Exemple #1
0
 private static void OpenPreferences()
 {
     #if UNITY_2018_3_OR_NEWER
     var windowType = ReflectionUtility.FindClass("UnityEditor.SettingsWindow");
     windowType.InvokeMethod("Show", SettingsScope.User, "Preferences/Fullscreen Editor");
     #else
     var windowType = ReflectionUtility.FindClass("UnityEditor.PreferencesWindow");
     windowType.InvokeMethod("ShowPreferencesWindow");
     After.Frames(3, () => {
         var window   = EditorWindow.GetWindow(windowType);
         var sections = window.GetFieldValue <IList>("m_Sections").Cast <object>().ToList();
         var index    = sections.FindIndex(section => section.GetFieldValue <GUIContent>("content").text == "Fullscreen");
         window.SetPropertyValue("selectedSectionIndex", index);
     });
     #endif
 }
Exemple #2
0
        /// <summary>Method that will be called after the creation of the ContainerWindow for this fullscreen.</summary>
        protected virtual void AfterOpening()
        {
            After.Frames(2, () => UnityEditorInternal.InternalEditorUtility.RepaintAllViews());

            Logger.Debug(this, "{6}\n\nSRC\nWindow: {0}\nView: {1}\nContainer: {2}\n\nDST\nWindow: {3}\nView: {4}\nContainer: {5}\n",
                         m_src.Window,
                         m_src.View,
                         m_src.Container,
                         m_dst.Window,
                         m_dst.View,
                         m_dst.Container,
                         name
                         );

            FullscreenCallbacks.afterFullscreenOpen(this);
        }
Exemple #3
0
        protected override void AfterOpening()
        {
            base.AfterOpening();

            Focus();

            if (m_src.Window)
            {
                m_dst.Window.titleContent = m_src.Window.titleContent; // Copy the title of the window to the placeholder
            }
            SetToolbarStatus(FullscreenPreferences.ToolbarVisible);    // Hide/show the toolbar
            // macOS doesn't like fast things, so we'll wait a bit and do it again
            // Looks like Linux does not like it too
            After.Milliseconds(100d, () => SetToolbarStatus(FullscreenPreferences.ToolbarVisible));

            var notificationWindow = ActualViewPyramid.Window;

            After.Milliseconds(50d, () => {
                if (!notificationWindow) // Might have been closed
                {
                    return;
                }

                var menuItemPath = string.Empty;
                if (notificationWindow.IsOfType(Types.GameView))
                {
                    menuItemPath = Fullscreen
                                   .GetAllFullscreen()
                                   .Where(fs => fs.ActualViewPyramid.Window && fs.ActualViewPyramid.Window.IsOfType(Types.GameView))
                                   .Count() > 1 ?
                                   Shortcut.MOSAIC_PATH :
                                   Shortcut.GAME_VIEW_PATH;
                }
                else if (notificationWindow is SceneView)
                {
                    menuItemPath = Shortcut.SCENE_VIEW_PATH;
                }
                else
                {
                    menuItemPath = Shortcut.CURRENT_VIEW_PATH;
                }

                FullscreenUtility.ShowFullscreenExitNotification(notificationWindow, menuItemPath);
            });
        }
Exemple #4
0
        static GlobalToolbarHiding()
        {
            defaultToolbarHeight = FullscreenUtility.GetToolbarHeight();

            FullscreenPreferences.UseGlobalToolbarHiding.OnValueSaved += v => {
                if (!v)
                {
                    FullscreenUtility.SetToolbarHeight(defaultToolbarHeight);
                }
            };

            FullscreenPreferences.ToolbarVisible.OnValueSaved += v => UpdateGlobalToolbarStatus();
            UpdateGlobalToolbarStatus();

            After.Frames(2, () => // Why? IDK
                         UpdateGlobalToolbarStatus()
                         );

            FullscreenCallbacks.afterFullscreenClose += fs => UpdateGlobalToolbarStatus();
            FullscreenCallbacks.afterFullscreenOpen  += fs => UpdateGlobalToolbarStatus();
        }
        protected virtual void OnEnable()
        {
            if (m_ourIndex == -1)
            {
                m_ourIndex = CurrentIndex++;
                name       = string.Format("Fullscreen #{0}", m_ourIndex);
                hideFlags  = HideFlags.HideAndDontSave;
            }

            #if UNITY_2018_1_OR_NEWER
            EditorApplication.wantsToQuit += WantsToQuit;
            #endif

            if (m_old && !m_dst.Container)
            {
                Logger.Warning("{0} wasn't properly closed", name);
                // After 1 frame to prevent OnDisable and OnDestroy from being called before this methods returns
                After.Frames(1, () => DestroyImmediate(this, true));
            }

            m_old = true;
        }