SetFreezeDisplay() private method

private SetFreezeDisplay ( bool freeze ) : void
freeze bool
return void
示例#1
0
        public static void MaximizePresent(EditorWindow win)
        {
            ContainerWindow.SetFreezeDisplay(true);

            win.Focus();

            CheckWindowConsistency();

            ContainerWindow parentWindow = win.m_Parent.window;

            parentWindow.DisplayAllViews();

            win.m_Parent.MakeVistaDWMHappyDance();

            ContainerWindow.SetFreezeDisplay(false);
        }
示例#2
0
        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);
        }
示例#3
0
        public static void Unmaximize(EditorWindow win)
        {
            HostView parent = win.m_Parent;

            if (parent == null)
            {
                UnityEngine.Debug.LogError("Host view was not found");
                WindowLayout.RevertFactorySettings();
            }
            else
            {
                UnityEngine.Object[] array = InternalEditorUtility.LoadSerializedFileAndForget(Path.Combine(WindowLayout.layoutsProjectPath, "CurrentMaximizeLayout.dwlt"));
                if (array.Length < 2)
                {
                    UnityEngine.Debug.Log("Maximized serialized file backup not found");
                    WindowLayout.RevertFactorySettings();
                }
                else
                {
                    SplitView    splitView    = array[0] as SplitView;
                    EditorWindow editorWindow = array[1] as EditorWindow;
                    if (splitView == null)
                    {
                        UnityEngine.Debug.Log("Maximization failed because the root split view was not found");
                        WindowLayout.RevertFactorySettings();
                    }
                    else
                    {
                        ContainerWindow window = win.m_Parent.window;
                        if (window == null)
                        {
                            UnityEngine.Debug.Log("Maximization failed because the root split view has no container window");
                            WindowLayout.RevertFactorySettings();
                        }
                        else
                        {
                            try
                            {
                                ContainerWindow.SetFreezeDisplay(true);
                                if (!parent.parent)
                                {
                                    throw new Exception();
                                }
                                int  idx      = parent.parent.IndexOfChild(parent);
                                Rect position = parent.position;
                                View parent2  = parent.parent;
                                parent2.RemoveChild(idx);
                                parent2.AddChild(splitView, idx);
                                splitView.position = position;
                                DockArea dockArea = editorWindow.m_Parent as DockArea;
                                int      idx2     = dockArea.m_Panes.IndexOf(editorWindow);
                                parent.actualView = null;
                                win.m_Parent      = null;
                                dockArea.AddTab(idx2, win);
                                dockArea.RemoveTab(editorWindow);
                                UnityEngine.Object.DestroyImmediate(editorWindow);
                                UnityEngine.Object[] array2 = array;
                                for (int i = 0; i < array2.Length; i++)
                                {
                                    UnityEngine.Object @object       = array2[i];
                                    EditorWindow       editorWindow2 = @object as EditorWindow;
                                    if (editorWindow2 != null)
                                    {
                                        editorWindow2.MakeParentsSettingsMatchMe();
                                    }
                                }
                                parent2.Initialize(parent2.window);
                                parent2.position = parent2.position;
                                splitView.Reflow();
                                UnityEngine.Object.DestroyImmediate(parent);
                                win.Focus();
                                window.DisplayAllViews();
                                win.m_Parent.MakeVistaDWMHappyDance();
                            }
                            catch (Exception arg)
                            {
                                UnityEngine.Debug.Log("Maximization failed: " + arg);
                                WindowLayout.RevertFactorySettings();
                            }
                            try
                            {
                                if (Application.platform == RuntimePlatform.OSXEditor && SystemInfo.operatingSystem.Contains("10.7") && SystemInfo.graphicsDeviceVendor.Contains("ATI"))
                                {
                                    UnityEngine.Object[] array3 = Resources.FindObjectsOfTypeAll(typeof(GUIView));
                                    for (int j = 0; j < array3.Length; j++)
                                    {
                                        GUIView gUIView = (GUIView)array3[j];
                                        gUIView.Repaint();
                                    }
                                }
                            }
                            finally
                            {
                                ContainerWindow.SetFreezeDisplay(false);
                            }
                        }
                    }
                }
            }
        }
        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 void Unmaximize(EditorWindow win)
        {
            HostView maximizedHostView = win.m_Parent;

            if (maximizedHostView == null)
            {
                Debug.LogError("Host view was not found");
                RevertFactorySettings();
                return;
            }

