ArabDesert/Assets/RTLTMPro/Scripts/Editor/ContextMenu.cs

330 lines
14 KiB
C#
Raw Normal View History

2024-05-25 09:10:35 +03:00
using TMPro;
using UnityEditor;
using UnityEngine;
using UnityEngine.UI;
using UnityEditor.Presets;
using UnityEngine.EventSystems;
using UnityEditor.SceneManagement;
namespace RTLTMPro
{
public class ContextMenu : Editor
{
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";
private static RTLDefaultControls.Resources s_StandardResources;
/// <summary>
/// Create a TextMeshPro object that works with the CanvasRenderer
/// </summary>
/// <param name="command"></param>
[MenuItem("GameObject/UI/Text - RTLTMP", false, 2001)]
private static void CreateTextMeshProGuiObjectPerform(MenuCommand command)
{
// Check if there is a Canvas in the scene
var canvas = FindObjectOfType<Canvas>();
if (canvas == null)
{
// Create new Canvas since none exists in the scene.
var canvasObject = new GameObject("Canvas");
canvas = canvasObject.AddComponent<Canvas>();
canvas.renderMode = RenderMode.ScreenSpaceOverlay;
// Add a Graphic Raycaster Component as well
canvas.gameObject.AddComponent<GraphicRaycaster>();
canvas.gameObject.AddComponent<CanvasScaler>();
Undo.RegisterCreatedObjectUndo(canvasObject, "Create " + canvasObject.name);
}
// Create the RTLTextMeshPro Object
var go = new GameObject("Text - RTLTMP");
var goRectTransform = go.AddComponent<RectTransform>();
Undo.RegisterCreatedObjectUndo(go, "Create " + go.name);
// Check if object is being create with left or right click
var contextObject = command.context as GameObject;
if (contextObject == null)
{
//goRectTransform.sizeDelta = new Vector2(200f, 50f);
GameObjectUtility.SetParentAndAlign(go, canvas.gameObject);
var textMeshPro = go.AddComponent<RTLTextMeshPro>();
textMeshPro.text = "";
textMeshPro.alignment = TextAlignmentOptions.TopRight;
}
else
{
if (contextObject.GetComponent<Button>() != null)
{
goRectTransform.sizeDelta = Vector2.zero;
goRectTransform.anchorMin = Vector2.zero;
goRectTransform.anchorMax = Vector2.one;
GameObjectUtility.SetParentAndAlign(go, contextObject);
var textMeshPro = go.AddComponent<RTLTextMeshPro>();
textMeshPro.text = "Button";
textMeshPro.fontSize = 24;
textMeshPro.alignment = TextAlignmentOptions.Center;
}
else
{
//goRectTransform.sizeDelta = new Vector2(200f, 50f);
GameObjectUtility.SetParentAndAlign(go, contextObject);
var textMeshPro = go.AddComponent<RTLTextMeshPro>();
textMeshPro.text = "New Text";
textMeshPro.alignment = TextAlignmentOptions.TopRight;
}
}
// Check if an event system already exists in the scene
if (!FindObjectOfType<EventSystem>())
{
var eventObject = new GameObject("EventSystem", typeof(EventSystem));
eventObject.AddComponent<StandaloneInputModule>();
Undo.RegisterCreatedObjectUndo(eventObject, "Create " + eventObject.name);
}
Selection.activeGameObject = go;
}
[MenuItem("GameObject/3D Object/Text - RTLTMP", false, 31)]
private static void CreateTextMeshProObjectPerform(MenuCommand command)
{
GameObject go = ObjectFactory.CreateGameObject("Text - RTLTMP");
// Add support for new prefab mode
StageUtility.PlaceGameObjectInCurrentStage(go);
var textComponent = ObjectFactory.AddComponent<RTLTextMeshPro3D>(go);
if (TMP_Settings.autoSizeTextContainer)
{
Vector2 size = textComponent.GetPreferredValues(TMP_Math.FLOAT_MAX, TMP_Math.FLOAT_MAX);
textComponent.rectTransform.sizeDelta = size;
}
else
{
textComponent.rectTransform.sizeDelta = TMP_Settings.defaultTextMeshProTextContainerSize;
}
textComponent.text = "Sample text";
textComponent.alignment = TextAlignmentOptions.TopLeft;
Undo.RegisterCreatedObjectUndo(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;
}
[MenuItem("GameObject/UI/Input Field - RTLTMP", false, 2037)]
private static void AddTextMeshProInputField(MenuCommand menuCommand)
{
var go = RTLDefaultControls.CreateInputField(GetStandardResources());
PlaceUIElementRoot(go, menuCommand);
}
[MenuItem("GameObject/UI/Dropdown - RTLTMP", false, 2036)]
public static void AddDropdown(MenuCommand menuCommand)
