Esempio n. 1
0
        static void DrawStatusLabels(
            AssetsOverlays.AssetStatus assetStatus,
            LockStatusData lockStatusData)
        {
            AssetsOverlays.AssetStatus statusesToDraw = DrawAssetOverlay.GetStatusesToDraw(assetStatus);

            foreach (AssetsOverlays.AssetStatus status in Enum.GetValues(typeof(AssetsOverlays.AssetStatus)))
            {
                if (status == AssetsOverlays.AssetStatus.None)
                {
                    continue;
                }

                if (!statusesToDraw.HasFlag(status))
                {
                    continue;
                }

                string label = string.Format("{0}",
                                             DrawAssetOverlay.GetStatusString(status));

                Texture icon = DrawAssetOverlay.DrawOverlayIcon.GetOverlayIcon(
                    status);

                string tooltipText = DrawAssetOverlay.GetTooltipText(
                    status, lockStatusData);

                GUILayout.Label(new GUIContent(
                                    label, icon, tooltipText), GUILayout.Height(18));
            }
        }
Esempio n. 2
0
        internal AssetStatus GetStatus(string fullPath)
        {
            LockStatusData lockStatusData = GetLockStatusData(fullPath);

            if (lockStatusData == null)
            {
                return(AssetStatus.None);
            }

            return(lockStatusData.Status);
        }
        static void Editor_finishedDefaultHeaderGUI(UnityEditor.Editor obj)
        {
            if (!mIsEnabled)
            {
                return;
            }

            AssetList assetList = mAssetsSelection.GetSelectedAssets();

            if (mOperations == null ||
                assetList.Count == 0 ||
                string.IsNullOrEmpty(assetList[0].path))
            {
                return;
            }

            string selectionFullPath = Path.GetFullPath(assetList[0].path);

            AssetsOverlays.AssetStatus assetStatus = (assetList.Count > 1) ?
                                                     AssetsOverlays.AssetStatus.None :
                                                     mStatusCache.GetStatusForPath(selectionFullPath);

            LockStatusData lockStatusData = mStatusCache.GetLockStatusDataForPath(
                selectionFullPath);

            SelectedAssetGroupInfo selectedGroupInfo = SelectedAssetGroupInfo.
                                                       BuildFromAssetList(assetList, mStatusCache);

            AssetMenuOperations assetOperations =
                AssetMenuUpdater.GetAvailableMenuOperations(selectedGroupInfo);

            bool guiEnabledBck = GUI.enabled;

            GUI.enabled = true;
            try
            {
                DrawBackRectangle(guiEnabledBck);

                GUILayout.BeginHorizontal();

                DrawStatusLabel(assetStatus, lockStatusData);

                GUILayout.FlexibleSpace();

                DrawButtons(assetList, assetOperations);

                GUILayout.EndHorizontal();
            }
            finally
            {
                GUI.enabled = guiEnabledBck;
            }
        }
Esempio n. 4
0
        static void DrawStatusLabel(
            AssetsOverlays.AssetStatus assetStatus,
            LockStatusData lockStatusData)
        {
            Texture overlayIcon = DrawAssetOverlay.DrawOverlayIcon.
                                  GetOverlayIcon(assetStatus);

            if (overlayIcon == null)
            {
                return;
            }

            string statusText = DrawAssetOverlay.
                                GetStatusString(assetStatus);

            string tooltipText = DrawAssetOverlay.GetTooltipText(
                assetStatus, lockStatusData);

            Rect selectionRect = GUILayoutUtility.GetRect(
                new GUIContent(statusText + EXTRA_SPACE, overlayIcon),
                GUIStyle.none);

            selectionRect.height = UnityConstants.OVERLAY_STATUS_ICON_SIZE;

            Rect overlayRect = OverlayRect.GetCenteredRect(selectionRect);

            GUI.DrawTexture(
                overlayRect,
                overlayIcon,
                ScaleMode.ScaleToFit);

            selectionRect.x     += UnityConstants.OVERLAY_STATUS_ICON_SIZE;
            selectionRect.width -= UnityConstants.OVERLAY_STATUS_ICON_SIZE;

            GUI.Label(
                selectionRect,
                new GUIContent(statusText, tooltipText));
        }
Esempio n. 5
0
            internal static Dictionary <string, LockStatusData> ForLocks(
                string wkPath,
                Dictionary <WorkspaceTreeNode, LockInfo> lockInfoByNode)
            {
                Dictionary <string, LockStatusData> result =
                    BuildPathDictionary.ForPlatform <LockStatusData>();

                LockOwnerNameResolver nameResolver = new LockOwnerNameResolver();

                foreach (WorkspaceTreeNode node in lockInfoByNode.Keys)
                {
                    LockStatusData lockStatusData = BuildLockStatusData(
                        node, lockInfoByNode[node], nameResolver);

                    string nodeWkPath = WorkspacePath.GetWorkspacePathFromCmPath(
                        wkPath,
                        WorkspaceNodeOperations.GetCmPath(node),
                        PathHelper.GetDirectorySeparatorChar(wkPath));

                    result.Add(nodeWkPath, lockStatusData);
                }

                return(result);
            }
Esempio n. 6
0
        static void Editor_finishedDefaultHeaderGUI(UnityEditor.Editor inspector)
        {
            if (!sIsEnabled)
            {
                return;
            }

            if (!FindWorkspace.HasWorkspace(Application.dataPath))
            {
                Disable();
                return;
            }

            sAssetSelection.SetActiveInspector(inspector);

            AssetList assetList = ((AssetOperations.IAssetSelection)
                                   sAssetSelection).GetSelectedAssets();

            if (assetList.Count == 0 ||
                string.IsNullOrEmpty(assetList[0].path))
            {
                return;
            }

            string selectionFullPath = Path.GetFullPath(assetList[0].path);

            AssetsOverlays.AssetStatus assetStatus = (assetList.Count > 1) ?
                                                     AssetsOverlays.AssetStatus.None :
                                                     PlasticPlugin.AssetStatusCache.GetStatusForPath(selectionFullPath);

            LockStatusData lockStatusData = PlasticPlugin.AssetStatusCache.GetLockStatusDataForPath(
                selectionFullPath);

            SelectedAssetGroupInfo selectedGroupInfo = SelectedAssetGroupInfo.
                                                       BuildFromAssetList(assetList, PlasticPlugin.AssetStatusCache);

            AssetMenuOperations assetOperations =
                AssetMenuUpdater.GetAvailableMenuOperations(selectedGroupInfo);

            bool guiEnabledBck = GUI.enabled;

            GUI.enabled = true;
            try
            {
                DrawBackRectangle(guiEnabledBck);

                GUILayout.BeginHorizontal();

                DrawStatusLabel(assetStatus, lockStatusData);

                GUILayout.FlexibleSpace();

                DrawButtons(assetList, assetOperations);

                GUILayout.EndHorizontal();
            }
            finally
            {
                GUI.enabled = guiEnabledBck;
            }
        }