Example #1
0
    private void ShowEditor()
    {
        GUILayout.BeginHorizontal();
        GUILayout.Label(useContinuationPrompt ? Shell.CONTINUATION_PROMPT : Shell.MAIN_PROMPT, EditorStyles.wordWrappedLabel, GUILayout.Width(37));

        lnEditorState.text = codeToProcess;
        lnEditorState      = UnityREPLHelper.NumberedTextArea(editorControlName, lnEditorState);
        codeToProcess      = lnEditorState.text;
        GUILayout.EndHorizontal();
    }
Example #2
0
    private void ShowEditor()
    {
        GUILayout.BeginHorizontal();
          GUILayout.Label(useContinuationPrompt ? Shell.CONTINUATION_PROMPT : Shell.MAIN_PROMPT, EditorStyles.wordWrappedLabel, GUILayout.Width(37));

          lnEditorState.text = codeToProcess;
          lnEditorState = UnityREPLHelper.NumberedTextArea(editorControlName, lnEditorState);
          codeToProcess = lnEditorState.text;
        GUILayout.EndHorizontal();
    }
Example #3
0
    public static NumberedEditorState NumberedTextArea(string controlName, NumberedEditorState editorState)
    {
        // This is a WAG about Unity's box model.  Seems to work though, so... yeah.
        float effectiveWidgetHeight = 7 * GUI.skin.label.lineHeight
          + GUI.skin.label.padding.top + GUI.skin.label.padding.bottom;
        Rect r = EditorGUILayout.BeginVertical();
        if(r.width > 0) {
          editorState.scrollViewWidth = r.width;
          editorState.scrollViewHeight = r.height;
        }

        editorState.scrollPos = GUILayout.BeginScrollView(editorState.scrollPos, false, false, CachedStyle("HorizontalScrollbar"), CachedStyle("VerticalScrollbar"), CachedStyle("TextField"), GUILayout.Height(effectiveWidgetHeight));
        GUILayout.BeginHorizontal();
        GUILayout.Label(editorState.lineNumberingContent, NumberedEditorStyles.LineNumbering);
        GUIContent txt = new GUIContent(editorState.text);
        GUIContent dTxt = new GUIContent(editorState.dummyText);
        float minW, maxW;
        NumberedEditorStyles.NumberedEditor.CalcMinMaxWidth(dTxt, out minW, out maxW);
        GUI.SetNextControlName(controlName);
        Rect editorRect = GUILayoutUtility.GetRect(txt, NumberedEditorStyles.NumberedEditor, GUILayout.Width(maxW));
        editorRect.width = maxW;
        bool wasMouseDrag = Event.current.type == EventType.MouseDrag;
        bool wasRelevantEvent = wasMouseDrag || Event.current.type == EventType.KeyDown;
        editorState.text = GUI.TextField(editorRect, editorState.text, NumberedEditorStyles.NumberedEditor);

        if((GUI.GetNameOfFocusedControl() == controlName) &&
          wasRelevantEvent) {
          int editorId = GUIUtility.keyboardControl;
          TextEditor te = GUIUtility.QueryStateObject(typeof(System.Object), editorId) as TextEditor;
          int pos = te.cursorIndex; // TODO: How does this play with keyboard selection?  We want the actual cursor pos, not necessarily the right-end.
          if(pos != editorState.lastPos) {
        Vector2 cursorPixelPos = NumberedEditorStyles.NumberedEditor.GetCursorPixelPosition(editorRect, txt, pos);
        cursorPixelPos.y -= 1; // 0-align...
        float yBuffer = NumberedEditorStyles.NumberedEditor.lineHeight * 2;
        float xBuffer = 40f; // TODO: Make this a little less arbitrary?
        if(wasMouseDrag) {
          yBuffer = 0;
          xBuffer = 0;
        }

        if(editorState.scrollViewWidth > 0) {
          if(cursorPixelPos.y + yBuffer > editorState.scrollPos.y + editorState.scrollViewHeight - NumberedEditorStyles.NumberedEditor.lineHeight)
            editorState.scrollPos.y = cursorPixelPos.y + yBuffer + NumberedEditorStyles.NumberedEditor.lineHeight - editorState.scrollViewHeight;
          if(cursorPixelPos.y - yBuffer < editorState.scrollPos.y)
            editorState.scrollPos.y = cursorPixelPos.y - yBuffer;

