/// <summary> /// It is currently active only when Notch Simulator tab is present. /// </summary> void OnGUI() { win = this; //Sometimes even with flag I can see it in hierarchy until I move a mouse over it?? EditorApplication.RepaintHierarchyWindow(); bool enableSimulation = NotchSimulatorUtility.enableSimulation; EditorGUI.BeginChangeCheck(); string shortcut = ShortcutManager.instance.GetShortcutBinding(NotchSolutionShortcuts.toggleSimulationShortcut).ToString(); if (string.IsNullOrEmpty(shortcut)) { shortcut = "None"; } NotchSimulatorUtility.enableSimulation = EditorGUILayout.BeginToggleGroup($"Simulate ({shortcut})", NotchSimulatorUtility.enableSimulation); EditorGUI.indentLevel++; NotchSimulatorUtility.selectedDevice = (SimulationDevice)EditorGUILayout.EnumPopup(NotchSimulatorUtility.selectedDevice); NotchSimulatorUtility.flipOrientation = EditorGUILayout.Toggle("Flip Orientation", NotchSimulatorUtility.flipOrientation); var simulationDevice = SimulationDatabase.db[NotchSimulatorUtility.selectedDevice]; //Draw warning about wrong aspect ratio if (enableSimulation) { ScreenOrientation gameViewOrientation = NotchSimulatorUtility.GetGameViewOrientation(); Vector2 simSize = gameViewOrientation == ScreenOrientation.Portrait ? simulationDevice.screenSize : new Vector2(simulationDevice.screenSize.y, simulationDevice.screenSize.x); Vector2 gameViewSize = NotchSimulatorUtility.GetMainGameViewSize(); if (gameViewOrientation == ScreenOrientation.Landscape) { var flip = gameViewSize.x; gameViewSize.x = gameViewSize.y; gameViewSize.y = flip; } var simAspect = NotchSolutionUtility.ScreenRatio(simulationDevice.screenSize); var gameViewAspect = NotchSolutionUtility.ScreenRatio(gameViewSize); var aspectDiff = Math.Abs((simAspect.x / simAspect.y) - (gameViewAspect.x / gameViewAspect.y)); if (aspectDiff > 0.01f) { EditorGUILayout.HelpBox($"The selected simulation device has an aspect ratio of {simAspect.y}:{simAspect.x} ({simulationDevice.screenSize.y}x{simulationDevice.screenSize.x}) but your game view is currently in aspect {gameViewAspect.y}:{gameViewAspect.x} ({gameViewSize.y}x{gameViewSize.x}). The overlay mockup will be stretched from its intended ratio.", MessageType.Warning); } } EditorGUI.indentLevel--; EditorGUILayout.EndToggleGroup(); bool changed = EditorGUI.EndChangeCheck(); if (changed) { UpdateAllMockups(); } UpdateSimulatorTargets(); }
void OnGUI() { //Sometimes even with flag I can see it in hierarchy until I move a mouse over it?? EditorApplication.RepaintHierarchyWindow(); bool enableSimulation = NotchSimulatorUtility.enableSimulation; EditorGUI.BeginChangeCheck(); NotchSimulatorUtility.enableSimulation = EditorGUILayout.BeginToggleGroup("Simulate", NotchSimulatorUtility.enableSimulation); EditorGUI.indentLevel++; NotchSimulatorUtility.selectedDevice = (SimulationDevice)EditorGUILayout.EnumPopup(NotchSimulatorUtility.selectedDevice); NotchSimulatorUtility.flipOrientation = EditorGUILayout.Toggle("Flip Orientation", NotchSimulatorUtility.flipOrientation); var simulationDevice = SimulationDatabase.db[NotchSimulatorUtility.selectedDevice]; //Draw warning about wrong aspect ratio if (enableSimulation) { ScreenOrientation gameViewOrientation = NotchSimulatorUtility.GetGameViewOrientation(); Vector2 simSize = gameViewOrientation == ScreenOrientation.Portrait ? simulationDevice.screenSize : new Vector2(simulationDevice.screenSize.y, simulationDevice.screenSize.x); Vector2 gameViewSize = NotchSimulatorUtility.GetMainGameViewSize(); if (gameViewOrientation == ScreenOrientation.Landscape) { var flip = gameViewSize.x; gameViewSize.x = gameViewSize.y; gameViewSize.y = flip; } var simAspect = ScreenRatio(simulationDevice.screenSize); var gameViewAspect = ScreenRatio(gameViewSize); var