static void MenuCreatePerfTestGraph(MenuCommand menuCommand)
 {
     ProjectWindowUtil.StartNameEditingIfProjectWindowExists(0,
                                                             ScriptableObject.CreateInstance <TmpCallbackRecieverBig>(),
                                                             "PefrfTest Graph.asset",
                                                             TexturesCache.LoadTextureAtPath("MapMagic/Icons/AssetBig"),
                                                             null);
 }
Ejemplo n.º 2
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        /*[MenuItem("Assets/Create/MapMagic/PerfTest Graph", priority = 102)]
         * static void MenuCreatePerfTestGraph(MenuCommand menuCommand)
         * {
         *      ProjectWindowUtil.StartNameEditingIfProjectWindowExists(
         *              0,
         *              ScriptableObject.CreateInstance<TmpCallbackRecieverBig>(),
         *              "PefrfTest Graph.asset",
         *              TexturesCache.LoadTextureAtPath("MapMagic/Icons/AssetBig"),
         *              null);
         * }
         *
         * class TmpCallbackRecieverBig : UnityEditor.ProjectWindowCallback.EndNameEditAction
         * {
         *      public override void Action(int instanceId, string pathName, string resourceFile)
         *      {
         *              Graph graph = CreateBig();
         *              graph.name = System.IO.Path.GetFileName(pathName);
         *              AssetDatabase.CreateAsset(graph, pathName);
         *
         *              ProjectWindowUtil.ShowCreatedAsset(graph);
         *
         *              allGraphsGuids = new HashSet<string>(AssetDatabase.FindAssets("t:Graph"));
         *      }
         * }
         *
         * public static Graph CreateBig ()
         * {
         *      Graph graph = CreateInstance<Graph>();
         *
         *      for (int j=0; j<10; j++)
         *      {
         *              MatrixGenerators.Noise200 noise = (MatrixGenerators.Noise200)Generator.Create(typeof(MatrixGenerators.Noise200), graph);
         *              graph.Add(noise);
         *              noise.guiPosition = new Vector2(-270,-100 + j*200);
         *
         *              MatrixGenerators.Terrace200 terrace = null;
         *              for (int i=0; i<98; i++)
         *              {
         *                      MatrixGenerators.Terrace200 newTerrace = (MatrixGenerators.Terrace200)Generator.Create(typeof(MatrixGenerators.Terrace200), graph);
         *                      graph.Add(newTerrace);
         *                      newTerrace.guiPosition = new Vector2(-70 + 200*i,-100 + j*200);
         *                      if (i==0) graph.Link(newTerrace, noise);
         *                      else graph.Link(newTerrace, (IOutlet<object>)terrace);
         *                      terrace = newTerrace;
         *              }
         *
         *              MatrixGenerators.HeightOutput200 output = (MatrixGenerators.HeightOutput200)Generator.Create(typeof(MatrixGenerators.HeightOutput200), graph);
         *              graph.Add(output);
         *              output.guiPosition = new Vector2(130 + 200*98, -100 + j*200);
         *              graph.Link(output, terrace);
         *      }
         *
         *      return graph;
         * }*/

        #endregion


        public static void DrawListIcon(Rect iconRect, string guid, bool isListMode)
        {
            if (!allGraphsGuids.Contains(guid))
            {
                return;
            }
            Texture2D icon = TexturesCache.LoadTextureAtPath("MapMagic/Icons/AssetBig");

            UnityEngine.GUI.DrawTexture(iconRect, icon, ScaleMode.ScaleToFit);
        }
Ejemplo n.º 3
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        public static void ShowWindow()
        {
            DocScreensWindow window = (DocScreensWindow)GetWindow(typeof(DocScreensWindow));

            Texture2D icon = TexturesCache.LoadTextureAtPath("MapMagic/Icons/Window");

            window.titleContent = new GUIContent("MapMagic DocScreens", icon);

            window.position = new Rect(100, 100, 300, 200);
        }
Ejemplo n.º 4
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        public Texture2D LoadAndCacheTexture(int index, GraphicsDevice device, string basepath)
        {
            if (TexturesCache.ContainsKey(index) == false)
            {
                var dataFilepath = TexturesPaths[index];
                var filepath     = Path.Combine(basepath, dataFilepath);
                TexturesCache[index] = ImageExtensions.FromFile(filepath, device);
            }

            return(TexturesCache[index]);
        }
Ejemplo n.º 5
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			private static void ShowWindow (GraphWindow window, bool inTab=false)
			/// Opens the graph window. But it should be created and graph assigned first.
			{
				Texture2D icon = TexturesCache.LoadTextureAtPath("MapMagic/Icons/Window"); 
				window.titleContent = new GUIContent("MapMagic Graph", icon);

				if (inTab) window.ShowTab();
				else window.Show();
				window.Focus();
				window.Repaint();

				window.ScrollZoomOnOpen(); //focusing after window has shown (since it needs window size)
			}
Ejemplo n.º 6
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        public static void DrawTreeIcon(Rect iconRect, string guid)
        {
            if (!allGraphsGuids.Contains(guid))
            {
                return;
            }

            if (!BuildPipeline.isBuildingPlayer)             //otherwise will log an error during build that cannot find AssetSmall icon in built resources
            {
                Texture2D icon = TexturesCache.LoadTextureAtPath("MapMagic/Icons/AssetSmall");
                UnityEngine.GUI.DrawTexture(iconRect, icon, ScaleMode.ScaleToFit);
            }
        }
Ejemplo n.º 7
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        private static Item GetGroupColorSelectorItem(Group group, string name, Color color, int priority)
        {
            TexturesCache texturesCache = UI.current.textures;

            return(new Item()
            {
                onDraw = DrawGroupColorSelectorItem,
                color = color,
                name = name,
                onClick = () => group.color = color,
                priority = priority
            });
        }
Ejemplo n.º 8
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		public void OnEnable ()
		{
			EditorHacks.SetIconForObject(target, TexturesCache.LoadTextureAtPath("MapMagic/Icons/Window"));
		}