Ejemplo n.º 1
0
 internal static bool RunAfterInitialStateLoaded(RunOnLoad methodToRun)
 {
     if (!loadedInitialState)
     {
         RunOnNextLoadMethods -= methodToRun;
         RunOnNextLoadMethods += methodToRun;
         return(true);
     }
     return(false);
 }
Ejemplo n.º 2
0
        internal static void LoadFullscreenState()
        {
            try
            {
                string fullscreenStateData = File.ReadAllText(Path.Combine(projectLibraryPath, FullscreenStateFilename));
                fullscreenState = SerializerUtility.Deserialize <FullscreenState>(fullscreenStateData);
            }
            catch (FileNotFoundException)
            {
            }
            catch (System.Exception e)
            {
                Debug.LogException(e);
            }

            if (fullscreenState.window == null)
            {
                fullscreenState.window = new List <WindowFullscreenState>();
            }

            var allFullscreenStates = fullscreenState.window.ToArray();
            WindowFullscreenState mainWindowFullscreenState = null;

            //Load types from assembly qualified names
            foreach (var state in allFullscreenStates)
            {
                try
                {
                    state.ActualType = Type.GetType(state.actualTypeAssemblyQualifiedName);
                    state.WindowType = Type.GetType(state.windowTypeAssemblyQualifiedName);
                }
                catch (System.Exception e)
                {
                    if (LogNonFatalErrors)
                    {
                        Debug.LogException(e);
                    }
                }
            }

            //Re-assign recreated window instances to their fullscreen states
            var allWins = Resources.FindObjectsOfTypeAll <EditorWindow>();
            var unassignedFullscreenWins = new List <EditorWindow>();

            foreach (var win in allWins)
            {
                if (win.GetShowMode() == EditorWindowExtensions.ShowMode.PopupMenu)
                {
                    unassignedFullscreenWins.Add(win);
                }
            }
            foreach (var state in allFullscreenStates)
            {
                if (state.EditorWin != null)
                {
                    unassignedFullscreenWins.Remove(state.EditorWin);
                }
                else if (state.WindowType == mainWindowType)
                {
                    mainWindowFullscreenState = state;
                }
                else if (state.IsFullscreen)
                {
                    foreach (var win in unassignedFullscreenWins)
                    {
                        var containerPosition = win.GetContainerPosition();
                        if (win.GetType() == state.ActualType && containerPosition.x == state.ContainerPosition.x && containerPosition.y == state.ContainerPosition.y)
                        {
                            state.EditorWin = win;
                            unassignedFullscreenWins.Remove(win);
                            break;
                        }
                    }
                }
            }

            loadedInitialState = true;

            //Find the window which was focused
            var focusedWindow = fullscreenState.window.Find(state => state.HasFocus == true);

            //Remake fullscreen windows
            foreach (var state in allFullscreenStates)
            {
                if (state.IsFullscreen)
                {
                    if (state.EditorWin != null)
                    {
                        state.EditorWin.SetFullscreen(true, state.FullscreenAtPosition);
                    }
                    else if (state.WindowType != mainWindowType)
                    {
                        ToggleFullscreen(state.ActualType, true, state.FullscreenAtPosition, state.ShowTopToolbar, state.CreatedAtGameStart);
                    }
                }
            }

            //Recreate the main window fullscreen state
            if (mainWindowFullscreenState != null && mainWindowFullscreenState.IsFullscreen)
            {
                var atPosition     = mainWindowFullscreenState.FullscreenAtPosition;
                var showTopToolbar = mainWindowFullscreenState.ShowTopToolbar;
                if (mainWindowFullscreenState.containerWindow == null || mainWindowFullscreenState.originalContainerWindow == null)
                {
                    fullscreenState.window.Remove(mainWindowFullscreenState); //Remove the old fullscreen state because the originalContainer needs to be reset
                }
                EditorMainWindow.SetFullscreen(true, showTopToolbar, atPosition);
            }

            //Remove fullscreen popup windows which don't have a fullscreen state
            foreach (var win in unassignedFullscreenWins)
            {
                if (win != null)
                {
                    if (win.GetContainerWindow() != null)
                    {
                        win.Close();
                    }
                    else
                    {
                        UnityEngine.Object.DestroyImmediate(win, true);
                    }
                }
            }
            fullscreenState.CleanDeletedWindows();

            //Bring any fullscreen window which is on top of the main window to the front.
            try
            {
                var windowOverMain = fullscreenState.window.Find(state => state.IsFullscreen && state.EditorWin != null && EditorDisplay.ClosestToPoint(state.FullscreenAtPosition).Bounds == EditorDisplay.ClosestToPoint(EditorMainWindow.position.center).Bounds);
                if (windowOverMain != null)
                {
                    GiveFocusAndBringToFront(windowOverMain.EditorWin);
                }
            }
            catch { }

            //Refocus the window which was previously focused
            if (focusedWindow != null && focusedWindow.EditorWin != null)
            {
                GiveFocusAndBringToFront(focusedWindow.EditorWin);
            }

            //Toggle fullscreen for states which were queued up before load was complete
            foreach (var state in queuedStatesToToggleOnLoad)
            {
                ToggleFullscreen(state.ActualType, state.CloseOnExitFullscreen, state.FullscreenAtPosition, state.ShowTopToolbar, state.CreatedAtGameStart);
            }
            queuedStatesToToggleOnLoad.Clear();
            if (RunOnNextLoadMethods != null)
            {
                RunOnNextLoadMethods.Invoke();
                RunOnNextLoadMethods = null;
            }
        }