public Show ( ShowMode showMode, bool loadPosition, bool displayImmediately ) : void | ||
showMode | ShowMode | |
loadPosition | bool | |
displayImmediately | bool | |
리턴 | void |
public void Show(Rect pixelPos, GUIContent content, Vector2 viewSize, Vector2 mouseScreenPosition) { m_Content = content; // scale not to be larger then maxArea pixels. var area = viewSize.x * viewSize.y; m_FullWindowSize = viewSize * Mathf.Sqrt(Mathf.Clamp01(kMaxArea / area)); if (!m_Window) { m_Window = ScriptableObject.CreateInstance <ContainerWindow>(); m_Window.m_DontSaveToLayout = true; SetMinMaxSizes(Vector2.zero, new Vector2(10000, 10000)); SetWindowPos(pixelPos); m_Window.rootView = this; } else { SetWindowPos(pixelPos); } // Do not steal focus from the pane m_Window.Show(ShowMode.NoShadow, loadPosition: true, displayImmediately: false, setFocus: false); m_TargetRect = pixelPos; }
public static void MakeMain() { ContainerWindow window = ScriptableObject.CreateInstance <ContainerWindow>(); MainWindow window2 = ScriptableObject.CreateInstance <MainWindow>(); window2.SetMinMaxSizes(new Vector2(770f, 300f), new Vector2(10000f, 10000f)); window.mainView = window2; Resolution desktopResolution = InternalEditorUtility.GetDesktopResolution(); int num = Mathf.Clamp((desktopResolution.width * 3) / 4, 800, 0x578); int num2 = Mathf.Clamp((desktopResolution.height * 3) / 4, 600, 950); window.position = new Rect(60f, 20f, (float)num, (float)num2); window.Show(ShowMode.MainWindow, true, true); window.DisplayAllViews(); }
public static void MakeMain() { ContainerWindow containerWindow = ScriptableObject.CreateInstance <ContainerWindow>(); MainView mainView = ScriptableObject.CreateInstance <MainView>(); mainView.SetMinMaxSizes(MainView.kMinSize, MainView.kMaxSize); containerWindow.rootView = mainView; Resolution desktopResolution = InternalEditorUtility.GetDesktopResolution(); int num = Mathf.Clamp(desktopResolution.width * 3 / 4, 800, 1400); int num2 = Mathf.Clamp(desktopResolution.height * 3 / 4, 600, 950); containerWindow.position = new Rect(60f, 20f, (float)num, (float)num2); containerWindow.Show(ShowMode.MainWindow, true, true); containerWindow.DisplayAllViews(); }
private void Show(GUIView sourceView) { this.m_DelegateView = sourceView; ContainerWindow instance = ScriptableObject.CreateInstance <ContainerWindow>(); instance.m_DontSaveToLayout = true; instance.title = "EyeDropper"; instance.hideFlags = HideFlags.DontSave; instance.mainView = (View)this; instance.Show(ShowMode.PopupMenu, true, false); this.AddToAuxWindowList(); instance.SetInvisible(); this.SetMinMaxSizes(new Vector2(0.0f, 0.0f), new Vector2(10000f, 10000f)); instance.position = new Rect(-5000f, -5000f, 10000f, 10000f); this.wantsMouseMove = true; this.StealMouseCapture(); }
private void Show(GUIView sourceView) { this.m_DelegateView = sourceView; ContainerWindow containerWindow = ScriptableObject.CreateInstance <ContainerWindow>(); containerWindow.m_DontSaveToLayout = true; containerWindow.title = "EyeDropper"; containerWindow.hideFlags = HideFlags.DontSave; containerWindow.rootView = this; containerWindow.Show(ShowMode.PopupMenu, true, false); base.AddToAuxWindowList(); containerWindow.SetInvisible(); base.SetMinMaxSizes(new Vector2(0f, 0f), new Vector2(8192f, 8192f)); containerWindow.position = new Rect(-4096f, -4096f, 8192f, 8192f); base.wantsMouseMove = true; base.StealMouseCapture(); }
internal void ShowWithMode(ShowMode mode) { if (this.m_Parent == null) { SavedGUIState savedGUIState = SavedGUIState.Create(); ContainerWindow containerWindow = ScriptableObject.CreateInstance <ContainerWindow>(); containerWindow.title = this.titleContent.text; HostView hostView = ScriptableObject.CreateInstance <HostView>(); hostView.actualView = this; Rect position = this.m_Parent.borderSize.Add(new Rect(this.position.x, this.position.y, this.position.width, this.position.height)); containerWindow.position = position; containerWindow.rootView = hostView; this.MakeParentsSettingsMatchMe(); containerWindow.Show(mode, true, false); savedGUIState.ApplyAndForget(); } }
