlanePosition.x, 0, canvasRTransform.sizeDelta.x);
108 localPlanePosition.y = Mathf.Clamp(localPlanePosition.y, 0, canvasRTransform.sizeDelta.y);
109
110 // Adjust for anchoring
111 position.x = localPlanePosition.x - canvasRTransform.sizeDelta.x * itemTransform.anchorMin.x;
112 position.y = localPlanePosition.y - canvasRTransform.sizeDelta.y * itemTransform.anchorMin.y;
113
114 Vector3 minLocalPosition;
115 minLocalPosition.x = canvasRTransform.sizeDelta.x * (0 - canvasRTransform.pivot.x) + itemTransform.sizeDelta.x * itemTransform.pivot.x;
116 minLocalPosition.y = canvasRTransform.sizeDelta.y * (0 - canvasRTransform.pivot.y) + itemTransform.sizeDelta.y * itemTransform.pivot.y;
117
118 Vector3 maxLocalPosition;
119 maxLocalPosition.x = canvasRTransform.sizeDelta.x * (1 - canvasRTransform.pivot.x) - itemTransform.sizeDelta.x * itemTransform.pivot.x;
120 maxLocalPosition.y = canvasRTransform.sizeDelta.y * (1 - canvasRTransform.pivot.y) - itemTransform.sizeDelta.y * itemTransform.pivot.y;
121
122 position.x = Mathf.Clamp(position.x, minLocalPosition.x, maxLocalPosition.x);
123 position.y = Mathf.Clamp(position.y, minLocalPosition.y, maxLocalPosition.y);
124 }
125
126 itemTransform.anchoredPosition = position;
127 itemTransform.localRotation = Quaternion.identity;
128 itemTransform.localScale = Vector3.one;
129 }
130
131 private static void PlaceUIElementRoot(GameObject element, MenuCommand menuCommand)
132 {
133 GameObject parent = menuCommand.context as GameObject;
134 bool explicitParentChoice = true;
135 if (parent == null)
136 {
137 parent = GetOrCreateCanvasGameObject();
138 explicitParentChoice = false;
139
140 // If in Prefab Mode, Canvas has to be part of Prefab contents,
141 // otherwise use Prefab root instead.
142 PrefabStage prefabStage = PrefabStageUtility.GetCurrentPrefabStage();
143 if (prefabStage != null && !prefabStage.IsPartOfPrefabContents(parent))
144 parent = prefabStage.prefabContentsRoot;
145 }
146 if (parent.GetComponentsInParent<Canvas>(true).Length == 0)
147 {
148 // Create canvas under context GameObject,
149 // and make that be the parent which UI element is added under.
150 GameObject canvas = MenuOptions.CreateNewUI();
151 Undo.SetTransformParent(canvas.transform, parent.transform, "");
152 parent = canvas;
153 }
154
155 GameObjectUtility.EnsureUniqueNameForSibling(element);
156
157 SetParentAndAlign(element, parent);
158 if (!explicitParentChoice) // not a context click, so center in sceneview
159 SetPositionVisibleinSceneView(parent.GetComponent<RectTransform>(), element.GetComponent<RectTransform>());
160
161 // This call ensure any change made to created Objects after they where registered will be part of the Undo.
162 Undo.RegisterFullObjectHierarchyUndo(parent == null ? element : parent, "");
163
164 // We have to fix up the undo name since the name of the object was only known after reparenting it.
165 Undo.SetCurrentGroupName("Create " + element.name);
166
167 Selection.activeGameObject = element;
168 }
169
170 private static void SetParentAndAlign(GameObject child, GameObject parent)
171 {
172 if (parent == null)
173 return;
174
175 Undo.SetTransformParent(child.transform, parent.transform, "");
176
177 RectTransform rectTransform = child.transform as RectTransform;
178 if (rectTransform)
179 {
180 rectTransform.anchoredPosition = Vector2.zero;
181 Vector3 localPosition = rectTransform.localPosition;
182 localPosition.z = 0;
183 rectTransform.localPosition = localPosition;
184 }
185 else
186 {
187 child.transform.localPosition = Vector3.zero;
188 }
189 child.transform.localRotation = Quaternion.identity;
190 child.transform.localScale = Vector3.one;
191
192 SetLayerRecursively(child, parent.layer);
193 }
194
195 private static void SetLayerRecursively(GameObject go, int layer)
196 {
197 go.layer = layer;
198 Transform t = go.transform;
199 for (int i = 0; i < t.childCount; i++)
200 SetLayerRecursively(t.GetChild(i).gameObject, layer);
201 }
202
203 // Graphic elements
204
205 [MenuItem("GameObject/UI/Image", false, (int)MenuOptionsPriorityOrder.Image)]
206 static public void AddImage(MenuCommand menuCommand)
207 {
208 GameObject go;
209 using (new FactorySwapToEditor())
210 go = DefaultControls.CreateImage(GetStandardResources());
211 PlaceUIElementRoot(go, menuCommand);
212 }
213
214 [MenuItem("GameObject/UI/Raw Image", false, (int)MenuOptionsPriorityOrder.RawImage)]
215 static public void AddRawImage(MenuCommand menuCommand)
216 {
217 GameObject go;
218 using (new FactorySwapToEditor())
219 go = DefaultControls.CreateRawImage(GetStandardResources());
220 PlaceUIElementRoot(go, menuCommand);
221 }
222
223 [MenuItem("GameObject/UI/Panel", false, (int)MenuOptionsPriorityOrder.Panel)]
224 static public void AddPanel(MenuCommand menuCommand)
225 {
226 GameObject go;
227 using (new FactorySwapToEditor())
228 go = DefaultControls.CreatePanel(GetStandardResources());
229 PlaceUIElementRoot(go, menuCommand);
230
231 // Panel is special, we need to ensure there's no padding after repositioning.