            UnityObject[] newWindows = InternalEditorUtility.LoadSerializedFileAndForget(Path.Combine(layoutsProjectPath, kMaximizeRestoreFile));

            if (newWindows.Length < 2)
            {
                Debug.Log("Maximized serialized file backup not found");
                RevertFactorySettings();
                return;
            }

            SplitView    oldRoot   = newWindows[0] as SplitView;
            EditorWindow oldWindow = newWindows[1] as EditorWindow;

            if (oldRoot == null)
            {
                Debug.Log("Maximization failed because the root split view was not found");
                RevertFactorySettings();
                return;
            }

            ContainerWindow parentWindow = win.m_Parent.window;

            if (parentWindow == null)
            {
                Debug.Log("Maximization failed because the root split view has no container window");
                RevertFactorySettings();
                return;
            }

            try
            {
                ContainerWindow.SetFreezeDisplay(true);

                // Put the loaded SplitView where the MaximizedHostView was
                if (maximizedHostView.parent)
                {
                    int  i      = maximizedHostView.parent.IndexOfChild(maximizedHostView);
                    Rect r      = maximizedHostView.position;
                    View parent = maximizedHostView.parent;
                    parent.RemoveChild(i);
                    parent.AddChild(oldRoot, i);
                    oldRoot.position = r;

                    // Move the Editor Window to the right spot in the
                    DockArea newDockArea = oldWindow.m_Parent as DockArea;

                    int oldDockAreaIndex = newDockArea.m_Panes.IndexOf(oldWindow);

                    maximizedHostView.actualView = null;
                    win.m_Parent = null;
                    newDockArea.AddTab(oldDockAreaIndex, win);
                    newDockArea.RemoveTab(oldWindow);
                    UnityObject.DestroyImmediate(oldWindow);

                    foreach (UnityObject o in newWindows)
                    {
                        EditorWindow curWin = o as EditorWindow;
                        if (curWin != null)
                        {
                            curWin.MakeParentsSettingsMatchMe();
                        }
                    }

                    parent.Initialize(parent.window);
                    //If parent window had to be resized, call this to make sure new size gets propagated
                    parent.position = parent.position;
                    oldRoot.Reflow();
                }
                else
                {
                    throw new System.Exception();
                }

                // Kill the maximizedMainView
                UnityObject.DestroyImmediate(maximizedHostView);

                win.Focus();

                parentWindow.DisplayAllViews();
                win.m_Parent.MakeVistaDWMHappyDance();
            }
            catch (System.Exception ex)
            {
                Debug.Log("Maximization failed: " + ex);
                RevertFactorySettings();
            }

            try
            {
                // Weird bug on AMD graphic cards under OSX Lion: Sometimes when unmaximizing we get stray white rectangles.
                // work around that by issueing an extra repaint (case 438764)
                if (Application.platform == RuntimePlatform.OSXEditor && SystemInfo.operatingSystem.Contains("10.7") && SystemInfo.graphicsDeviceVendor.Contains("ATI"))
                {
                    foreach (GUIView v in Resources.FindObjectsOfTypeAll(typeof(GUIView)))
                    {
                        v.Repaint();
                    }
                }
            }
            finally
            {
                ContainerWindow.SetFreezeDisplay(false);
            }
        }
        internal void Show(UnityObject obj, Type[] requiredTypes, UnityObject objectBeingEdited, bool allowSceneObjects, List <int> allowedInstanceIDs = null, Action <UnityObject> onObjectSelectorClosed = null, Action <UnityObject> onObjectSelectedUpdated = null)
        {
            m_ObjectSelectorReceiver = null;
            m_AllowSceneObjects      = allowSceneObjects;
            m_IsShowingAssets        = true;
            m_SkipHiddenPackages     = true;
            m_AllowedIDs             = allowedInstanceIDs;
            m_ObjectBeingEdited      = objectBeingEdited;
            m_LastSelectedInstanceId = obj?.GetInstanceID() ?? 0;
            m_SelectionCancelled     = false;

            m_OnObjectSelectorClosed  = onObjectSelectorClosed;
            m_OnObjectSelectorUpdated = onObjectSelectedUpdated;