internal static void CreateNewWindowForEditorWindow(EditorWindow window, Vector2 screenPosition, bool loadPosition, bool showImmediately) { ContainerWindow window2 = ScriptableObject.CreateInstance <ContainerWindow>(); SplitView view = ScriptableObject.CreateInstance <SplitView>(); window2.rootView = view; DockArea child = ScriptableObject.CreateInstance <DockArea>(); view.AddChild(child); child.AddTab(window); Rect rect = window.m_Parent.borderSize.Add(new Rect(screenPosition.x, screenPosition.y, window.position.width, window.position.height)); window2.position = rect; view.position = new Rect(0f, 0f, rect.width, rect.height); window.MakeParentsSettingsMatchMe(); window2.Show(ShowMode.NormalWindow, loadPosition, showImmediately); window2.OnResize(); }
internal static void CreateNewWindowForEditorWindow(EditorWindow window, Vector2 screenPosition, bool loadPosition, bool showImmediately) { ContainerWindow instance1 = ScriptableObject.CreateInstance <ContainerWindow>(); SplitView instance2 = ScriptableObject.CreateInstance <SplitView>(); instance1.mainView = (View)instance2; DockArea instance3 = ScriptableObject.CreateInstance <DockArea>(); instance2.AddChild((View)instance3); instance3.AddTab(window); Rect rect = window.m_Parent.borderSize.Add(new Rect(screenPosition.x, screenPosition.y, window.position.width, window.position.height)); instance1.position = rect; instance2.position = new Rect(0.0f, 0.0f, rect.width, rect.height); window.MakeParentsSettingsMatchMe(); instance1.Show(ShowMode.NormalWindow, loadPosition, showImmediately); instance1.OnResize(); }
internal static void CreateNewWindowForEditorWindow(EditorWindow window, Vector2 screenPosition, bool loadPosition, bool showImmediately) { ContainerWindow containerWindow = ScriptableObject.CreateInstance <ContainerWindow>(); SplitView splitView = ScriptableObject.CreateInstance <SplitView>(); containerWindow.rootView = splitView; DockArea dockArea = ScriptableObject.CreateInstance <DockArea>(); splitView.AddChild(dockArea); dockArea.AddTab(window); Rect position = window.m_Parent.borderSize.Add(new Rect(screenPosition.x, screenPosition.y, window.position.width, window.position.height)); containerWindow.position = position; splitView.position = new Rect(0f, 0f, position.width, position.height); window.MakeParentsSettingsMatchMe(); containerWindow.Show(ShowMode.NormalWindow, loadPosition, showImmediately); containerWindow.OnResize(); }
public static void MakeMain() { //Set up default window size ContainerWindow cw = ScriptableObject.CreateInstance <ContainerWindow>(); var main = ScriptableObject.CreateInstance <MainView>(); main.SetMinMaxSizes(kMinSize, kMaxSize); cw.rootView = main; Resolution res = Screen.currentResolution; int width = Mathf.Clamp(res.width * 3 / 4, 800, 1400); int height = Mathf.Clamp(res.height * 3 / 4, 600, 950); cw.position = new Rect(60, 20, width, height); cw.Show(ShowMode.MainWindow, loadPosition: true, displayImmediately: true, setFocus: true); cw.DisplayAllViews(); }
// Internal stuff: // Helper to show this EditorWindow internal static void CreateNewWindowForEditorWindow(EditorWindow window, bool loadPosition, bool showImmediately, bool setFocus = true) { ContainerWindow cw = ScriptableObject.CreateInstance <ContainerWindow>(); SplitView sw = ScriptableObject.CreateInstance <SplitView>(); cw.rootView = sw; DockArea da = ScriptableObject.CreateInstance <DockArea>(); da.AddTab(window, setFocus); sw.AddChild(da); Rect r = window.m_Parent.borderSize.Add(window.position); cw.position = r; sw.position = new Rect(0, 0, r.width, r.height); window.MakeParentsSettingsMatchMe(); cw.Show(ShowMode.NormalWindow, loadPosition, showImmediately, setFocus: true); //Need this, as show my change the size of the window, due to screen constraints cw.OnResize(); }