232 RectTransform rect = go.GetComponent<RectTransform>();
233 rect.anchoredPosition = Vector2.zero;
234 rect.sizeDelta = Vector2.zero;
235 }
236
237 // Controls
238
239 // Toggle is a control you just click on.
240
241 [MenuItem("GameObject/UI/Toggle", false, (int)MenuOptionsPriorityOrder.Toggle)]
242 static public void AddToggle(MenuCommand menuCommand)
243 {
244 GameObject go;
245 using (new FactorySwapToEditor())
246 go = DefaultControls.CreateToggle(GetStandardResources());
247 PlaceUIElementRoot(go, menuCommand);
248 }
249
250 // Slider and Scrollbar modify a number
251
252 [MenuItem("GameObject/UI/Slider", false, (int)MenuOptionsPriorityOrder.Slider)]
253 static public void AddSlider(MenuCommand menuCommand)
254 {
255 GameObject go;
256 using (new FactorySwapToEditor())
257 go = DefaultControls.CreateSlider(GetStandardResources());
258 PlaceUIElementRoot(go, menuCommand);
259 }
260
261 [MenuItem("GameObject/UI/Scrollbar", false, (int)MenuOptionsPriorityOrder.Scrollbar)]
262 static public void AddScrollbar(MenuCommand menuCommand)
263 {
264 GameObject go;
265 using (new FactorySwapToEditor())
266 go = DefaultControls.CreateScrollbar(GetStandardResources());
267 PlaceUIElementRoot(go, menuCommand);
268 }
269
270 [MenuItem("GameObject/UI/Scroll View", false, (int)MenuOptionsPriorityOrder.ScrollView)]
271 static public void AddScrollView(MenuCommand menuCommand)
272 {
273 GameObject go;
274 using (new FactorySwapToEditor())
275 go = DefaultControls.CreateScrollView(GetStandardResources());
276 PlaceUIElementRoot(go, menuCommand);
277 }
278
279 // Containers
280
281 [MenuItem("GameObject/UI/Canvas", false, (int)MenuOptionsPriorityOrder.Canvas)]
282 static public void AddCanvas(MenuCommand menuCommand)
283 {
284 var go = CreateNewUI();
285 SetParentAndAlign(go, menuCommand.context as GameObject);
286 if (go.transform.parent as RectTransform)
287 {
288 RectTransform rect = go.transform as RectTransform;
289 rect.anchorMin = Vector2.zero;
290 rect.anchorMax = Vector2.one;
291 rect.anchoredPosition = Vector2.zero;
292 rect.sizeDelta = Vector2.zero;
293 }
294 Selection.activeGameObject = go;
295 }
296
297 // Legacy Elements
298
299 [MenuItem("GameObject/UI/Legacy/Text", false, (int)MenuOptionsPriorityOrder.Text)]
300 static public void AddText(MenuCommand menuCommand)
301 {
302 GameObject go;
303 using (new FactorySwapToEditor())
304 go = DefaultControls.CreateText(GetStandardResources());
305 PlaceUIElementRoot(go, menuCommand);
306 }
307
308 [MenuItem("GameObject/UI/Legacy/Button", false, (int)MenuOptionsPriorityOrder.Button)]
309 static public void AddButton(MenuCommand menuCommand)
310 {
311 GameObject go;
312 using (new FactorySwapToEditor())
313 go = DefaultControls.CreateButton(GetStandardResources());
314 PlaceUIElementRoot(go, menuCommand);
315 }
316
317 [MenuItem("GameObject/UI/Legacy/Dropdown", false, (int)MenuOptionsPriorityOrder.Dropdown)]
318 static public void AddDropdown(MenuCommand menuCommand)
319 {
320 GameObject go;
321 using (new FactorySwapToEditor())
322 go = DefaultControls.CreateDropdown(GetStandardResources());
323 PlaceUIElementRoot(go, menuCommand);
324 }
325
326 [MenuItem("GameObject/UI/Legacy/Input Field", false, (int)MenuOptionsPriorityOrder.InputField)]
327 public static void AddInputField(MenuCommand menuCommand)
328 {
329 GameObject go;
330 using (new FactorySwapToEditor())
331 go = DefaultControls.CreateInputField(GetStandardResources());
332 PlaceUIElementRoot(go, menuCommand);
333 }
334
335 // Helper methods
336
337 static public GameObject CreateNewUI()
338 {
339 // Root for the UI
340 var root = ObjectFactory.CreateGameObject("Canvas", typeof(Canvas), typeof(CanvasScaler), typeof(GraphicRaycaster));
341 root.layer = LayerMask.NameToLayer(kUILayerName);
342 Canvas canvas = root.GetComponent<Canvas>();
343 canvas.renderMode = RenderMode.ScreenSpaceOverlay;
344
345 // Works for all stages.
