void OnSceneGUI(SceneView sceneView)
        {
            SceneStyles.Init();

            m_CurrentEvent = Event.current;

            EditorHandleDrawing.DrawSceneHandles(SceneDragAndDropListener.isDragging ? SelectMode.None : selectMode);

            DrawHandleGUI(sceneView);

            if (m_CurrentEvent.type == EventType.KeyDown)
            {
                // Escape isn't assignable as a shortcut
                if (m_CurrentEvent.keyCode == KeyCode.Escape && selectMode != SelectMode.Object)
                {
                    selectMode = SelectMode.Object;

                    m_IsDragging          = false;
                    m_IsReadyForMouseDrag = false;

                    m_CurrentEvent.Use();
                }
            }

            if (selectMode == SelectMode.Object)
            {
                return;
            }

            bool pathSelectionModifier = EditorHandleUtility.IsSelectionPathModifier(m_CurrentEvent.modifiers);

            // Check mouse position in scene and determine if we should highlight something
            if (s_ShowHoverHighlight &&
                selectMode.IsMeshElementMode() &&
                (m_CurrentEvent.type == EventType.MouseMove ||
                 (m_wasSelectingPath != pathSelectionModifier && m_CurrentEvent.isKey)))
            {
                m_Hovering.CopyTo(m_HoveringPrevious);
                if (GUIUtility.hotControl != 0 ||
                    EditorSceneViewPicker.MouseRayHitTest(m_CurrentEvent.mousePosition, selectMode, m_ScenePickerPreferences, m_Hovering) > ScenePickerPreferences.maxPointerDistance)
                {
                    m_Hovering.Clear();
                }

                if (!m_Hovering.Equals(m_HoveringPrevious))
                {
                    if (pathSelectionModifier)
                    {
                        EditorSceneViewPicker.DoMouseHover(m_Hovering);
                    }

                    SceneView.RepaintAll();
                }
            }

            m_wasSelectingPath = pathSelectionModifier;

            if (Tools.current == Tool.View)
            {
                return;
            }

            switch (m_CurrentEvent.type)
            {
            case EventType.ValidateCommand:
            case EventType.ExecuteCommand:
                bool execute = m_CurrentEvent.type == EventType.ExecuteCommand;
                switch (m_CurrentEvent.commandName)
                {
                case "SelectAll":
                    if (execute)
                    {
                        SelectAll();
                    }
                    m_CurrentEvent.Use();
                    break;

                case "DeselectAll":
                    if (execute)
                    {
                        DeselectAll();
                    }
                    m_CurrentEvent.Use();
                    break;

                case "InvertSelection":
                    if (execute)
                    {
                        InvertSelection();
                    }
                    m_CurrentEvent.Use();
                    break;
                }
                break;
            }

            if (EditorHandleUtility.SceneViewInUse(m_CurrentEvent))
            {
                if (m_IsDragging)
                {
                    m_IsDragging = false;
                }

                if (GUIUtility.hotControl == m_DefaultControl)
                {
                    GUIUtility.hotControl = 0;
                }

                return;
            }

            // This prevents us from selecting other objects in the scene,
            // and allows for the selection of faces / vertices.
            m_DefaultControl = GUIUtility.GetControlID(FocusType.Passive);
            if (Event.current.type == EventType.Layout)
            {
                HandleUtility.AddDefaultControl(m_DefaultControl);
            }

            if (m_CurrentEvent.type == EventType.MouseDown && HandleUtility.nearestControl == m_DefaultControl)
            {
                // double clicking object
                if (m_CurrentEvent.clickCount > 1)
                {
                    DoubleClick(m_CurrentEvent);
                }

                m_InitialMousePosition = m_CurrentEvent.mousePosition;
                // readyForMouseDrag prevents a bug wherein after ending a drag an errant
                // MouseDrag event is sent with no corresponding MouseDown/MouseUp event.
                m_IsReadyForMouseDrag = true;