internal void ShowWithMode(ShowMode mode) { if (!((UnityEngine.Object) this.m_Parent == (UnityEngine.Object)null)) { return; } SavedGUIState savedGuiState = SavedGUIState.Create(); ContainerWindow instance1 = ScriptableObject.CreateInstance <ContainerWindow>(); instance1.title = this.titleContent.text; HostView instance2 = ScriptableObject.CreateInstance <HostView>(); instance2.actualView = this; Rect rect = this.m_Parent.borderSize.Add(new Rect(this.position.x, this.position.y, this.position.width, this.position.height)); instance1.position = rect; instance1.mainView = (View)instance2; this.MakeParentsSettingsMatchMe(); instance1.Show(mode, true, false); savedGuiState.ApplyAndForget(); }
private static void Start(GUIView viewToUpdate, Action <Color> colorPickedCallback, bool stealFocus) { EyeDropper.instance.m_DelegateView = viewToUpdate; EyeDropper.instance.m_ColorPickedCallback = colorPickedCallback; ContainerWindow containerWindow = ScriptableObject.CreateInstance <ContainerWindow>(); containerWindow.m_DontSaveToLayout = true; containerWindow.title = "EyeDropper"; containerWindow.hideFlags = HideFlags.DontSave; containerWindow.rootView = EyeDropper.instance; containerWindow.Show(ShowMode.PopupMenu, true, false); EyeDropper.instance.AddToAuxWindowList(); containerWindow.SetInvisible(); EyeDropper.instance.SetMinMaxSizes(new Vector2(0f, 0f), new Vector2(8192f, 8192f)); containerWindow.position = new Rect(-4096f, -4096f, 8192f, 8192f); EyeDropper.instance.wantsMouseMove = true; EyeDropper.instance.StealMouseCapture(); if (stealFocus) { EyeDropper.instance.Focus(); } }
internal void ShowWithMode(ShowMode mode) { if (m_Parent == null) { SavedGUIState oldState = SavedGUIState.Create(); ContainerWindow cw = ScriptableObject.CreateInstance <ContainerWindow>(); cw.title = titleContent.text; HostView host = ScriptableObject.CreateInstance <HostView>(); host.actualView = this; // Among other things, this sets m_Parent to host Rect r = m_Parent.borderSize.Add(new Rect(position.x, position.y, position.width, position.height)); // Order is important here: first set rect of container, then assign main view, then apply various settings, then show. // Otherwise the rect won't be set until first resize happens. cw.position = r; cw.rootView = host; MakeParentsSettingsMatchMe(); cw.Show(mode, loadPosition: true, displayImmediately: false, setFocus: true); // set min/max size now that native window is not null so that it will e.g., use proper styleMask on macOS cw.SetMinMaxSizes(minSize, maxSize); oldState.ApplyAndForget(); } }
public static bool LoadWindowLayout(string path, bool newProjectLayoutWasCreated) { Rect position = default(Rect); UnityEngine.Object[] array = Resources.FindObjectsOfTypeAll(typeof(ContainerWindow)); UnityEngine.Object[] array2 = array; for (int i = 0; i < array2.Length; i++) { ContainerWindow containerWindow = (ContainerWindow)array2[i]; if (containerWindow.showMode == ShowMode.MainWindow) { position = containerWindow.position; } } bool result; try { ContainerWindow.SetFreezeDisplay(true); WindowLayout.CloseWindows(); UnityEngine.Object[] array3 = InternalEditorUtility.LoadSerializedFileAndForget(path); List <UnityEngine.Object> list = new List <UnityEngine.Object>(); int j = 0; while (j < array3.Length) { UnityEngine.Object @object = array3[j]; EditorWindow editorWindow = @object as EditorWindow; if (editorWindow != null) { if (!(editorWindow.m_Parent == null)) { goto IL_17D; } UnityEngine.Object.DestroyImmediate(editorWindow, true); UnityEngine.Debug.LogError(string.Concat(new object[] { "Removed unparented EditorWindow while reading window layout: window #", j, ", type=", @object.GetType().ToString(), ", instanceID=", @object.GetInstanceID() })); } else { DockArea dockArea = @object as DockArea; if (!