public virtual void OnSceneGUI() { if (!target) { return; } var c = (Camera)target; if (!CameraEditorUtils.IsViewportRectValidToRender(c.rect)) { return; } Vector2 currentMainGameViewTargetSize = PreviewEditorWindow.GetMainPreviewTargetSize(); if (s_PreviousMainGameViewTargetSize != currentMainGameViewTargetSize) { // a gameView size change can affect horizontal FOV, refresh the inspector when that happens. Repaint(); s_PreviousMainGameViewTargetSize = currentMainGameViewTargetSize; } SceneViewOverlay.Window(EditorGUIUtility.TrTextContent("Camera Preview"), OnOverlayGUI, (int)SceneViewOverlay.Ordering.Camera, target, SceneViewOverlay.WindowDisplayOption.OneWindowPerTarget); CameraEditorUtils.HandleFrustum(c, referenceTargetIndex); }
static internal void InitPlaymodeLayout() { m_PreviewWindow = WindowLayout.ShowAppropriateViewOnEnterExitPlaymode(true) as PreviewEditorWindow; if (m_PreviewWindow == null) { return; } if (m_PreviewWindow.maximizeOnPlay) { DockArea da = m_PreviewWindow.m_Parent as DockArea; if (da != null) { m_MaximizePending = WindowLayout.MaximizePrepare(da.actualView); } } // Mark this preview window as the start preview so the backend // can set size and mouseoffset properly for this preview m_PreviewWindow.m_Parent.SetAsStartView(); m_PreviewWindow.m_Parent.SetAsLastPlayModeView(); Toolbar.RepaintToolbar(); }
void PollSplashState() { // Force the GameViews to repaint whilst showing the splash(1166664) PreviewEditorWindow.RepaintAll(); // When the splash screen is playing we need to keep track so that we can update the preview button when it has finished. if (SplashScreen.isFinished) { m_Owner.Repaint(); EditorApplication.update -= PollSplashState; } }
internal static float GetGameViewAspectRatio() { Vector2 gameViewSize = PreviewEditorWindow.GetMainPreviewTargetSize(); if (gameViewSize.x < 0f) { // Fallback to Scene View of not a valid game view size gameViewSize.x = Screen.width; gameViewSize.y = Screen.height; } return(gameViewSize.x / gameViewSize.y); }
internal static PreviewEditorWindow GetMainPreviewWindow() { if (s_LastFocused == null && s_PreviewWindows != null) { RemoveDisabledWindows(); if (s_PreviewWindows.Count > 0) { s_LastFocused = s_PreviewWindows[0]; } } return(s_LastFocused); }
protected void SetFocus(bool focused) { if (!focused && s_LastFocused == this) { InternalEditorUtility.OnGameViewFocus(false); } else if (focused) { InternalEditorUtility.OnGameViewFocus(true); s_LastFocused = this; Repaint(); } }
void InitEffectUI() { if (!m_IsVisible) { return; } // Use locked particle system if set otherwise check selected gameobject ParticleSystem target = ParticleSystemEditorUtils.lockedParticleSystem; if (target == null && Selection.activeGameObject != null) { target = Selection.activeGameObject.GetComponent <ParticleSystem>(); } m_Target = target; if (m_Target != null) { if (m_ParticleEffectUI == null) { m_ParticleEffectUI = new ParticleEffectUI(this); } if (m_ParticleEffectUI.InitializeIfNeeded(new ParticleSystem[] { m_Target })) { Repaint(); } } // Cleanup if needed if (m_Target == null && m_ParticleEffectUI != null) { Clear(); Repaint(); SceneView.RepaintAll(); PreviewEditorWindow.RepaintAll(); } }
static private void Clear() { m_MaximizePending = false; m_PreviewWindow = null; }
static internal void RepaintSceneAndGameViews() { SceneView.RepaintAll(); PreviewEditorWindow.RepaintAll(); }
internal static Vector2 GetMainPreviewSize() { return(PreviewEditorWindow.GetMainPreviewTargetSize()); }
public virtual void OnOverlayGUI(Object target, SceneView sceneView) { if (target == null) { return; } var c = (Camera)target; // Do not render the Camera Preview overlay if the target camera is not part of the stage the SceneView is rendering var targetStage = StageUtility.GetStageHandle(c.gameObject); var sceneViewStage = StageUtility.GetStageHandle(sceneView.customScene); if (targetStage != sceneViewStage) { return; } Vector2 previewSize = c.targetTexture ? new Vector2(c.targetTexture.width, c.targetTexture.height) : PreviewEditorWindow.GetMainPreviewTargetSize(); if (previewSize.x < 0f) { // Fallback to Scene View of not a valid game view size