            // Do not allow to show scene objects if the object being edited is persistent
            if (m_ObjectBeingEdited != null && EditorUtility.IsPersistent(m_ObjectBeingEdited))
            {
                m_AllowSceneObjects = false;
            }

            // Set which tab should be visible at startup
            if (m_AllowSceneObjects)
            {
                if (obj != null)
                {
                    if (typeof(Component).IsAssignableFrom(obj.GetType()))
                    {
                        obj = ((Component)obj).gameObject;
                    }
                    // Set the right tab visible (so we can see our selection)
                    m_IsShowingAssets = EditorUtility.IsPersistent(obj);
                }
                else
                {
                    foreach (var requiredType in requiredTypes)
                    {
                        m_IsShowingAssets &= (requiredType != typeof(GameObject) && !typeof(Component).IsAssignableFrom(requiredType));
                    }
                }
            }
            else
            {
                m_IsShowingAssets = true;
            }

            // Set member variables
            m_DelegateView = GUIView.current;
            // type filter requires unqualified names for built-in types, but will prioritize them over user types, so ensure user types are namespace-qualified
            if (m_RequiredTypes == null)
            {
                m_RequiredTypes = new string[requiredTypes.Length];
            }
            for (int i = 0; i < requiredTypes.Length; i++)
            {
                if (requiredTypes[i] != null)
                {
                    m_RequiredTypes[i] = typeof(ScriptableObject).IsAssignableFrom(requiredTypes[i]) || typeof(MonoBehaviour).IsAssignableFrom(requiredTypes[i]) ? requiredTypes[i].FullName : requiredTypes[i].Name;
                }
            }
            m_SearchFilter      = "";
            m_OriginalSelection = obj;
            m_ModalUndoGroup    = Undo.GetCurrentGroup();

            // Show custom selector if available
            if (ObjectSelectorSearch.HasEngineOverride())
            {
                m_SearchSessionHandler.BeginSession(() =>
                {
                    return(new SearchService.ObjectSelectorSearchContext
                    {
                        currentObject = obj,
                        editedObjects = m_EditedProperty != null ? m_EditedProperty.serializedObject.targetObjects : new[] { objectBeingEdited },
                        requiredTypes = requiredTypes,
                        requiredTypeNames = m_RequiredTypes,
                        allowedInstanceIds = allowedInstanceIDs,
                        visibleObjects = allowSceneObjects ? SearchService.VisibleObjects.All : SearchService.VisibleObjects.Assets,
                    });
                });

                Action <UnityObject> onSelectionChanged = selectedObj =>
                {
                    m_LastSelectedInstanceId = selectedObj == null ? 0 : selectedObj.GetInstanceID();
                    NotifySelectionChanged(false);
                };
                Action <UnityObject, bool> onSelectorClosed = (selectedObj, canceled) =>
                {
                    m_SearchSessionHandler.EndSession();
                    if (canceled)
                    {
                        // Undo changes we have done in the ObjectSelector
                        Undo.RevertAllDownToGroup(m_ModalUndoGroup);
                        m_LastSelectedInstanceId = 0;
                        m_SelectionCancelled     = true;
                    }
                    else
                    {
                        m_LastSelectedInstanceId = selectedObj == null ? 0 : selectedObj.GetInstanceID();
                        NotifySelectionChanged(false);
                    }

                    m_EditedProperty = null;
                    NotifySelectorClosed(false);
                };

                if (m_SearchSessionHandler.SelectObject(onSelectorClosed, onSelectionChanged))
                {
                    return;
                }
                else
                {
                    m_SearchSessionHandler.EndSession();
                }
            }

            // Freeze to prevent flicker on OSX.
            // Screen will be updated again when calling
            // SetFreezeDisplay(false) further down.
            ContainerWindow.SetFreezeDisplay(true);

            var shouldRepositionWindow = m_Parent != null;

            ShowWithMode(ShowMode.AuxWindow);
            string text = "Select " + (requiredTypes[0] == null ? m_RequiredTypes[0] : requiredTypes[0].Name);

            for (int i = 1; i < requiredTypes.Length; i++)
            {
                text += (i == requiredTypes.Length - 1 ? " or " : ", ") + (requiredTypes[i] == null ? m_RequiredTypes[i] : requiredTypes[i].Name);
            }
            titleContent = EditorGUIUtility.TrTextContent(text);

