// Amplify Shader Editor - Visual Shader Editing Tool
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// Copyright (c) Amplify Creations, Lda <info@amplify.pt>
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using UnityEngine;
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using UnityEditor;
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using System;
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using System.Text;
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using System.Linq;
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using System.Collections.Generic;
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using System.Reflection;
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namespace AmplifyShaderEditor
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{
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public class ShortcutKeyData
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{
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public bool IsPressed;
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public System.Type NodeType;
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public string Name;
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public ShortcutKeyData( System.Type type, string name )
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{
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NodeType = type;
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Name = name;
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IsPressed = false;
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}
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}
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public class GraphContextMenu
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{
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private List<ContextMenuItem> m_items;
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private List<ContextMenuItem> m_itemFunctions;
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private Dictionary<System.Type, NodeAttributes> m_itemsDict;
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private Dictionary<System.Type, NodeAttributes> m_deprecatedItemsDict;
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private Dictionary<System.Type, System.Type> m_castTypes;
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private Dictionary<KeyCode, ShortcutKeyData> m_shortcutTypes;
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private KeyCode m_lastKeyPressed;
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private ParentGraph m_currentGraph;
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private bool m_correctlyLoaded = false;
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public GraphContextMenu( ParentGraph currentGraph )
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{
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m_currentGraph = currentGraph;
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m_correctlyLoaded = RefreshNodes( currentGraph );
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}
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private Type[] GetTypesInNamespace( Assembly assembly, string nameSpace )
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{
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return assembly.GetTypes().Where( t => String.Equals( t.Namespace, nameSpace, StringComparison.Ordinal ) ).ToArray();
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}
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public bool RefreshNodes( ParentGraph currentGraph )
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{
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if( m_items != null )
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{
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m_items.Clear();
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m_items = null;
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}
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if( m_itemFunctions != null )
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{
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m_itemFunctions.Clear();
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m_itemFunctions = null;
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}
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m_items = new List<ContextMenuItem>();
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m_itemFunctions = new List<ContextMenuItem>();
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if( m_itemsDict != null )
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m_itemsDict.Clear();
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m_itemsDict = new Dictionary<System.Type, NodeAttributes>();
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if( m_deprecatedItemsDict != null )
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m_deprecatedItemsDict.Clear();
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m_deprecatedItemsDict = new Dictionary<System.Type, NodeAttributes>();
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if( m_castTypes != null )
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m_castTypes.Clear();
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m_castTypes = new Dictionary<System.Type, System.Type>();
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if( m_shortcutTypes != null )
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m_shortcutTypes.Clear();
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m_shortcutTypes = new Dictionary<KeyCode, ShortcutKeyData>();
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m_lastKeyPressed = KeyCode.None;
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// Fetch all available nodes by their attributes
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try
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{
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//IEnumerable<System.Type> availableTypes = AppDomain.CurrentDomain.GetAssemblies().ToList().SelectMany( type => type.GetTypes() );
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var mainAssembly = Assembly.GetExecutingAssembly();
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Type[] availableTypes = GetTypesInNamespace( mainAssembly, "AmplifyShaderEditor" );
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#if UNITY_2017_3_OR_NEWER
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try
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{
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var editorAssembly = Assembly.Load( "Assembly-CSharp-Editor" );
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if( mainAssembly != editorAssembly )
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{
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Type[] extraTypes = GetTypesInNamespace( editorAssembly, "AmplifyShaderEditor" );
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availableTypes = availableTypes.Concat<Type>( extraTypes ).ToArray();
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}
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}
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catch( Exception )
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{
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// quiet catch because we don't care if it fails to find the assembly, we'll just skip it
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}
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#endif
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foreach( System.Type type in availableTypes )
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{
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foreach( NodeAttributes attribute in Attribute.GetCustomAttributes( type ).OfType<NodeAttributes>() )
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{
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if( attribute.Available && !attribute.Deprecated )
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{
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//if ( !UIUtils.CurrentWindow.IsShaderFunctionWindow && attribute.AvailableInFunctionsOnly )
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// continue;
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if( !UIUtils.HasColorCategory( attribute.Category ) )
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{
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if( !String.IsNullOrEmpty( attribute.CustomCategoryColor ) )
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{
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try
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{
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Color color = new Color();
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ColorUtility.TryParseHtmlString( attribute.CustomCategoryColor, out color );
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UIUtils.AddColorCategory( attribute.Category, color );
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}