(dockArea != null) || dockArea.m_Panes.Count != 0) { goto IL_17D; } dockArea.Close(null); UnityEngine.Debug.LogError(string.Concat(new object[] { "Removed empty DockArea while reading window layout: window #", j, ", instanceID=", @object.GetInstanceID() })); } IL_187: j++; continue; IL_17D: list.Add(@object); goto IL_187; } ContainerWindow containerWindow2 = null; ContainerWindow containerWindow3 = null; for (int k = 0; k < list.Count; k++) { ContainerWindow containerWindow4 = list[k] as ContainerWindow; if (containerWindow4 != null && containerWindow4.showMode == ShowMode.MainWindow) { containerWindow3 = containerWindow4; if ((double)position.width != 0.0) { containerWindow2 = containerWindow4; containerWindow2.position = position; } } } for (int l = 0; l < list.Count; l++) { UnityEngine.Object object2 = list[l]; if (object2 == null) { UnityEngine.Debug.LogError("Error while reading window layout: window #" + l + " is null"); } else if (object2.GetType() == null) { UnityEngine.Debug.LogError(string.Concat(new object[] { "Error while reading window layout: window #", l, " type is null, instanceID=", object2.GetInstanceID() })); } else if (newProjectLayoutWasCreated) { MethodInfo method = object2.GetType().GetMethod("OnNewProjectLayoutWasCreated", BindingFlags.Instance | BindingFlags.Public | BindingFlags.NonPublic); if (method != null) { method.Invoke(object2, null); } } } if (containerWindow2) { containerWindow2.position = position; containerWindow2.OnResize(); } if (containerWindow3 == null) { UnityEngine.Debug.LogError("Error while reading window layout: no main window found"); throw new Exception(); } containerWindow3.Show(containerWindow3.showMode, true, true); for (int m = 0; m < list.Count; m++) { EditorWindow editorWindow2 = list[m] as EditorWindow; if (editorWindow2) { editorWindow2.minSize = editorWindow2.minSize; } ContainerWindow containerWindow5 = list[m] as ContainerWindow; if (containerWindow5 && containerWindow5 != containerWindow3) { containerWindow5.Show(containerWindow5.showMode, true, true); } } GameView gameView = WindowLayout.GetMaximizedWindow() as GameView; if (gameView != null && gameView.maximizeOnPlay) { WindowLayout.Unmaximize(gameView); } if (newProjectLayoutWasCreated) { if (UnityConnect.instance.online && UnityConnect.instance.loggedIn && UnityConnect.instance.shouldShowServicesWindow) { UnityConnectServiceCollection.instance.ShowService("Hub", true); } else { UnityConnectServiceCollection.instance.CloseServices(); } } } catch (Exception arg) { UnityEngine.Debug.LogError("Failed to load window layout: " + arg); int num = 0; if (!Application.isTestRun) { num = EditorUtility.DisplayDialogComplex("Failed to load window layout", "This can happen if layout contains custom windows and there are compile errors in the project.", "Load Default Layout", "Quit", "Revert Factory Settings"); } if (num != 0) { if (num != 1) { if (num == 2) { WindowLayout.RevertFactorySettings(); } } else { EditorApplication.Exit(0); } } else { WindowLayout.LoadDefaultLayout(); } result = false; return(result); } finally { ContainerWindow.SetFreezeDisplay(false); if (Path.GetExtension(path) == ".wlt") { Toolbar.lastLoadedLayoutName = Path.GetFileNameWithoutExtension(path); } else { Toolbar.lastLoadedLayoutName = null; } } result = true; return(result); }
public static bool LoadWindowLayout(string path, bool newProjectLayoutWasCreated) { Rect mainWindowPosition = new Rect(); UnityObject[] containers = Resources.FindObjectsOfTypeAll(typeof(ContainerWindow)); foreach (ContainerWindow window in containers) { if (window.showMode == ShowMode.MainWindow) { mainWindowPosition = window.position; } } bool layoutLoadingIssue = false; // Load new windows and show them try { ContainerWindow.SetFreezeDisplay(true); CloseWindows(); // Load data UnityObject[] loadedWindows = InternalEditorUtility.LoadSerializedFileAndForget(path); if (loadedWindows == null || loadedWindows.Length == 0) { throw new ArgumentException("Window layout at '" + path + "' could not be loaded."); } List <UnityObject> newWindows = new