            // Deal with window size
            if (shouldRepositionWindow)
            {
                m_Parent.window.LoadInCurrentMousePosition();
                m_Parent.window.FitWindowToScreen(true);
            }
            Rect p = m_Parent == null ? new Rect(0, 0, 1, 1) : m_Parent.window.position;

            p.width  = EditorPrefs.GetFloat("ObjectSelectorWidth", 200);
            p.height = EditorPrefs.GetFloat("ObjectSelectorHeight", 390);
            position = p;
            minSize  = new Vector2(kMinWidth, kMinTopSize + kPreviewExpandedAreaHeight + 2 * kPreviewMargin);
            maxSize  = new Vector2(10000, 10000);
            SetupPreview();

            // Focus
            Focus();
            ContainerWindow.SetFreezeDisplay(false);

            m_FocusSearchFilter = true;

            // Add after unfreezing display because AuxWindowManager.cpp assumes that aux windows are added after we get 'got/lost'- focus calls.
            if (m_Parent != null)
            {
                m_Parent.AddToAuxWindowList();
            }

            // Initial selection
            int initialSelection = obj != null?obj.GetInstanceID() : 0;

            if (initialSelection != 0)
            {
                var assetPath = AssetDatabase.GetAssetPath(initialSelection);
                if (m_SkipHiddenPackages && !PackageManagerUtilityInternal.IsPathInVisiblePackage(assetPath))
                {
                    m_SkipHiddenPackages = false;
                }
            }

            if (m_RequiredTypes.All(t => ShouldTreeViewBeUsed(t)))
            {
                m_ObjectTreeWithSearch.Init(position, this, CreateAndSetTreeView, TreeViewSelection, ItemWasDoubleClicked, initialSelection, 0);
            }
            else
            {
                // To frame the selected item we need to wait to initialize the search until our window has been setup
                InitIfNeeded();
                m_ListArea.InitSelection(new[] { initialSelection });
                if (initialSelection != 0)
                {
                    m_ListArea.Frame(initialSelection, true, false);
                }
            }
        }
示例#7
0
        internal void Show(UnityEngine.Object obj, Type requiredType, SerializedProperty property, bool allowSceneObjects, List <int> allowedInstanceIDs)
        {
            this.m_AllowSceneObjects = allowSceneObjects;
            this.m_IsShowingAssets   = true;
            this.m_AllowedIDs        = allowedInstanceIDs;
            string text = string.Empty;

            if (property != null)
            {
                text = property.objectReferenceTypeString;
                obj  = property.objectReferenceValue;
                UnityEngine.Object targetObject = property.serializedObject.targetObject;
                if (targetObject != null && EditorUtility.IsPersistent(targetObject))
                {
                    this.m_AllowSceneObjects = false;
                }
            }
            else
            {
                if (requiredType != null)
                {
                    text = requiredType.Name;
                }
            }
            if (this.m_AllowSceneObjects)
            {
                if (obj != null)
                {
                    if (typeof(Component).IsAssignableFrom(obj.GetType()))
                    {
                        obj = ((Component)obj).gameObject;
                    }
                    this.m_IsShowingAssets = (EditorUtility.IsPersistent(obj) || ObjectSelector.GuessIfUserIsLookingForAnAsset(text, false));
                }
                else
                {
                    this.m_IsShowingAssets = ObjectSelector.GuessIfUserIsLookingForAnAsset(text, true);
                }
            }
            else
            {
                this.m_IsShowingAssets = true;
            }
            this.m_DelegateView      = GUIView.current;
            this.m_RequiredType      = text;
            this.m_SearchFilter      = string.Empty;
            this.m_OriginalSelection = obj;
            this.m_ModalUndoGroup    = Undo.GetCurrentGroup();
            ContainerWindow.SetFreezeDisplay(true);
            base.ShowWithMode(ShowMode.AuxWindow);
            base.title = "Select " + text;
            Rect position = this.m_Parent.window.position;

            position.width  = EditorPrefs.GetFloat("ObjectSelectorWidth", 200f);
            position.height = EditorPrefs.GetFloat("ObjectSelectorHeight", 390f);
            base.position   = position;
            base.minSize    = new Vector2(200f, 335f);
            base.maxSize    = new Vector2(10000f, 10000f);
            this.SetupPreview();
            base.Focus();
            ContainerWindow.SetFreezeDisplay(false);
            this.m_FocusSearchFilter = true;
            this.m_Parent.AddToAuxWindowList();
            int num = (!(obj != null)) ? 0 : obj.GetInstanceID();