previewSize.x = sceneView.position.width; previewSize.y = sceneView.position.height; } // Apply normalizedviewport rect of camera Rect normalizedViewPortRect = c.rect; // clamp normalized rect in [0,1] normalizedViewPortRect.xMin = Math.Max(normalizedViewPortRect.xMin, 0f); normalizedViewPortRect.yMin = Math.Max(normalizedViewPortRect.yMin, 0f); normalizedViewPortRect.xMax = Math.Min(normalizedViewPortRect.xMax, 1f); normalizedViewPortRect.yMax = Math.Min(normalizedViewPortRect.yMax, 1f); previewSize.x *= Mathf.Max(normalizedViewPortRect.width, 0f); previewSize.y *= Mathf.Max(normalizedViewPortRect.height, 0f); // Prevent using invalid previewSize if (previewSize.x < 1f || previewSize.y < 1f) { return; } float aspect = previewSize.x / previewSize.y; // Scale down (fit to scene view) previewSize.y = kPreviewNormalizedSize * sceneView.position.height; previewSize.x = previewSize.y * aspect; if (previewSize.y > sceneView.position.height * 0.5f) { previewSize.y = sceneView.position.height * 0.5f; previewSize.x = previewSize.y * aspect; } if (previewSize.x > sceneView.position.width * 0.5f) { previewSize.x = sceneView.position.width * 0.5f; previewSize.y = previewSize.x / aspect; } // Get and reserve rect Rect cameraRect = GUILayoutUtility.GetRect(previewSize.x, previewSize.y); if (Event.current.type == EventType.Repaint) { // setup camera and render previewCamera.CopyFrom(c); // make sure the preview camera is rendering the same stage as the SceneView is previewCamera.scene = sceneView.customScene; // also make sure to sync any Skybox component on the preview camera var dstSkybox = previewCamera.GetComponent <Skybox>(); if (dstSkybox) { var srcSkybox = c.GetComponent <Skybox>(); if (srcSkybox && srcSkybox.enabled) { dstSkybox.enabled = true; dstSkybox.material = srcSkybox.material; } else { dstSkybox.enabled = false; } } var previewTexture = GetPreviewTextureWithSize((int)cameraRect.width, (int)cameraRect.height); previewTexture.antiAliasing = Mathf.Max(1, QualitySettings.antiAliasing); previewCamera.targetTexture = previewTexture; previewCamera.pixelRect = new Rect(0, 0, cameraRect.width, cameraRect.height); Handles.EmitGUIGeometryForCamera(c, previewCamera); if (c.usePhysicalProperties) { // when sensor size is reduced, the previous frame is still visible behing so we need to clear the texture before rendering. RenderTexture rt = RenderTexture.active; RenderTexture.active = previewTexture; GL.Clear(false, true, Color.clear); RenderTexture.active = rt; } previewCamera.Render(); Graphics.DrawTexture(cameraRect, previewTexture, new Rect(0, 0, 1, 1), 0, 0, 0, 0, GUI.color, EditorGUIUtility.GUITextureBlit2SRGBMaterial); } }
private void CommandBufferGUI() { // Command buffers are not serialized data, so can't get to them through // serialized property (hence no multi-edit). if (targets.Length != 1) { return; } var cam = target as Camera; if (cam == null) { return; } int count = cam.commandBufferCount; if (count == 0) { return; } m_CommandBuffersShown = GUILayout.Toggle(m_CommandBuffersShown, GUIContent.Temp(count + " command buffers"), EditorStyles.foldout); if (!m_CommandBuffersShown) { return; } EditorGUI.indentLevel++; foreach (CameraEvent ce in (CameraEvent[])System.Enum.GetValues(typeof(CameraEvent))) { CommandBuffer[] cbs = cam.GetCommandBuffers(ce); foreach (CommandBuffer cb in cbs) { using (new GUILayout.HorizontalScope()) { // row with event & command buffer information label Rect rowRect = GUILayoutUtility.GetRect(GUIContent.none, EditorStyles.miniLabel); rowRect.xMin += EditorGUI.indent; Rect minusRect = GetRemoveButtonRect(rowRect); rowRect.xMax = minusRect.x; GUI.Label(rowRect, string.Format("{0}: {1} ({2})", ce, cb.name, EditorUtility.FormatBytes(cb.sizeInBytes)), EditorStyles.miniLabel); // and a button to remove it if (GUI.Button(minusRect, Styles.iconRemove, Styles.invisibleButton)) { cam.RemoveCommandBuffer(ce, cb); SceneView.RepaintAll(); PreviewEditorWindow.RepaintAll(); GUIUtility.ExitGUI(); } } } } // "remove all" button using (new GUILayout.HorizontalScope()) { GUILayout.FlexibleSpace(); if (GUILayout.Button("Remove all", EditorStyles.miniButton)) { cam.RemoveAllCommandBuffers(); SceneView.RepaintAll(); PreviewEditorWindow.RepaintAll(); } } EditorGUI.indentLevel--; }
