void OnGUI()
        {
#if FLUX_PROFILE
            Profiler.BeginSample("Flux OnGUI");
#endif
            if (_sequenceEditor == null)
            {
                return;
            }

            Rect currentWindowRect = position;
            currentWindowRect.x = 0;
            currentWindowRect.y = 0;

            if (currentWindowRect != _windowRect)
            {
                RebuildLayout();
            }

            if (!FUtility.RenderOnEditorPlay && EditorApplication.isPlaying && !EditorApplication.isPaused)
            {
                GUI.Label(_windowRect, "Draw in play mode is disabled. You can change it on Flux Preferences");
                return;
            }

            FSequence sequence = _sequenceEditor.Sequence;

            if (sequence == null)
            {
                ShowNotification(new GUIContent("Select Or Create Sequence"));
            }
            else if (Event.current.isKey)
            {
                if (Event.current.type == EventType.KeyDown && Event.current.keyCode == KeyCode.Return)
                {
                    EditorGUIUtility.keyboardControl = 0;
                    Event.current.Use();
                    Repaint();
                }
            }

            // header
            _windowHeader.OnGUI();

            if (sequence == null)
            {
                return;
            }

            // toolbar
            _toolbar.OnGUI();

            switch (Event.current.type)
            {
            case EventType.KeyDown:
                if (Event.current.keyCode == KeyCode.Backspace || Event.current.keyCode == KeyCode.Delete)
                {
                    _sequenceEditor.DestroyEvents(_sequenceEditor.EventSelection.Editors);
                    Event.current.Use();
                }
                break;

            case EventType.MouseDown:
                break;

            case EventType.MouseUp:
                break;
            }

            if (Event.current.type == EventType.ValidateCommand)
            {
                Repaint();
            }

            _sequenceEditor.OnGUI();


            // because of a bug with windows editor, we have to not catch right button
            // otherwise ContextClick doesn't get called
            if (Event.current.type == EventType.MouseUp && Event.current.button != 1)
            {
                Event.current.Use();
            }

            if (Event.current.type == EventType.Ignore)
            {
                EditorGUIUtility.hotControl = 0;
            }

            if (Event.current.type == EventType.Repaint)
            {
                Handles.DrawLine(new Vector3(_windowHeaderRect.xMin, _windowHeaderRect.yMax, 0), new Vector3(_windowHeaderRect.xMax - FSequenceEditor.RIGHT_BORDER, _windowHeaderRect.yMax, 0));
            }
#if FLUX_PROFILE
            Profiler.EndSample();
#endif
        }
Esempio n. 2
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        void OnGUI()
        {
#if FLUX_PROFILE
            Profiler.BeginSample("Flux OnGUI");
#endif
            if (_sequenceEditor == null)
            {
                return;
            }

            Rect currentWindowRect = position;
            currentWindowRect.x = 0;
            currentWindowRect.y = 0;

            if (currentWindowRect != _windowRect)
            {
                RebuildLayout();
            }

            if (!FUtility.RenderOnEditorPlay && EditorApplication.isPlaying && !EditorApplication.isPaused)
            {
                GUI.Label(_windowRect, "Draw in play mode is disabled. You can change it on Flux Preferences");
                return;
            }

            FSequence sequence = _sequenceEditor.Sequence;

            if (sequence == null)
            {
                ShowNotification(new GUIContent("Select Or Create Sequence"));
            }
            else if (Event.current.isKey)
            {
                if (Event.current.keyCode == KeyCode.Space)
                {
                    if (Event.current.type == EventType.KeyUp)
                    {
                        if (_sequenceEditor.IsPlaying)
                        {
                            if (Event.current.shift)
                            {
                                Stop();
                            }
                            else
                            {
                                Pause();
                            }
                        }
                        else
                        {
                            Play(Event.current.shift);
                        }


                        Repaint();
                    }
                    Event.current.Use();
                }

                if (Event.current.type == EventType.KeyDown && Event.current.keyCode == KeyCode.Return)
                {
                    EditorGUIUtility.keyboardControl = 0;
                    Event.current.Use();
                    Repaint();
                }
            }