            if (property != null && property.hasMultipleDifferentValues)
            {
                num = 0;
            }
            if (ObjectSelector.ShouldTreeViewBeUsed(text))
            {
                this.m_ObjectTreeWithSearch.Init(base.position, this, new UnityAction <ObjectTreeForSelector.TreeSelectorData>(this.CreateAndSetTreeView), new UnityAction <TreeViewItem>(this.TreeViewSelection), new UnityAction(this.ItemWasDoubleClicked), num, 0);
            }
            else
            {
                this.InitIfNeeded();
                this.m_ListArea.InitSelection(new int[]
                {
                    num
                });
                if (num != 0)
                {
                    this.m_ListArea.Frame(num, true, false);
                }
            }
        }
示例#8
0
        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);
        }
        internal void Show(UnityObject obj, Type requiredType, SerializedProperty property, bool allowSceneObjects, List <int> allowedInstanceIDs, Action <UnityObject> onObjectSelectorClosed, Action <UnityObject> onObjectSelectedUpdated)
        {
            m_ObjectSelectorReceiver = null;
            m_AllowSceneObjects      = allowSceneObjects;
            m_IsShowingAssets        = true;
            m_SkipHiddenPackages     = true;
            m_AllowedIDs             = allowedInstanceIDs;

            m_OnObjectSelectorClosed  = onObjectSelectorClosed;
            m_OnObjectSelectorUpdated = onObjectSelectedUpdated;

            if (property != null)
            {
                if (requiredType == null)
                {
                    ScriptAttributeUtility.GetFieldInfoFromProperty(property, out requiredType);
                    // case 951876: built-in types do not actually have reflectable fields, so their object types must be extracted from the type string
                    // this works because built-in types will only ever have serialized references to other built-in types, which this window's filter expects as unqualified names
                    if (requiredType == null)
                    {
                        m_RequiredType = s_MatchPPtrTypeName.Match(property.type).Groups[1].Value;
                    }
                }

                obj = property.objectReferenceValue;
                m_ObjectBeingEdited = property.serializedObject.targetObject;

                // Do not allow to show scene objects if the object being edited is persistent
                if (m_ObjectBeingEdited != null && EditorUtility.IsPersistent(m_ObjectBeingEdited))
                {
                    m_AllowSceneObjects = false;
                }
            }

            // Set which tab should be visible at startup
            if (m_AllowSceneObjects)
            {
                if (obj != null)
                {
                    if (typeof(Component).IsAssignableFrom(obj.GetType()))
                    {
                        obj = ((Component)obj).gameObject;
                    }
                    // Set the right tab visible (so we can see our selection)
                    m_IsShowingAssets = EditorUtility.IsPersistent(obj);
                }
                else
                {
                    m_IsShowingAssets = (requiredType != typeof(GameObject) && !typeof(Component).IsAssignableFrom(requiredType));
                }
            }
            else
            {
                m_IsShowingAssets = true;
            }

            // Set member variables
            m_DelegateView = GUIView.current;
            // type filter requires unqualified names for built-in types, but will prioritize them over user types, so ensure user types are namespace-qualified
            if (requiredType != null)
            {
                m_RequiredType = typeof(ScriptableObject).IsAssignableFrom(requiredType) || typeof(MonoBehaviour).IsAssignableFrom(requiredType) ? requiredType.FullName : requiredType.Name;
            }
            m_SearchFilter      = "";
            m_OriginalSelection = obj;
            m_ModalUndoGroup    = Undo.GetCurrentGroup();

            // Freeze to prevent flicker on OSX.
            // Screen will be updated again when calling
            // SetFreezeDisplay(false) further down.
            ContainerWindow.SetFreezeDisplay(true);

            ShowWithMode(ShowMode.AuxWindow);
            titleContent = EditorGUIUtility.TrTextContent("Select " + (requiredType == null ? m_RequiredType : requiredType.Name));