                GUIUtility.hotControl = m_DefaultControl;
            }

            if (m_CurrentEvent.type == EventType.MouseDrag && m_IsReadyForMouseDrag && GUIUtility.hotControl == m_DefaultControl)
            {
                if (!m_IsDragging && Vector2.Distance(m_CurrentEvent.mousePosition, m_InitialMousePosition) > k_MouseDragThreshold)
                {
                    sceneView.Repaint();
                    m_IsDragging = true;
                }
            }

            if (m_CurrentEvent.type == EventType.Ignore)
            {
                if (m_IsDragging)
                {
                    m_IsReadyForMouseDrag = false;
                    m_IsDragging          = false;
                    EditorSceneViewPicker.DoMouseDrag(m_MouseDragRect, selectMode, m_ScenePickerPreferences);
                }

                if (m_WasDoubleClick)
                {
                    m_WasDoubleClick = false;
                }

                if (GUIUtility.hotControl == m_DefaultControl)
                {
                    GUIUtility.hotControl = 0;
                }
            }

            if (m_CurrentEvent.type == EventType.MouseUp && GUIUtility.hotControl == m_DefaultControl)
            {
                GUIUtility.hotControl = 0;

                if (m_WasDoubleClick)
                {
                    m_WasDoubleClick = false;
                }
                else
                {
                    if (!m_IsDragging)
                    {
                        if (UVEditor.instance)
                        {
                            UVEditor.instance.ResetUserPivot();
                        }

                        EditorSceneViewPicker.DoMouseClick(m_CurrentEvent, selectMode, m_ScenePickerPreferences);
                        UpdateSelection();
                    }
                    else
                    {
                        m_IsDragging          = false;
                        m_IsReadyForMouseDrag = false;

                        if (UVEditor.instance)
                        {
                            UVEditor.instance.ResetUserPivot();
                        }

                        EditorSceneViewPicker.DoMouseDrag(m_MouseDragRect, selectMode, m_ScenePickerPreferences);

                        if (GUIUtility.hotControl == m_DefaultControl)
                        {
                            GUIUtility.hotControl = 0;
                        }
                    }
                }
            }
        }
Exemplo n.º 2
0
        void OnSceneGUI(SceneView sceneView)
        {
#if !UNITY_2018_2_OR_NEWER
            if (s_ResetOnSceneGUIState != null)
            {
                s_ResetOnSceneGUIState.Invoke(sceneView, null);
            }
#endif

            SceneStyles.Init();

            m_CurrentEvent = Event.current;

            EditorMeshHandles.DrawSceneHandles(SceneDragAndDropListener.isDragging ? SelectMode.None : selectMode);

            DrawHandleGUI(sceneView);

#if SHORTCUT_MANAGER
            // Escape isn't assignable as a shortcut
            if (m_CurrentEvent.type == EventType.KeyDown)
            {
                if (m_CurrentEvent.keyCode == KeyCode.Escape && selectMode != SelectMode.Object)
                {
                    selectMode = SelectMode.Object;
                    m_CurrentEvent.Use();
                }
            }
#else
            if (m_CurrentEvent.type == EventType.MouseDown && m_CurrentEvent.button == 1)
            {
                m_IsRightMouseDown = true;
            }

            if (m_CurrentEvent.type == EventType.MouseUp && m_CurrentEvent.button == 1 || m_CurrentEvent.type == EventType.Ignore)
            {
                m_IsRightMouseDown = false;
            }

            if (!m_IsRightMouseDown && (m_CurrentEvent.type == EventType.KeyUp ? m_CurrentEvent.keyCode : KeyCode.None) != KeyCode.None)
            {
                if (ShortcutCheck(m_CurrentEvent))
                {
                    m_CurrentEvent.Use();
                    return;
                }
            }

            if (m_CurrentEvent.type == EventType.KeyDown)
            {
                if (s_Shortcuts.value.Any(x => x.Matches(m_CurrentEvent.keyCode, m_CurrentEvent.modifiers)))
                {
                    m_CurrentEvent.Use();
                }
            }
#endif

            if (selectMode == SelectMode.Object)
            {
                return;
            }