List <UnityObject>(); // At this point, unparented editor windows are neither desired nor desirable. // This can be caused by (legacy) serialization of FallbackEditorWindows or // other serialization hiccups (note that unparented editor windows should not exist in theory). // Same goes for empty DockAreas (no panes). Leave them behind. for (int i = 0; i < loadedWindows.Length; i++) { UnityObject o = loadedWindows[i]; EditorWindow editorWin = o as EditorWindow; if (editorWin != null) { if (editorWin.m_Parent == null) { UnityObject.DestroyImmediate(editorWin, true); Console.WriteLine("LoadWindowLayout: Removed unparented EditorWindow while reading window layout: window #" + i + ", type=" + o.GetType().ToString() + ", instanceID=" + o.GetInstanceID()); layoutLoadingIssue = true; continue; } } else { DockArea dockArea = o as DockArea; if (dockArea != null && dockArea.m_Panes.Count == 0) { dockArea.Close(null); Console.WriteLine("LoadWindowLayout: Removed empty DockArea while reading window layout: window #" + i + ", instanceID=" + o.GetInstanceID()); layoutLoadingIssue = true; continue; } } newWindows.Add(o); } ContainerWindow mainWindowToSetSize = null; ContainerWindow mainWindow = null; for (int i = 0; i < newWindows.Count; i++) { ContainerWindow cur = newWindows[i] as ContainerWindow; if (cur != null && cur.showMode == ShowMode.MainWindow) { mainWindow = cur; if (mainWindowPosition.width != 0.0) { mainWindowToSetSize = cur; mainWindowToSetSize.position = mainWindowPosition; } } } for (int i = 0; i < newWindows.Count; i++) { UnityObject o = newWindows[i]; if (o == null) { Console.WriteLine("LoadWindowLayout: Error while reading window layout: window #" + i + " is null"); layoutLoadingIssue = true; // Keep going } else if (o.GetType() == null) { Console.WriteLine("LoadWindowLayout: Error while reading window layout: window #" + i + " type is null, instanceID=" + o.GetInstanceID()); layoutLoadingIssue = true; // Keep going } else { if (newProjectLayoutWasCreated) { MethodInfo method = o.GetType().GetMethod("OnNewProjectLayoutWasCreated", BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance); if (method != null) { method.Invoke(o, null); } } } } if (mainWindowToSetSize) { mainWindowToSetSize.position = mainWindowPosition; mainWindowToSetSize.OnResize(); } // Always show main window before other windows. So that other windows can // get their parent/owner. if (mainWindow == null) { Debug.LogError("Error while reading window layout: no main window found"); throw new System.Exception(); } mainWindow.Show(mainWindow.showMode, true, true); // Show other windows for (int i = 0; i < newWindows.Count; i++) { EditorWindow win = newWindows[i] as EditorWindow; if (win) { win.minSize = win.minSize; // Causes minSize to be propagated upwards to parents! } ContainerWindow containerWindow = newWindows[i] as ContainerWindow; if (containerWindow && containerWindow != mainWindow) { containerWindow.Show(containerWindow.showMode, true, true); } } // Unmaximize maximized GameView if maximize on play is enabled GameView gameView = GetMaximizedWindow() as GameView; if (gameView != null && gameView.maximizeOnPlay) { Unmaximize(gameView); } // For new projects, show services window if and only if online and logged in if (newProjectLayoutWasCreated) { if (UnityConnect.instance.online && UnityConnect.instance.loggedIn && UnityConnect.instance.shouldShowServicesWindow) { UnityConnectServiceCollection.instance.ShowService(HubAccess.kServiceName, true, "new_project_created"); } else { UnityConnectServiceCollection.instance.CloseServices(); } } } catch (System.Exception ex) { Debug.LogError("Failed to load window layout: " + ex); int option = 0; UnityObject[] containerWindows = Resources.FindObjectsOfTypeAll(typeof(ContainerWindow)); // Only show dialog if an actual window is present. If not, revert to default immediately if (!Application.isTestRun && containerWindows.Length > 0) { option = EditorUtility.DisplayDialogComplex("Failed to load window layout", "This can happen if layout contains custom windows and there are compile errors in the project.", "Load Default Layout", "Quit", "Revert Factory Settings"); } switch (option) { case 0: LoadDefaultLayout(); break; case 1: EditorApplication.Exit(0); break; case 2: RevertFactorySettings(); break; } return(false); } finally { ContainerWindow.SetFreezeDisplay(false); if (Path.GetExtension(path) == ".wlt") { Toolbar.lastLoadedLayoutName = Path.GetFileNameWithoutExtension(path); } else { Toolbar.lastLoadedLayoutName = null; } } if (layoutLoadingIssue) { Debug.Log("The editor layout could not be fully loaded, this can happen when the layout contains EditorWindows not available in this project"); } return(true); }
public static bool LoadWindowLayout(string path, bool newProjectLayoutWasCreated) { Rect rect = new Rect(); foreach (ContainerWindow containerWindow in Resources.FindObjectsOfTypeAll(typeof(ContainerWindow))) { if (containerWindow.showMode == ShowMode.MainWindow) { rect = containerWindow.position; } } try { ContainerWindow.SetFreezeDisplay(true); WindowLayout.CloseWindows(); UnityEngine.Object[] objectArray = InternalEditorUtility.LoadSerializedFileAndForget(path); ContainerWindow containerWindow1 = (ContainerWindow)null; ContainerWindow containerWindow2 = (ContainerWindow)null; foreach (UnityEngine.Object @object in objectArray) { ContainerWindow containerWindow3 = @object as ContainerWindow; if ((UnityEngine.Object)containerWindow3 != (UnityEngine.Object)null && containerWindow3.showMode == ShowMode.MainWindow) { containerWindow2 = containerWindow3; if ((double)rect.width != 0.0) { containerWindow1 = containerWindow3; containerWindow1.position = rect; } } } int num = 0; foreach (UnityEngine.Object @object in objectArray) { if (@object == (UnityEngine.Object)null) { UnityEngine.Debug.LogError((object)("Error while reading window layout: window #" + (object)num + " is null")); throw new Exception(); } if (@object.GetType() == null) { UnityEngine.Debug.LogError((object)("Error while reading window layout: window #" + (object)num + " type is null, instanceID=" + (object)@object.GetInstanceID())); throw new Exception(); } if (newProjectLayoutWasCreated) { MethodInfo method = @object.GetType().GetMethod("OnNewProjectLayoutWasCreated", BindingFlags.Instance | BindingFlags.Public | BindingFlags.NonPublic); if (method != null) { method.Invoke((object)@object, (object[])null); } } ++num; } if ((bool)((UnityEngine.Object)containerWindow1)) { containerWindow1.position = rect; containerWindow1.OnResize(); } if ((UnityEngine.Object)containerWindow2 == (UnityEngine.Object)null) { UnityEngine.Debug.LogError((object)"Error while reading window layout: no main window found"); throw new Exception(); } containerWindow2.Show(containerWindow2.showMode, true, true); foreach (UnityEngine.Object @object in objectArray) { EditorWindow editorWindow = @object as EditorWindow; if ((bool)((UnityEngine.Object)editorWindow)) { editorWindow.minSize = editorWindow.minSize; } ContainerWindow containerWindow3 = @object as ContainerWindow; if ((bool)((UnityEngine.Object)containerWindow3) && (UnityEngine.Object)containerWindow3 != (UnityEngine.Object)containerWindow2) { containerWindow3.Show(containerWindow3.showMode, true, true); } } GameView maximizedWindow = WindowLayout.GetMaximizedWindow() as GameView; if ((UnityEngine.Object)maximizedWindow != (UnityEngine.Object)null) { if (maximizedWindow.maximizeOnPlay) { WindowLayout.Unmaximize((EditorWindow)maximizedWindow); } } } catch (Exception ex) { UnityEngine.Debug.LogError((object)("Failed to load window layout: " + (object)ex)); switch (EditorUtility.DisplayDialogComplex("Failed to load window layout", "This can happen if layout contains custom windows and there are compile errors in the project.", "Load Default Layout", "Quit", "Revert Factory Settings")) { case 0: WindowLayout.LoadDefaultLayout(); break; case 1: EditorApplication.Exit(0); break; case 2: WindowLayout.RevertFactorySettings(); break; } return(false); } finally { ContainerWindow.SetFreezeDisplay(false); Toolbar.lastLoadedLayoutName = !(Path.GetExtension(path) == ".wlt") ? (string)null : Path.GetFileNameWithoutExtension(path); } return(true); }