public RenderingPreview(PreviewEditorWindow previewWindow) { PreviewEditorWindow.s_RenderingPreview = previewWindow; }
private void BuiltinCustomSplashScreenGUI() { EditorGUILayout.LabelField(k_Texts.splashTitle, EditorStyles.boldLabel); using (new EditorGUI.DisabledScope(!licenseAllowsDisabling)) { EditorGUILayout.PropertyField(m_ShowUnitySplashScreen, k_Texts.showSplash); if (!m_ShowUnitySplashScreen.boolValue) { return; } } GUIContent buttonLabel = SplashScreen.isFinished ? k_Texts.previewSplash : k_Texts.cancelPreviewSplash; Rect previewButtonRect = GUILayoutUtility.GetRect(buttonLabel, "button"); previewButtonRect = EditorGUI.PrefixLabel(previewButtonRect, new GUIContent(" ")); if (GUI.Button(previewButtonRect, buttonLabel)) { if (SplashScreen.isFinished) { SplashScreen.Begin(); PreviewEditorWindow.RepaintAll(); var preview = PreviewEditorWindow.GetMainPreviewWindow(); if (preview) { preview.Focus(); } EditorApplication.update += PollSplashState; } else { SplashScreen.Stop(SplashScreen.StopBehavior.StopImmediate); EditorApplication.update -= PollSplashState; } GameView.RepaintAll(); } EditorGUILayout.PropertyField(m_SplashScreenLogoStyle, k_Texts.splashStyle); // Animation EditorGUILayout.PropertyField(m_SplashScreenAnimation, k_Texts.animate); m_ShowAnimationControlsAnimator.target = m_SplashScreenAnimation.intValue == (int)PlayerSettings.SplashScreen.AnimationMode.Custom; if (EditorGUILayout.BeginFadeGroup(m_ShowAnimationControlsAnimator.faded)) { EditorGUI.indentLevel++; EditorGUILayout.Slider(m_SplashScreenLogoAnimationZoom, 0.0f, 1.0f, k_Texts.logoZoom); EditorGUILayout.Slider(m_SplashScreenBackgroundAnimationZoom, 0.0f, 1.0f, k_Texts.backgroundZoom); EditorGUI.indentLevel--; } EditorGUILayout.EndFadeGroup(); EditorGUILayout.Space(); // Logos EditorGUILayout.LabelField(k_Texts.logosTitle, EditorStyles.boldLabel); using (new EditorGUI.DisabledScope(!Application.HasProLicense())) { EditorGUI.BeginChangeCheck(); EditorGUILayout.PropertyField(m_ShowUnitySplashLogo, k_Texts.showLogo); if (EditorGUI.EndChangeCheck()) { if (!m_ShowUnitySplashLogo.boolValue) { RemoveUnityLogoFromLogosList(); } else if (m_SplashScreenDrawMode.intValue == (int)PlayerSettings.SplashScreen.DrawMode.AllSequential) { AddUnityLogoToLogosList(); } } m_ShowLogoControlsAnimator.target = m_ShowUnitySplashLogo.boolValue; } if (EditorGUILayout.BeginFadeGroup(m_ShowLogoControlsAnimator.faded)) { EditorGUI.BeginChangeCheck(); var oldDrawmode = m_SplashScreenDrawMode.intValue; EditorGUILayout.PropertyField(m_SplashScreenDrawMode, k_Texts.drawMode); if (oldDrawmode != m_SplashScreenDrawMode.intValue) { if (m_SplashScreenDrawMode.intValue == (int)PlayerSettings.SplashScreen.DrawMode.UnityLogoBelow) { RemoveUnityLogoFromLogosList(); } else { AddUnityLogoToLogosList(); } } } EditorGUILayout.EndFadeGroup(); m_LogoList.DoLayoutList(); EditorGUILayout.Space(); // Background EditorGUILayout.LabelField(k_Texts.backgroundTitle, EditorStyles.boldLabel); EditorGUILayout.Slider(m_SplashScreenOverlayOpacity, Application.HasProLicense() ? k_MinProEditionOverlayOpacity : k_MinPersonalEditionOverlayOpacity, 1.0f, k_Texts.overlayOpacity); m_ShowBackgroundColorAnimator.target = m_SplashScreenBackgroundLandscape.objectReferenceValue == null; if (EditorGUILayout.BeginFadeGroup(m_ShowBackgroundColorAnimator.faded)) { EditorGUILayout.PropertyField(m_SplashScreenBackgroundColor, k_Texts.backgroundColor); } EditorGUILayout.EndFadeGroup(); EditorGUILayout.PropertyField(m_SplashScreenBlurBackground, k_Texts.blurBackground); EditorGUI.BeginChangeCheck(); ObjectReferencePropertyField <Sprite>(m_SplashScreenBackgroundLandscape, k_Texts.backgroundImage); if (EditorGUI.EndChangeCheck() && m_SplashScreenBackgroundLandscape.objectReferenceValue == null) { m_SplashScreenBackgroundPortrait.objectReferenceValue = null; } using (new EditorGUI.DisabledScope(m_SplashScreenBackgroundLandscape.objectReferenceValue == null)) { ObjectReferencePropertyField <Sprite>(m_SplashScreenBackgroundPortrait, k_Texts.backgroundPortraitImage); } }