            // Check mouse position in scene and determine if we should highlight something
            if (s_ShowHoverHighlight &&
                m_CurrentEvent.type == EventType.MouseMove &&
                selectMode.IsMeshElementMode())
            {
                m_Hovering.CopyTo(m_HoveringPrevious);

                if (GUIUtility.hotControl != 0 ||
                    EditorSceneViewPicker.MouseRayHitTest(m_CurrentEvent.mousePosition, selectMode, m_ScenePickerPreferences, m_Hovering) > ScenePickerPreferences.maxPointerDistance)
                {
                    m_Hovering.Clear();
                }

                if (!m_Hovering.Equals(m_HoveringPrevious))
                {
                    SceneView.RepaintAll();
                }
            }

            if (Tools.current == Tool.View)
            {
                return;
            }

            // Overrides the toolbar transform tools
            if (Tools.current != Tool.None && Tools.current != m_CurrentTool)
            {
                SetTool_Internal(Tools.current);
            }

            Tools.current = Tool.None;

            if (selectMode.IsMeshElementMode() && MeshSelection.selectedVertexCount > 0)
            {
                var tool = GetToolForSelectMode(m_CurrentTool, s_SelectMode);

                if (tool != null)
                {
                    tool.OnSceneGUI(m_CurrentEvent);
                }
            }

            if (EditorHandleUtility.SceneViewInUse(m_CurrentEvent) || m_CurrentEvent.isKey)
            {
                m_IsDragging = false;

                if (GUIUtility.hotControl == m_DefaultControl)
                {
                    GUIUtility.hotControl = 0;
                }

                return;
            }

            // This prevents us from selecting other objects in the scene,
            // and allows for the selection of faces / vertices.
            m_DefaultControl = GUIUtility.GetControlID(FocusType.Passive);
            HandleUtility.AddDefaultControl(m_DefaultControl);

            if (m_CurrentEvent.type == EventType.MouseDown && HandleUtility.nearestControl == m_DefaultControl)
            {
                // double clicking object
                if (m_CurrentEvent.clickCount > 1)
                {
                    DoubleClick(m_CurrentEvent);
                }

                m_InitialMousePosition = m_CurrentEvent.mousePosition;
                // readyForMouseDrag prevents a bug wherein after ending a drag an errant
                // MouseDrag event is sent with no corresponding MouseDown/MouseUp event.
                m_IsReadyForMouseDrag = true;

                GUIUtility.hotControl = m_DefaultControl;
            }

            if (m_CurrentEvent.type == EventType.MouseDrag && m_IsReadyForMouseDrag && GUIUtility.hotControl == m_DefaultControl)
            {
                if (!m_IsDragging && Vector2.Distance(m_CurrentEvent.mousePosition, m_InitialMousePosition) > k_MouseDragThreshold)
                {
                    sceneView.Repaint();
                    m_IsDragging = true;
                }
            }

            if (m_CurrentEvent.type == EventType.Ignore)
            {
                if (m_IsDragging)
                {
                    m_IsReadyForMouseDrag = false;
                    m_IsDragging          = false;
                    EditorSceneViewPicker.DoMouseDrag(m_MouseDragRect, selectMode, m_ScenePickerPreferences);
                }

                if (m_WasDoubleClick)
                {
                    m_WasDoubleClick = false;
                }

                if (GUIUtility.hotControl == m_DefaultControl)
                {
                    GUIUtility.hotControl = 0;
                }
            }

            if (m_CurrentEvent.type == EventType.MouseUp && GUIUtility.hotControl == m_DefaultControl)
            {
                GUIUtility.hotControl = 0;

                if (m_WasDoubleClick)
                {
                    m_WasDoubleClick = false;
                }
                else
                {
                    if (!m_IsDragging)
                    {
                        if (UVEditor.instance)
                        {
                            UVEditor.instance.ResetUserPivot();
                        }

                        EditorSceneViewPicker.DoMouseClick(m_CurrentEvent, selectMode, m_ScenePickerPreferences);
                        UpdateSelection();
                        SceneView.RepaintAll();
                    }
                    else
                    {
                        m_IsDragging          = false;
                        m_IsReadyForMouseDrag = false;