aspectDiff = Math.Abs((simAspect.x / simAspect.y) - (gameViewAspect.x / gameViewAspect.y)); if (aspectDiff > 0.01f) { EditorGUILayout.HelpBox($"The selected simulation device has an aspect ratio of {simAspect.y}:{simAspect.x} ({simulationDevice.screenSize.y}x{simulationDevice.screenSize.x}) but your game view is currently in aspect {gameViewAspect.y}:{gameViewAspect.x} ({gameViewSize.y}x{gameViewSize.x}). The overlay mockup will be stretched from its intended ratio.", MessageType.Warning); } } EditorGUI.indentLevel--; EditorGUILayout.EndToggleGroup(); bool changed = EditorGUI.EndChangeCheck(); if (changed) { UpdateMockup(); } if (enableSimulation || (!enableSimulation && NotchSimulatorUtility.enableSimulation)) { NotchSolutionUtility.SimulateSafeAreaRelative = NotchSimulatorUtility.enableSimulation ? NotchSimulatorUtility.SimulatorSafeAreaRelative : new Rect(0, 0, 1, 1); var nps = GameObject.FindObjectsOfType <UIBehaviour>().OfType <INotchSimulatorTarget>(); foreach (var np in nps) { np.SimulatorUpdate(); } } }
/// <summary> /// It is currently active only when Notch Simulator tab is present. /// </summary> void OnGUI() { win = this; //Sometimes even with flag I can see it in hierarchy until I move a mouse over it?? EditorApplication.RepaintHierarchyWindow(); EditorGUI.BeginChangeCheck(); var settings = Settings.Instance; string switchConfigShortcut = ShortcutManager.instance.GetShortcutBinding(NotchSolutionShortcuts.switchConfigurationShortcut).ToString(); if (string.IsNullOrEmpty(switchConfigShortcut)) { switchConfigShortcut = "None"; } string simulateShortcut = ShortcutManager.instance.GetShortcutBinding(NotchSolutionShortcuts.toggleSimulationShortcut).ToString(); if (string.IsNullOrEmpty(simulateShortcut)) { simulateShortcut = "None"; } settings.EnableSimulation = EditorGUILayout.BeginToggleGroup($"Simulate ({simulateShortcut})", settings.EnableSimulation); int previousIndex = settings.ActiveConfiguration.DeviceIndex; int currentIndex = Mathf.Clamp(settings.ActiveConfiguration.DeviceIndex, 0, SimulationDatabase.KeyList.Length - 1); int selectedIndex = EditorGUILayout.Popup(currentIndex, SimulationDatabase.KeyList); if (GUILayout.Button($"{settings.ActiveConfiguration.ConfigurationName} ({switchConfigShortcut})", EditorStyles.helpBox)) { NotchSolutionShortcuts.SwitchConfiguration(); } EditorGUILayout.EndToggleGroup(); settings.ActiveConfiguration.DeviceIndex = selectedIndex; var simulationDevice = SimulationDatabase.Get(SimulationDatabase.KeyList[selectedIndex]); //Draw warning about wrong aspect ratio if (settings.EnableSimulation && simulationDevice != null) { ScreenOrientation gameViewOrientation = NotchSimulatorUtility.GetGameViewOrientation(); Vector2 gameViewSize = NotchSimulatorUtility.GetMainGameViewSize(); if (gameViewOrientation == ScreenOrientation.Landscape) { var flip = gameViewSize.x; gameViewSize.x = gameViewSize.y; gameViewSize.y = flip; } var screen = simulationDevice.Screens.FirstOrDefault(); var simAspect = NotchSolutionUtilityEditor.ScreenRatio(new Vector2(screen.width, screen.height)); var gameViewAspect = NotchSolutionUtilityEditor.ScreenRatio(gameViewSize); var aspectDiff = Math.Abs((simAspect.x / simAspect.y) - (gameViewAspect.x / gameViewAspect.y)); if (aspectDiff > 0.01f) { EditorGUILayout.HelpBox($"The selected simulation device has an aspect ratio of {simAspect.y}:{simAspect.x} ({screen.height}x{screen.width}) but your game view is currently in aspect {gameViewAspect.y}:{gameViewAspect.x} ({gameViewSize.y}x{gameViewSize.x}). The overlay mockup won't be displayed correctly.", MessageType.Warning); } } bool changed = EditorGUI.EndChangeCheck(); if (changed) { UpdateAllMockups(); settings.Save(); } UpdateSimulatorTargets(); }