            // Deal with window size
            Rect p = m_Parent == null ? new Rect(0, 0, 1, 1) : m_Parent.window.position;

            p.width  = EditorPrefs.GetFloat("ObjectSelectorWidth", 200);
            p.height = EditorPrefs.GetFloat("ObjectSelectorHeight", 390);
            position = p;
            minSize  = new Vector2(kMinWidth, kMinTopSize + kPreviewExpandedAreaHeight + 2 * kPreviewMargin);
            maxSize  = new Vector2(10000, 10000);
            SetupPreview();

            // Focus
            Focus();
            ContainerWindow.SetFreezeDisplay(false);

            m_FocusSearchFilter = true;

            // Add after unfreezing display because AuxWindowManager.cpp assumes that aux windows are added after we get 'got/lost'- focus calls.
            if (m_Parent != null)
            {
                m_Parent.AddToAuxWindowList();
            }

            // Initial selection
            int initialSelection = obj != null?obj.GetInstanceID() : 0;

            if (property != null && property.hasMultipleDifferentValues)
            {
                initialSelection = 0; // don't select anything on multi selection
            }
            if (initialSelection != 0)
            {
                var assetPath = AssetDatabase.GetAssetPath(initialSelection);
                if (m_SkipHiddenPackages && !PackageManagerUtilityInternal.IsPathInVisiblePackage(assetPath))
                {
                    m_SkipHiddenPackages = false;
                }
            }

            if (ShouldTreeViewBeUsed(m_RequiredType))
            {
                m_ObjectTreeWithSearch.Init(position, this, CreateAndSetTreeView, TreeViewSelection, ItemWasDoubleClicked, initialSelection, 0);
            }
            else
            {
                // To frame the selected item we need to wait to initialize the search until our window has been setup
                InitIfNeeded();
                m_ListArea.InitSelection(new[] { initialSelection });
                if (initialSelection != 0)
                {
                    m_ListArea.Frame(initialSelection, true, false);
                }
            }
        }
示例#10
0
        internal void Show(UnityEngine.Object obj, Type requiredType, SerializedProperty property, bool allowSceneObjects, List <int> allowedInstanceIDs, Action <UnityEngine.Object> onObjectSelectorClosed, Action <UnityEngine.Object> onObjectSelectedUpdated)
        {
            this.m_ObjectSelectorReceiver  = null;
            this.m_AllowSceneObjects       = allowSceneObjects;
            this.m_IsShowingAssets         = true;
            this.m_AllowedIDs              = allowedInstanceIDs;
            this.m_OnObjectSelectorClosed  = onObjectSelectorClosed;
            this.m_OnObjectSelectorUpdated = onObjectSelectedUpdated;
            if (property != null)
            {
                if (requiredType == null)
                {
                    ScriptAttributeUtility.GetFieldInfoFromProperty(property, out requiredType);
                    if (requiredType == null)
                    {
                        this.m_RequiredType = this.s_MatchPPtrTypeName.Match(property.type).Groups[1].Value;
                    }
                }
                obj = property.objectReferenceValue;
                this.m_ObjectBeingEdited = property.serializedObject.targetObject;
                if (this.m_ObjectBeingEdited != null && EditorUtility.IsPersistent(this.m_ObjectBeingEdited))
                {
                    this.m_AllowSceneObjects = false;
                }
            }
            if (this.m_AllowSceneObjects)
            {
                if (obj != null)
                {
                    if (typeof(Component).IsAssignableFrom(obj.GetType()))
                    {
                        obj = ((Component)obj).gameObject;
                    }
                    this.m_IsShowingAssets = EditorUtility.IsPersistent(obj);
                }
                else
                {
                    this.m_IsShowingAssets = (requiredType != typeof(GameObject) && !typeof(Component).IsAssignableFrom(requiredType));
                }
            }
            else
            {
                this.m_IsShowingAssets = true;
            }
            this.m_DelegateView = GUIView.current;
            if (requiredType != null)
            {
                this.m_RequiredType = ((!typeof(ScriptableObject).IsAssignableFrom(requiredType) && !typeof(MonoBehaviour).IsAssignableFrom(requiredType)) ? requiredType.Name : requiredType.FullName);
            }
            this.m_SearchFilter      = "";
            this.m_OriginalSelection = obj;
            this.m_ModalUndoGroup    = Undo.GetCurrentGroup();
            ContainerWindow.SetFreezeDisplay(true);
            base.ShowWithMode(ShowMode.AuxWindow);
            base.titleContent = EditorGUIUtility.TrTextContent("Select " + ((requiredType != null) ? requiredType.Name : this.m_RequiredType), null, null);
            Rect position = this.m_Parent.window.position;