public static bool LoadWindowLayout(string path, bool newProjectLayoutWasCreated) { Rect position = new Rect(); UnityEngine.Object[] objArray = UnityEngine.Resources.FindObjectsOfTypeAll(typeof(ContainerWindow)); foreach (ContainerWindow window in objArray) { if (window.showMode == ShowMode.MainWindow) { position = window.position; } } try { ContainerWindow.SetFreezeDisplay(true); CloseWindows(); UnityEngine.Object[] objArray3 = InternalEditorUtility.LoadSerializedFileAndForget(path); List<UnityEngine.Object> list = new List<UnityEngine.Object>(); for (int i = 0; i < objArray3.Length; i++) { UnityEngine.Object item = objArray3[i]; EditorWindow window2 = item as EditorWindow; if (window2 != null) { if (window2.m_Parent == null) { UnityEngine.Object.DestroyImmediate(window2, true); UnityEngine.Debug.LogError(string.Concat(new object[] { "Removed unparented EditorWindow while reading window layout: window #", i, ", type=", item.GetType().ToString(), ", instanceID=", item.GetInstanceID() })); continue; } } else { DockArea area = item as DockArea; if ((area != null) && (area.m_Panes.Count == 0)) { area.Close(null); UnityEngine.Debug.LogError(string.Concat(new object[] { "Removed empty DockArea while reading window layout: window #", i, ", instanceID=", item.GetInstanceID() })); continue; } } list.Add(item); } ContainerWindow window3 = null; ContainerWindow window4 = null; for (int j = 0; j < list.Count; j++) { ContainerWindow window5 = list[j] as ContainerWindow; if ((window5 != null) && (window5.showMode == ShowMode.MainWindow)) { window4 = window5; if (position.width != 0.0) { window3 = window5; window3.position = position; } } } for (int k = 0; k < list.Count; k++) { UnityEngine.Object obj3 = list[k]; if (obj3 == null) { UnityEngine.Debug.LogError("Error while reading window layout: window #" + k + " is null"); } else if (obj3.GetType() == null) { UnityEngine.Debug.LogError(string.Concat(new object[] { "Error while reading window layout: window #", k, " type is null, instanceID=", obj3.GetInstanceID() })); } else if (newProjectLayoutWasCreated) { MethodInfo method = obj3.GetType().GetMethod("OnNewProjectLayoutWasCreated", BindingFlags.NonPublic | BindingFlags.Public | BindingFlags.Instance); if (method != null) { method.Invoke(obj3, null); } } } if (window3 != null) { window3.position = position; window3.OnResize(); } if (window4 == null) { UnityEngine.Debug.LogError("Error while reading window layout: no main window found"); throw new Exception(); } window4.Show(window4.showMode, true, true); for (int m = 0; m < list.Count; m++) { EditorWindow window6 = list[m] as EditorWindow; if (window6 != null) { window6.minSize = window6.minSize; } ContainerWindow window7 = list[m] as ContainerWindow; if ((window7 != null) && (window7 != window4)) { window7.Show(window7.showMode, true, true); } } GameView maximizedWindow = GetMaximizedWindow() as GameView; if ((maximizedWindow != null) && maximizedWindow.maximizeOnPlay) { Unmaximize(maximizedWindow); } if (newProjectLayoutWasCreated) { if ((UnityConnect.instance.online && UnityConnect.instance.loggedIn) && UnityConnect.instance.shouldShowServicesWindow) { UnityConnectServiceCollection.instance.ShowService("Hub", true); } else { UnityConnectServiceCollection.instance.CloseServices(); } } } catch (Exception exception) { UnityEngine.Debug.LogError("Failed to load window layout: " + exception); int num6 = 0; if (!Application.isTestRun) { num6 = EditorUtility.DisplayDialogComplex("Failed to load window layout", "This can happen if layout contains custom windows and there are compile errors in the project.", "Load Default Layout", "Quit", "Revert Factory Settings"); } if (num6 == 0) { LoadDefaultLayout(); } else if (num6 == 1) { EditorApplication.Exit(0); } else if (num6 == 2) { RevertFactorySettings(); } return false; } finally { ContainerWindow.SetFreezeDisplay(false); if (Path.GetExtension(path) == ".wlt") { Toolbar.lastLoadedLayoutName = Path.GetFileNameWithoutExtension(path); } else { Toolbar.lastLoadedLayoutName = null; } } return true; }