          if(cursorPixelPos.x + xBuffer > editorState.scrollPos.x + editorState.scrollViewWidth)
            editorState.scrollPos.x = cursorPixelPos.x + xBuffer - editorState.scrollViewWidth;
          if(cursorPixelPos.x - xBuffer < editorState.scrollPos.x)
            editorState.scrollPos.x = cursorPixelPos.x - xBuffer;
        }
          }
          editorState.lastPos = pos;
        }
        GUILayout.EndHorizontal();
        GUILayout.EndScrollView();
        EditorGUILayout.EndVertical();

        return editorState;
    }
    public static NumberedEditorState NumberedTextArea(string controlName, NumberedEditorState editorState)
    {
        // This is a WAG about Unity's box model.  Seems to work though, so... yeah.
        float effectiveWidgetHeight = 7 * GUI.skin.label.lineHeight
                                      + GUI.skin.label.padding.top + GUI.skin.label.padding.bottom
        ;
        Rect r = EditorGUILayout.BeginVertical();

        if (r.width > 0)
        {
            editorState.scrollViewWidth  = r.width;
            editorState.scrollViewHeight = r.height;
        }

        editorState.scrollPos = GUILayout.BeginScrollView(editorState.scrollPos, false, false, CachedStyle("HorizontalScrollbar"), CachedStyle("VerticalScrollbar"), CachedStyle("TextField"), GUILayout.Height(effectiveWidgetHeight));
        GUILayout.BeginHorizontal();
        GUILayout.Label(editorState.lineNumberingContent, NumberedEditorStyles.LineNumbering);
        GUIContent txt = new GUIContent(editorState.text);
        GUIContent dTxt = new GUIContent(editorState.dummyText);
        float      minW, maxW;

        NumberedEditorStyles.NumberedEditor.CalcMinMaxWidth(dTxt, out minW, out maxW);
        GUI.SetNextControlName(controlName);
        Rect editorRect = GUILayoutUtility.GetRect(txt, NumberedEditorStyles.NumberedEditor, GUILayout.Width(maxW));

        editorRect.width = maxW;
        bool wasMouseDrag     = Event.current.type == EventType.MouseDrag;
        bool wasRelevantEvent = wasMouseDrag || Event.current.type == EventType.KeyDown;

        editorState.text = GUI.TextField(editorRect, editorState.text, NumberedEditorStyles.NumberedEditor);

        if ((GUI.GetNameOfFocusedControl() == controlName) &&
            wasRelevantEvent)
        {
            int        editorId = GUIUtility.keyboardControl;
            TextEditor te       = GUIUtility.QueryStateObject(typeof(System.Object), editorId) as TextEditor;
            int        pos      = te.pos; // TODO: How does this play with keyboard selection?  We want the actual cursor pos, not necessarily the right-end.
            if (pos != editorState.lastPos)
            {
                Vector2 cursorPixelPos = NumberedEditorStyles.NumberedEditor.GetCursorPixelPosition(editorRect, txt, pos);
                cursorPixelPos.y -= 1; // 0-align...
                float yBuffer = NumberedEditorStyles.NumberedEditor.lineHeight * 2;
                float xBuffer = 40f;   // TODO: Make this a little less arbitrary?
                if (wasMouseDrag)
                {
                    yBuffer = 0;
                    xBuffer = 0;
                }

                if (editorState.scrollViewWidth > 0)
                {
                    if (cursorPixelPos.y + yBuffer > editorState.scrollPos.y + editorState.scrollViewHeight - NumberedEditorStyles.NumberedEditor.lineHeight)
                    {
                        editorState.scrollPos.y = cursorPixelPos.y + yBuffer + NumberedEditorStyles.NumberedEditor.lineHeight - editorState.scrollViewHeight;
                    }
                    if (cursorPixelPos.y - yBuffer < editorState.scrollPos.y)
                    {
                        editorState.scrollPos.y = cursorPixelPos.y - yBuffer;
                    }

                    if (cursorPixelPos.x + xBuffer > editorState.scrollPos.x + editorState.scrollViewWidth)
                    {
                        editorState.scrollPos.x = cursorPixelPos.x + xBuffer - editorState.scrollViewWidth;
                    }
                    if (cursorPixelPos.x - xBuffer < editorState.scrollPos.x)
                    {
                        editorState.scrollPos.x = cursorPixelPos.x - xBuffer;
                    }
                }
            }
            editorState.lastPos = pos;
        }
        GUILayout.EndHorizontal();
        GUILayout.EndScrollView();
        EditorGUILayout.EndVertical();

        return(editorState);
    }