346 StageUtility.PlaceGameObjectInCurrentStage(root);
347 bool customScene = false;
348 PrefabStage prefabStage = PrefabStageUtility.GetCurrentPrefabStage();
349 if (prefabStage != null)
350 {
351 Undo.SetTransformParent(root.transform, prefabStage.prefabContentsRoot.transform, "");
352 customScene = true;
353 }
354
355 Undo.SetCurrentGroupName("Create " + root.name);
356
357 // If there is no event system add one...
358 // No need to place event system in custom scene as these are temporary anyway.
359 // It can be argued for or against placing it in the user scenes,
360 // but let's not modify scene user is not currently looking at.
361 if (!customScene)
362 CreateEventSystem(false);
363 return root;
364 }
365
366 [MenuItem("GameObject/UI/Event System", false, (int)MenuOptionsPriorityOrder.EventSystem)]
367 public static void CreateEventSystem(MenuCommand menuCommand)
368 {
369 GameObject parent = menuCommand.context as GameObject;
370 CreateEventSystem(true, parent);
371 }
372
373 private static void CreateEventSystem(bool select)
374 {
375 CreateEventSystem(select, null);
376 }
377
378 private static void CreateEventSystem(bool select, GameObject parent)
379 {
380 StageHandle stage = parent == null ? StageUtility.GetCurrentStageHandle() : StageUtility.GetStageHandle(parent);
381 var esys = stage.FindComponentOfType<EventSystem>();
382 if (esys == null)
383 {
384 var eventSystem = ObjectFactory.CreateGameObject("EventSystem");
385 if (parent == null)
386 StageUtility.PlaceGameObjectInCurrentStage(eventSystem);
387 else
388 SetParentAndAlign(eventSystem, parent);
389 esys = ObjectFactory.AddComponent<EventSystem>(eventSystem);
390 InputModuleComponentFactory.AddInputModule(eventSystem);
391
392 Undo.RegisterCreatedObjectUndo(eventSystem, "Create " + eventSystem.name);
393 }
394
395 if (select && esys != null)
396 {
397 Selection.activeGameObject = esys.gameObject;
398 }
399 }
400
401 // Helper function that returns a Canvas GameObject; preferably a parent of the selection, or other existing Canvas.
402 static public GameObject GetOrCreateCanvasGameObject()
403 {
404 GameObject selectedGo = Selection.activeGameObject;
405
406 // Try to find a gameobject that is the selected GO or one if its parents.
407 Canvas canvas = (selectedGo != null) ? selectedGo.GetComponentInParent<Canvas>() : null;
408 if (IsValidCanvas(canvas))
409 return canvas.gameObject;
410
411 // No canvas in selection or its parents? Then use any valid canvas.
412 // We have to find all loaded Canvases, not just the ones in main scenes.
413 Canvas[] canvasArray = StageUtility.GetCurrentStageHandle().FindComponentsOfType<Canvas>();
414 for (int i = 0; i < canvasArray.Length; i++)
415 if (IsValidCanvas(canvasArray[i]))
416 return canvasArray[i].gameObject;
417
418 // No canvas in the scene at all? Then create a new one.
419 return MenuOptions.CreateNewUI();
420 }
421
422 static bool IsValidCanvas(Canvas canvas)
423 {
424 if (canvas == null || !canvas.gameObject.activeInHierarchy)
425 return false;
426
427 // It's important that the non-editable canvas from a prefab scene won't be rejected,
428 // but canvases not visible in the Hierarchy at all do. Don't check for HideAndDontSave.
429 if (EditorUtility.IsPersistent(canvas) || (canvas.hideFlags & HideFlags.HideInHierarchy) != 0)
430 return false;
431
432 return StageUtility.GetStageHandle(canvas.gameObject) == StageUtility.GetCurrentStageHandle();
433 }
434 }
435}