public static bool LoadWindowLayout(string path, bool newProjectLayoutWasCreated) { Rect position = default(Rect); UnityEngine.Object[] array = Resources.FindObjectsOfTypeAll(typeof(ContainerWindow)); UnityEngine.Object[] array2 = array; for (int i = 0; i < array2.Length; i++) { ContainerWindow containerWindow = (ContainerWindow)array2[i]; if (containerWindow.showMode == ShowMode.MainWindow) { position = containerWindow.position; } } try { ContainerWindow.SetFreezeDisplay(true); WindowLayout.CloseWindows(); UnityEngine.Object[] array3 = InternalEditorUtility.LoadSerializedFileAndForget(path); ContainerWindow containerWindow2 = null; ContainerWindow containerWindow3 = null; UnityEngine.Object[] array4 = array3; for (int j = 0; j < array4.Length; j++) { UnityEngine.Object @object = array4[j]; ContainerWindow containerWindow4 = @object as ContainerWindow; if (containerWindow4 != null && containerWindow4.showMode == ShowMode.MainWindow) { containerWindow3 = containerWindow4; if ((double)position.width != 0.0) { containerWindow2 = containerWindow4; containerWindow2.position = position; } } } int num = 0; UnityEngine.Object[] array5 = array3; for (int k = 0; k < array5.Length; k++) { UnityEngine.Object object2 = array5[k]; if (object2 == null) { UnityEngine.Debug.LogError("Error while reading window layout: window #" + num + " is null"); throw new Exception(); } if (object2.GetType() == null) { UnityEngine.Debug.LogError(string.Concat(new object[] { "Error while reading window layout: window #", num, " type is null, instanceID=", object2.GetInstanceID() })); throw new Exception(); } if (newProjectLayoutWasCreated) { MethodInfo method = object2.GetType().GetMethod("OnNewProjectLayoutWasCreated", BindingFlags.Instance | BindingFlags.Public | BindingFlags.NonPublic); if (method != null) { method.Invoke(object2, null); } } num++; } if (containerWindow2) { containerWindow2.position = position; containerWindow2.OnResize(); } if (containerWindow3 == null) { UnityEngine.Debug.LogError("Error while reading window layout: no main window found"); throw new Exception(); } containerWindow3.Show(containerWindow3.showMode, true, true); UnityEngine.Object[] array6 = array3; for (int l = 0; l < array6.Length; l++) { UnityEngine.Object object3 = array6[l]; EditorWindow editorWindow = object3 as EditorWindow; if (editorWindow) { editorWindow.minSize = editorWindow.minSize; } ContainerWindow containerWindow5 = object3 as ContainerWindow; if (containerWindow5 && containerWindow5 != containerWindow3) { containerWindow5.Show(containerWindow5.showMode, true, true); } } GameView gameView = WindowLayout.GetMaximizedWindow() as GameView; if (gameView != null && gameView.maximizeOnPlay) { WindowLayout.Unmaximize(gameView); } } catch (Exception arg) { UnityEngine.Debug.LogError("Failed to load window layout: " + arg); switch (EditorUtility.DisplayDialogComplex("Failed to load window layout", "This can happen if layout contains custom windows and there are compile errors in the project.", "Load Default Layout", "Quit", "Revert Factory Settings")) { case 0: WindowLayout.LoadDefaultLayout(); break; case 1: EditorApplication.Exit(0); break; case 2: WindowLayout.RevertFactorySettings(); break; } return(false); } finally { ContainerWindow.SetFreezeDisplay(false); if (Path.GetExtension(path) == ".wlt") { Toolbar.lastLoadedLayoutName = Path.GetFileNameWithoutExtension(path); } else { Toolbar.lastLoadedLayoutName = null; } } return(true); }