                        if (UVEditor.instance)
                        {
                            UVEditor.instance.ResetUserPivot();
                        }

                        EditorSceneViewPicker.DoMouseDrag(m_MouseDragRect, selectMode, m_ScenePickerPreferences);

                        if (GUIUtility.hotControl == m_DefaultControl)
                        {
                            GUIUtility.hotControl = 0;
                        }
                    }
                }
            }
        }
Exemplo n.º 3
0
        void OnSceneGUI(SceneView sceneView)
        {
            SceneStyles.Init();

            m_CurrentEvent = Event.current;

            EditorHandleDrawing.DrawSceneHandles(SceneDragAndDropListener.isDragging ? SelectMode.None : selectMode);

            DrawHandleGUI(sceneView);

            if (m_CurrentEvent.type == EventType.KeyDown)
            {
                // Escape isn't assignable as a shortcut
                if (m_CurrentEvent.keyCode == KeyCode.Escape && selectMode != SelectMode.Object)
                {
                    selectMode = SelectMode.Object;

                    m_IsDragging          = false;
                    m_IsReadyForMouseDrag = false;

                    m_CurrentEvent.Use();
                }
            }

            if (selectMode == SelectMode.Object)
            {
                return;
            }

            bool pathSelectionModifier = EditorHandleUtility.IsSelectionPathModifier(m_CurrentEvent.modifiers);

            // Check mouse position in scene and determine if we should highlight something
            if (s_ShowHoverHighlight &&
                selectMode.IsMeshElementMode() &&
                (m_CurrentEvent.type == EventType.MouseMove ||
                 (m_wasSelectingPath != pathSelectionModifier && m_CurrentEvent.isKey)))
            {
                m_Hovering.CopyTo(m_HoveringPrevious);
                if (GUIUtility.hotControl != 0 ||
                    EditorSceneViewPicker.MouseRayHitTest(m_CurrentEvent.mousePosition, selectMode, m_ScenePickerPreferences, m_Hovering) > ScenePickerPreferences.maxPointerDistance)
                {
                    m_Hovering.Clear();
                }

                if (!m_Hovering.Equals(m_HoveringPrevious))
                {
                    if (pathSelectionModifier)
                    {
                        EditorSceneViewPicker.DoMouseHover(m_Hovering);
                    }

                    SceneView.RepaintAll();
                }
            }

            m_wasSelectingPath = pathSelectionModifier;

            if (Tools.current == Tool.View)
            {
                return;
            }

            switch (m_CurrentEvent.type)
            {
            case EventType.ValidateCommand:
            case EventType.ExecuteCommand:
                bool execute = m_CurrentEvent.type == EventType.ExecuteCommand;
                switch (m_CurrentEvent.commandName)
                {
                case "SelectAll":
                    if (execute)
                    {
                        SelectAll();
                    }
                    m_CurrentEvent.Use();
                    break;

                case "DeselectAll":
                    if (execute)
                    {
                        DeselectAll();
                    }
                    m_CurrentEvent.Use();
                    break;

                case "InvertSelection":
                    if (execute)
                    {
                        InvertSelection();
                    }
                    m_CurrentEvent.Use();
                    break;
                }
                break;
            }

            if (EditorHandleUtility.SceneViewInUse(m_CurrentEvent))
            {
                if (m_IsDragging)
                {
                    m_IsDragging = false;
                }

                if (GUIUtility.hotControl == m_DefaultControl)
                {
                    GUIUtility.hotControl = 0;
                }

                return;
            }

            // This prevents us from selecting other objects in the scene,
            // and allows for the selection of faces / vertices.
            m_DefaultControl = GUIUtility.GetControlID(FocusType.Passive);
            if (Event.current.type == EventType.Layout)
            {
                HandleUtility.AddDefaultControl(m_DefaultControl);
            }

            HandleMouseEvent(sceneView, m_DefaultControl);
        }