{
GameObject go = RTLDefaultControls.CreateDropdown(GetStandardResources());
PlaceUIElementRoot(go, menuCommand);
}
[MenuItem("GameObject/UI/Button - RTLTMP", false, 2005)]
public static void CreateButton(MenuCommand command)
{
var canvas = GetOrCreateCanvasGameObject().transform;
var buttonGo = new GameObject("Button", typeof(RectTransform), typeof(Image), typeof(Button));
var buttonTransform = buttonGo.GetComponent<RectTransform>();
var buttonImage = buttonGo.GetComponent<Image>();
buttonTransform.SetParent(canvas, false);
buttonTransform.sizeDelta = new Vector2(160, 30);
buttonImage.sprite = GetStandardResources().standard;
buttonImage.type = Image.Type.Sliced;
buttonImage.fillCenter = true;
var textGo = new GameObject("Text", typeof(RectTransform), typeof(RTLTextMeshPro));
var goRectTransform = textGo.GetComponent<RectTransform>();
var textMeshPro = textGo.GetComponent<RTLTextMeshPro>();
GameObjectUtility.SetParentAndAlign(textGo, buttonGo);
goRectTransform.sizeDelta = Vector2.zero;
goRectTransform.anchorMin = Vector2.zero;
goRectTransform.anchorMax = Vector2.one;
textMeshPro.text = "دکمه";
textMeshPro.enableAutoSizing = true;
textMeshPro.fontSizeMin = 10;
textMeshPro.fontSizeMax = 100;
textMeshPro.alignment = TextAlignmentOptions.Center;
textMeshPro.color = new Color(0.1254902F, 0.1254902F, 0.1254902F);
textMeshPro.margin = new Vector4(0, 3.5f, 0, 4.5f);
Undo.RegisterCreatedObjectUndo(buttonGo, "Created Button");
Selection.activeGameObject = buttonGo;
}
private static RTLDefaultControls.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
var 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.
Vector2 localPlanePosition;
var camera = sceneView.camera;
var position = Vector3.zero;
if (RectTransformUtility.ScreenPointToLocalPointInRectangle(canvasRTransform, new Vector2(camera.pixelWidth / 2, camera.pixelHeight / 2), camera, out 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)
{
var parent = menuCommand.context as GameObject;
if (parent == null || parent.GetComponentInParent<Canvas>() == null) parent = GetOrCreateCanvasGameObject();
var uniqueName = GameObjectUtility.GetUniqueNameForSibling(parent.transform, element.name);
element.name = uniqueName;
Undo.RegisterCreatedObjectUndo(element, "Create " + element.name);
Undo.SetTransformParent(element.transform, parent.transform, "Parent " + element.name);
GameObjectUtility.SetParentAndAlign(element, parent);
if (parent != menuCommand.context) // not a context click, so center in sceneview
SetPositionVisibleinSceneView(parent.GetComponent<RectTransform>(), element.GetComponent<RectTransform>());
Selection.activeGameObject = element;
}
public static GameObject CreateNewUI()
{
// Root for the UI
var root = new GameObject("Canvas");
root.layer = LayerMask.NameToLayer(kUILayerName);
var canvas = root.AddComponent<Canvas>();
canvas.renderMode = RenderMode.ScreenSpaceOverlay;
root.AddComponent<CanvasScaler>();
root.AddComponent<GraphicRaycaster>();
Undo.RegisterCreatedObjectUndo(root, "Create " + root.name);
// if there is no event system add one...
CreateEventSystem(false);
return root;
}
private static void CreateEventSystem(bool select)
{
CreateEventSystem(select, null);
}
private static void CreateEventSystem(bool select, GameObject parent)
{
var esys = 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;
}
public static GameObject GetOrCreateCanvasGameObject()
{
var selectedGo = Selection.activeGameObject;
// Try to find a gameobject that is the selected GO or one if its parents.
var canvas = selectedGo != null ? selectedGo.GetComponentInParent<Canvas>() : null;
if (canvas != null && canvas.gameObject.activeInHierarchy)
return canvas.gameObject;
// No canvas in selection or its parents? Then use just any canvas..
canvas = FindObjectOfType(typeof(Canvas)) as Canvas;
if (canvas != null && canvas.gameObject.activeInHierarchy)
return canvas.gameObject;
// No canvas in the scene at all? Then create a new one.
return CreateNewUI();
}
}
}