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catch( Exception e )
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{
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Debug.LogException( e );
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UIUtils.AddColorCategory( attribute.Category, Constants.DefaultCategoryColor );
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}
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}
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//else
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//{
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// UIUtils.AddColorCategory( attribute.Category, Constants.DefaultCategoryColor );
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//}
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}
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if( attribute.CastType != null && attribute.CastType.Length > 0 && type != null )
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{
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for( int i = 0; i < attribute.CastType.Length; i++ )
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{
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m_castTypes.Add( attribute.CastType[ i ], type );
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}
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}
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if( attribute.ShortcutKey != KeyCode.None && type != null )
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m_shortcutTypes.Add( attribute.ShortcutKey, new ShortcutKeyData( type, attribute.Name ) );
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ContextMenuItem newItem = new ContextMenuItem( attribute, type, attribute.Name, attribute.Tags, attribute.Category, attribute.Description, null, attribute.ShortcutKey );
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if( UIUtils.GetNodeAvailabilityInBitArray( attribute.NodeAvailabilityFlags, NodeAvailability.SurfaceShader ) )
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m_items.Add( newItem );
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else if( UIUtils.GetNodeAvailabilityInBitArray( attribute.NodeAvailabilityFlags, currentGraph.ParentWindow.CurrentNodeAvailability ) )
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m_items.Add( newItem );
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else if( UIUtils.GetNodeAvailabilityInBitArray( attribute.NodeAvailabilityFlags, currentGraph.CurrentCanvasMode ) )
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m_items.Add( newItem );
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m_itemsDict.Add( type, attribute );
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m_itemFunctions.Add( newItem );
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}
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else
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{
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m_deprecatedItemsDict.Add( type, attribute );
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}
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}
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}
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}
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catch( ReflectionTypeLoadException exception )
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{
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Debug.LogException( exception );
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return false;
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}
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string[] guids = AssetDatabase.FindAssets( "t:AmplifyShaderFunction" );
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List<AmplifyShaderFunction> allFunctions = new List<AmplifyShaderFunction>();
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for( int i = 0; i < guids.Length; i++ )
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{
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allFunctions.Add( AssetDatabase.LoadAssetAtPath<AmplifyShaderFunction>( AssetDatabase.GUIDToAssetPath( guids[ i ] ) ) );
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}
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int functionCount = allFunctions.Count;
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if( functionCount > 0 )
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{
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m_castTypes.Add( typeof( AmplifyShaderFunction ), typeof( FunctionNode ) );
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}
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for( int i = 0; i < functionCount; i++ )
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{
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if( !allFunctions[ i ].Hidden )
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{
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NodeAttributes attribute = new NodeAttributes( allFunctions[ i ].FunctionName, allFunctions[ i ].CustomNodeCategory, allFunctions[ i ].Description, KeyCode.None, true, 0, int.MaxValue, typeof( AmplifyShaderFunction ) );
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System.Type type = typeof( FunctionNode );
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ContextMenuItem newItem = new ContextMenuItem( attribute, type, AddSpacesToSentence( attribute.Name ), attribute.Tags, attribute.Category, attribute.Description, allFunctions[ i ], attribute.ShortcutKey );
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m_items.Add( newItem );
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m_itemFunctions.Add( newItem );
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}
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}
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//Sort out the final list by name
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m_items.Sort( ( x, y ) => x.Category.CompareTo( y.Category ) );
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m_itemFunctions.Sort( ( x, y ) => x.Category.CompareTo( y.Category ) );
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return true;
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}
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public void Destroy()
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{
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for( int i = 0; i < m_items.Count; i++ )
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{
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m_items[ i ].Destroy();
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}
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for( int i = 0; i < m_itemFunctions.Count; i++ )
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{
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if( m_itemFunctions[ i ] != null )
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m_itemFunctions[ i ].Destroy();
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}
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m_items.Clear();
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m_items = null;
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m_itemFunctions.Clear();
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m_itemFunctions = null;
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m_itemsDict.Clear();
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m_itemsDict = null;
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m_deprecatedItemsDict.Clear();
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m_deprecatedItemsDict = null;
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m_castTypes.Clear();
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m_castTypes = null;
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m_shortcutTypes.Clear();
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m_shortcutTypes = null;
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}
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public static string AddSpacesToSentence( string text )
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{
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if( string.IsNullOrEmpty( text ) )
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return string.Empty;
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bool lastIsUpper = char.IsUpper( text, 0 );
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bool lastIsLetter = char.IsLetter( text, 0 );
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StringBuilder title = new StringBuilder();
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title.Append( text[ 0 ] );
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for( int i = 1; i < text.Length; i++ )
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{
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bool currIsUpper = char.IsUpper( text, i );
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bool currIsLetter = char.IsLetter( text, i );
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if( currIsUpper && !lastIsUpper && lastIsLetter )