            // header
            _windowHeader.OnGUI();

            if (sequence == null)
            {
                return;
            }

            // toolbar
            _toolbar.OnGUI();

            switch (Event.current.type)
            {
            case EventType.KeyDown:
                if (Event.current.keyCode == KeyCode.Backspace || Event.current.keyCode == KeyCode.Delete)
                {
                    _sequenceEditor.DestroyEvents(_sequenceEditor.EventSelection.Editors);
                    Event.current.Use();
                }
                else if (Event.current.keyCode == KeyCode.K && _sequenceEditor.Sequence.CurrentFrame >= 0)
                {
                    _sequenceEditor.AddEvent(_sequenceEditor.Sequence.CurrentFrame);
                    Event.current.Use();
                }
//				else if( Event.current.keyCode == KeyCode.C && _sequenceEditor.GetSequence().GetCurrentFrame() >= 0 )
//				{
//					_sequenceEditor.AddCommentEvent( _sequenceEditor.GetSequence().GetCurrentFrame() );
//					Event.current.Use();
//				}
                break;

            case EventType.MouseDown:
                break;

            case EventType.MouseUp:
                break;
            }

            if (Event.current.type == EventType.ValidateCommand)
            {
                Repaint();
            }

            _sequenceEditor.OnGUI();


            // because of a bug with windows editor, we have to not catch right button
            // otherwise ContextClick doesn't get called
            if (Event.current.type == EventType.MouseUp && Event.current.button != 1)
            {
                Event.current.Use();
            }

            if (Event.current.type == EventType.Ignore)
            {
                EditorGUIUtility.hotControl = 0;
            }

//			// handle drag & drop
//			if( Event.current.type == EventType.DragUpdated )
//			{
//				if( _windowRect.Contains( Event.current.mousePosition ) )
//				{
//					DragAndDrop.visualMode = DragAndDropVisualMode.Link;
//					Event.current.Use();
//				}
//			}
//			else if( Event.current.type == EventType.DragPerform )
//			{
//				if( _windowRect.Contains( Event.current.mousePosition ) )
//				{
//					foreach( UnityEngine.Object obj in DragAndDrop.objectReferences )
//					{
//						if( !(obj is GameObject) )
//						{
//							continue;
//						}
//
//						PrefabType prefabType = PrefabUtility.GetPrefabType(obj);
//						if( prefabType == PrefabType.ModelPrefab || prefabType == PrefabType.Prefab )
//							continue;
//
//						Undo.IncrementCurrentGroup();
//						UnityEngine.Object[] objsToSave = new UnityEngine.Object[]{ sequence, this };
//
//						Undo.RegisterCompleteObjectUndo( objsToSave, string.Empty );
//
//						GameObject timelineGO = new GameObject(obj.name);
//						// TODO
////						FTimeline timeline = timelineGO.AddComponent<Flux.FTimeline>();
////						timeline.SetOwner( ((GameObject)obj).transform );
////						sequence.Add( timeline );
//
////						Undo.RegisterCompleteObjectUndo( objsToSave, string.Empty );
////						Undo.RegisterCreatedObjectUndo( timeline.gameObject, "create Timeline" );
////						Undo.CollapseUndoOperations( Undo.GetCurrentGroup() );
//					}
//					RemoveNotification();
//					Event.current.Use();
//					DragAndDrop.AcceptDrag();
//					Refresh();
//					EditorGUIUtility.ExitGUI();
//				}
//			}

            if (Event.current.type == EventType.Repaint)
            {
                Handles.DrawLine(new Vector3(_windowHeaderRect.xMin, _windowHeaderRect.yMax, 0), new Vector3(_windowHeaderRect.xMax - FSequenceEditor.RIGHT_BORDER, _windowHeaderRect.yMax, 0));
            }
#if FLUX_PROFILE
            Profiler.EndSample();
#endif
        }