            position.width  = EditorPrefs.GetFloat("ObjectSelectorWidth", 200f);
            position.height = EditorPrefs.GetFloat("ObjectSelectorHeight", 390f);
            base.position   = position;
            base.minSize    = new Vector2(200f, 335f);
            base.maxSize    = new Vector2(10000f, 10000f);
            this.SetupPreview();
            base.Focus();
            ContainerWindow.SetFreezeDisplay(false);
            this.m_FocusSearchFilter = true;
            this.m_Parent.AddToAuxWindowList();
            int num = (!(obj != null)) ? 0 : obj.GetInstanceID();

            if (property != null && property.hasMultipleDifferentValues)
            {
                num = 0;
            }
            if (ObjectSelector.ShouldTreeViewBeUsed(requiredType))
            {
                this.m_ObjectTreeWithSearch.Init(base.position, this, new UnityAction <ObjectTreeForSelector.TreeSelectorData>(this.CreateAndSetTreeView), new UnityAction <TreeViewItem>(this.TreeViewSelection), new UnityAction(this.ItemWasDoubleClicked), num, 0);
            }
            else
            {
                this.InitIfNeeded();
                this.m_ListArea.InitSelection(new int[]
                {
                    num
                });
                if (num != 0)
                {
                    this.m_ListArea.Frame(num, true, false);
                }
            }
        }
示例#11
0
 public static void Unmaximize(EditorWindow win)
 {
     HostView parent = win.m_Parent;
     if (parent == null)
     {
         UnityEngine.Debug.LogError("Host view was not found");
         RevertFactorySettings();
     }
     else
     {
         UnityEngine.Object[] objArray = InternalEditorUtility.LoadSerializedFileAndForget(Path.Combine(layoutsProjectPath, "CurrentMaximizeLayout.dwlt"));
         if (objArray.Length < 2)
         {
             UnityEngine.Debug.Log("Maximized serialized file backup not found");
             RevertFactorySettings();
         }
         else
         {
             SplitView child = objArray[0] as SplitView;
             EditorWindow item = objArray[1] as EditorWindow;
             if (child == null)
             {
                 UnityEngine.Debug.Log("Maximization failed because the root split view was not found");
                 RevertFactorySettings();
             }
             else
             {
                 ContainerWindow window = win.m_Parent.window;
                 if (window == null)
                 {
                     UnityEngine.Debug.Log("Maximization failed because the root split view has no container window");
                     RevertFactorySettings();
                 }
                 else
                 {
                     try
                     {
                         ContainerWindow.SetFreezeDisplay(true);
                         if (parent.parent == null)
                         {
                             throw new Exception();
                         }
                         int idx = parent.parent.IndexOfChild(parent);
                         Rect position = parent.position;
                         View view3 = parent.parent;
                         view3.RemoveChild(idx);
                         view3.AddChild(child, idx);
                         child.position = position;
                         DockArea area = item.m_Parent as DockArea;
                         int index = area.m_Panes.IndexOf(item);
                         parent.actualView = null;
                         win.m_Parent = null;
                         area.AddTab(index, win);
                         area.RemoveTab(item);
                         UnityEngine.Object.DestroyImmediate(item);
                         foreach (UnityEngine.Object obj2 in objArray)
                         {
                             EditorWindow window3 = obj2 as EditorWindow;
                             if (window3 != null)
                             {
                                 window3.MakeParentsSettingsMatchMe();
                             }
                         }
                         view3.Initialize(view3.window);
                         view3.position = view3.position;
                         child.Reflow();
                         UnityEngine.Object.DestroyImmediate(parent);
                         win.Focus();
                         window.DisplayAllViews();
                         win.m_Parent.MakeVistaDWMHappyDance();
                     }
                     catch (Exception exception)
                     {
                         UnityEngine.Debug.Log("Maximization failed: " + exception);
                         RevertFactorySettings();
                     }
                     try
                     {
                         if (((Application.platform == RuntimePlatform.OSXEditor) && SystemInfo.operatingSystem.Contains("10.7")) && SystemInfo.graphicsDeviceVendor.Contains("ATI"))
                         {
                             foreach (GUIView view4 in UnityEngine.Resources.FindObjectsOfTypeAll(typeof(GUIView)))
                             {
                                 view4.Repaint();
                             }
                         }
                     }
                     finally
                     {
                         ContainerWindow.SetFreezeDisplay(false);
                     }
                 }
             }
         }
     }
 }
示例#12
0
 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;
 }
示例#13
0
        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);
        }
示例#14
0
        public static void Unmaximize(EditorWindow win)
        {
            HostView parent1 = win.m_Parent;