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{
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title.Append( " " );
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}
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// if current is a number and previous is a letter we space it (ie: Rotation2D = Rotation 2D)
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if( lastIsLetter && char.IsNumber( text, i ) )
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{
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title.Append( " " );
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}
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// if previous is upper, current is upper and the next two following are lower then we space it (ie: UVDistortion = UV Distortion)
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if( i < text.Length - 1 )
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{
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bool nextIsLower = char.IsLower( text, i + 1 ) && char.IsLetter( text, i + 1 );
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bool lastIsLower = i < text.Length - 2 ? char.IsLower( text, i + 2 ) && char.IsLetter( text, i + 2 ) : false;
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if( lastIsUpper && currIsUpper && currIsLetter && nextIsLower && lastIsLower )
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{
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title.Append( " " );
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}
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}
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lastIsUpper = currIsUpper;
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lastIsLetter = currIsLetter;
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title.Append( text[ i ] );
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}
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return title.ToString();
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}
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public NodeAttributes GetNodeAttributesForType( System.Type type )
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{
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if( type == null )
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{
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Debug.LogError( "Invalid type detected" );
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return null;
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}
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if( m_itemsDict.ContainsKey( type ) )
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return m_itemsDict[ type ];
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return null;
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}
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public NodeAttributes GetDeprecatedNodeAttributesForType( System.Type type )
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{
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if( m_deprecatedItemsDict.ContainsKey( type ) )
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return m_deprecatedItemsDict[ type ];
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return null;
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}
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public void UpdateKeyPress( KeyCode key )
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{
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if( key == KeyCode.None )
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return;
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m_lastKeyPressed = key;
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if( m_shortcutTypes.ContainsKey( key ) )
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{
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m_shortcutTypes[ key ].IsPressed = true;
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}
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}
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public void UpdateKeyReleased( KeyCode key )
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{
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if( key == KeyCode.None )
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return;
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if( m_shortcutTypes.ContainsKey( key ) )
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{
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m_shortcutTypes[ key ].IsPressed = false;
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}
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}
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public void ResetShortcutKeyStates()
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{
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foreach( KeyValuePair<KeyCode, ShortcutKeyData> kvp in m_shortcutTypes )
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{
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kvp.Value.IsPressed = false;
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}
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}
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public ParentNode CreateNodeFromCastType( System.Type type )
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{
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if( m_castTypes.ContainsKey( type ) )
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{
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ParentNode newNode = (ParentNode)ScriptableObject.CreateInstance( m_castTypes[ type ] );
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return newNode;
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}
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return null;
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}
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public ParentNode CreateNodeFromShortcutKey()
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{
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if( m_lastKeyPressed == KeyCode.None )
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return null;
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if( m_shortcutTypes.ContainsKey( m_lastKeyPressed ) && m_shortcutTypes[ m_lastKeyPressed ].IsPressed )
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{
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ParentNode newNode = (ParentNode)ScriptableObject.CreateInstance( m_shortcutTypes[ m_lastKeyPressed ].NodeType );
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return newNode;
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}
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return null;
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}
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public bool CheckShortcutKey()
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{
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if( m_lastKeyPressed == KeyCode.None )
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return false;
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if( m_shortcutTypes.ContainsKey( m_lastKeyPressed ) && m_shortcutTypes[ m_lastKeyPressed ].IsPressed )
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{
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return true;
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}
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return false;
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}
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public List<ContextMenuItem> MenuItems
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{
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get
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{
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if( m_currentGraph.ParentWindow.IsShaderFunctionWindow )
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return m_itemFunctions;
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else
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return m_items;
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}
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}
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public List<ContextMenuItem> ItemFunctions { get { return m_itemFunctions; } }
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public KeyCode LastKeyPressed
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{
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get { return m_lastKeyPressed; }
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}
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public Dictionary<KeyCode, ShortcutKeyData> NodeShortcuts { get { return m_shortcutTypes; } }
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public bool CorrectlyLoaded { get { return m_correctlyLoaded; } }
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}
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}
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