private static void RefreshMockupsInternal() { if (--mockupRefreshTime <= 0) { EditorApplication.update -= RefreshMockupsInternal; NotchSimulator.RespawnMockup(); } }
private static void ToggleSimulation() { var settings = Settings.Instance; settings.EnableSimulation = !settings.EnableSimulation; settings.Save(); NotchSimulator.UpdateAllMockups(); NotchSimulator.UpdateSimulatorTargets(); NotchSimulator.Redraw(); }
internal static void SwitchConfiguration() { Settings.Instance.NextConfiguration(); NotchSimulator.Redraw(); NotchSimulator.UpdateAllMockups(); NotchSimulator.UpdateSimulatorTargets(); // Using shortcut to change aspect ratio actually will not proc the [ExecuteAlways] Update() of adaptation components, unlike using the drop down. // But it mostly do so because we always have some uGUI components which indirectly cause those updates on ratio change. // While the scene with no uGUI at all maybe rare, it never hurts to proc them manually.. just in case. EditorApplication.QueuePlayerLoopUpdate(); }
public override void OnActivate(string searchContext, VisualElement root) { var padRect = new VisualElement(); int padding = 10; padRect.style.paddingBottom = padding; padRect.style.paddingLeft = padding; padRect.style.paddingRight = padding; padRect.style.paddingTop = padding - 5; root.Add(padRect); var title = new Label("Notch Solution"); title.style.fontSize = 15; title.style.unityFontStyleAndWeight = FontStyle.Bold; padRect.Add(title); var repo = new Label("https://github.com/5argon/NotchSolution"); repo.style.paddingBottom = 15; repo.style.unityFontStyleAndWeight = FontStyle.Bold; repo.RegisterCallback((MouseDownEvent ev) => { System.Diagnostics.Process.Start("https://github.com/5argon/NotchSolution"); }); padRect.Add(repo); var devicesPath = new TextField("Device Directory"); devicesPath.SetEnabled(false); devicesPath.value = NotchSimulatorUtility.DevicesFolder; padRect.Add(devicesPath); var colorField = new ColorField("Prefab mode overlay color"); colorField.value = Settings.Instance.PrefabModeOverlayColor; colorField.RegisterValueChangedCallback(ev => { var settings = Settings.Instance; settings.PrefabModeOverlayColor = ev.newValue; settings.Save(); NotchSimulator.UpdateAllMockups(); NotchSimulator.UpdateSimulatorTargets(); }); padRect.Add(colorField); }
public static void ShowWindow() { win = (NotchSimulator)EditorWindow.GetWindow(typeof(NotchSimulator)); win.titleContent = new GUIContent("Notch Simulator"); }
/// <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(); }