            if ((UnityEngine.Object)parent1 == (UnityEngine.Object)null)
            {
                UnityEngine.Debug.LogError((object)"Host view was not found");
                WindowLayout.RevertFactorySettings();
            }
            else
            {
                UnityEngine.Object[] objectArray = InternalEditorUtility.LoadSerializedFileAndForget(Path.Combine(WindowLayout.layoutsProjectPath, "CurrentMaximizeLayout.dwlt"));
                if (objectArray.Length < 2)
                {
                    UnityEngine.Debug.Log((object)"Maximized serialized file backup not found");
                    WindowLayout.RevertFactorySettings();
                }
                else
                {
                    SplitView    splitView = objectArray[0] as SplitView;
                    EditorWindow pane      = objectArray[1] as EditorWindow;
                    if ((UnityEngine.Object)splitView == (UnityEngine.Object)null)
                    {
                        UnityEngine.Debug.Log((object)"Maximization failed because the root split view was not found");
                        WindowLayout.RevertFactorySettings();
                    }
                    else
                    {
                        ContainerWindow window = win.m_Parent.window;
                        if ((UnityEngine.Object)window == (UnityEngine.Object)null)
                        {
                            UnityEngine.Debug.Log((object)"Maximization failed because the root split view has no container window");
                            WindowLayout.RevertFactorySettings();
                        }
                        else
                        {
                            try
                            {
                                ContainerWindow.SetFreezeDisplay(true);
                                if (!(bool)((UnityEngine.Object)parent1.parent))
                                {
                                    throw new Exception();
                                }
                                int  idx1     = parent1.parent.IndexOfChild((View)parent1);
                                Rect position = parent1.position;
                                View parent2  = parent1.parent;
                                parent2.RemoveChild(idx1);
                                parent2.AddChild((View)splitView, idx1);
                                splitView.position = position;
                                DockArea parent3 = pane.m_Parent as DockArea;
                                int      idx2    = parent3.m_Panes.IndexOf(pane);
                                parent1.actualView = (EditorWindow)null;
                                win.m_Parent       = (HostView)null;
                                parent3.AddTab(idx2, win);
                                parent3.RemoveTab(pane);
                                UnityEngine.Object.DestroyImmediate((UnityEngine.Object)pane);
                                foreach (UnityEngine.Object @object in objectArray)
                                {
                                    EditorWindow editorWindow = @object as EditorWindow;
                                    if ((UnityEngine.Object)editorWindow != (UnityEngine.Object)null)
                                    {
                                        editorWindow.MakeParentsSettingsMatchMe();
                                    }
                                }
                                parent2.Initialize(parent2.window);
                                parent2.position = parent2.position;
                                splitView.Reflow();
                                UnityEngine.Object.DestroyImmediate((UnityEngine.Object)parent1);
                                win.Focus();
                                window.DisplayAllViews();
                                win.m_Parent.MakeVistaDWMHappyDance();
                            }
                            catch (Exception ex)
                            {
                                UnityEngine.Debug.Log((object)("Maximization failed: " + (object)ex));
                                WindowLayout.RevertFactorySettings();
                            }
                            try
                            {
                                if (Application.platform != RuntimePlatform.OSXEditor || !SystemInfo.operatingSystem.Contains("10.7") || !SystemInfo.graphicsDeviceVendor.Contains("ATI"))
                                {
                                    return;
                                }
                                foreach (GUIView guiView in Resources.FindObjectsOfTypeAll(typeof(GUIView)))
                                {
                                    guiView.Repaint();
                                }
                            }
                            finally
                            {
                                ContainerWindow.SetFreezeDisplay(false);
                            }
                        }
                    }
                }
            }
        }