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// Unity C# reference source
// Copyright (c) Unity Technologies. For terms of use, see
// https://unity3d.com/legal/licenses/Unity_Reference_Only_License
using System;
using System.IO;
using System.Text;
using UnityEngine.SceneManagement;
using UnityEngine;
using UnityEngine.Events;
using UnityEngine.Scripting;
using UnityEditorInternal;
using UnityEditor.Scripting;
using UnityEngine.TestTools;
using Unity.Profiling;
using UnityEditor.Profiling;
using UnityEditor.SceneManagement;
using UnityEditor.VersionControl;
using UnityEngine.Profiling;
namespace UnityEditor
{
public enum PlayModeStateChange
{
EnteredEditMode,
ExitingEditMode,
EnteredPlayMode,
ExitingPlayMode,
}
// Must be kept in sync with enum in ScriptCompilationPipeline.h
internal enum ScriptChangesDuringPlayOptions
{
RecompileAndContinuePlaying = 0,
RecompileAfterFinishedPlaying = 1,
StopPlayingAndRecompile = 2
}
public enum PauseState
{
Paused,
Unpaused,
}
internal class ApplicationTitleDescriptor
{
public ApplicationTitleDescriptor(string projectName, string unityVersion, string activeSceneName, string targetName, bool codeCoverageEnabled)
{
title = "";
this.projectName = projectName;
this.unityVersion = unityVersion;
this.activeSceneName = activeSceneName;
this.targetName = targetName;
this.codeCoverageEnabled = codeCoverageEnabled;
}
public string title;
public string projectName { get; private set; }
public string unityVersion { get; private set; }
public string activeSceneName { get; private set; }
public string targetName { get; private set; }
public bool codeCoverageEnabled { get; private set; }
}
public sealed partial class EditorApplication
{
internal static UnityAction projectWasLoaded;
internal static UnityAction editorApplicationQuit;
[RequiredByNativeCode]
static void Internal_ProjectWasLoaded()
{
projectWasLoaded?.Invoke();
}
[RequiredByNativeCode]
static bool Internal_EditorApplicationWantsToQuit()
{
if (!m_WantsToQuitEvent.hasSubscribers)
return true;
foreach (Func<bool> continueQuit in m_WantsToQuitEvent)
{
try
{
if (!continueQuit())
return false;
}
catch (Exception exception)
{
Debug.LogWarningFormat("EditorApplication.wantsToQuit: Exception raised during quit event."
+ Environment.NewLine +
"Check the exception error's callstack to find out which event handler threw the exception.");
Debug.LogException(exception);
if (InternalEditorUtility.isHumanControllingUs)
{
string st = exception.StackTrace;
StringBuilder dialogText = new StringBuilder("An exception was thrown here:");
dialogText.AppendLine(Environment.NewLine);
dialogText.AppendLine(st.Substring(0, st.IndexOf(Environment.NewLine)));
bool abortQuit = !EditorUtility.DisplayDialog("Error while quitting",
dialogText.ToString(),
"Ignore", "Cancel Quit");
if (abortQuit)
return false;
}
}
}
return true;
}
static void Internal_EditorApplicationQuit()
{
// VersionControlObject might depend on packages that cleanup themselves using quitting event.
// Therefore it's important to deactivate it beforehand.
VersionControlManager.Deactivate();
foreach (var evt in m_QuittingEvent)
evt();
editorApplicationQuit?.Invoke();
ScriptCompilers.Cleanup();
}
// Delegate to be called for every visible list item in the ProjectWindow on every OnGUI event.
public delegate void ProjectWindowItemCallback(string guid, Rect selectionRect);
public delegate void ProjectWindowItemInstanceCallback(int instanceID, Rect selectionRect);
// Delegate for OnGUI events for every visible list item in the ProjectWindow.
public static ProjectWindowItemCallback projectWindowItemOnGUI;
public static ProjectWindowItemInstanceCallback projectWindowItemInstanceOnGUI;
// Can be used to ensure repaint of the ProjectWindow.
public static void RepaintProjectWindow()
{
foreach (ProjectBrowser pb in ProjectBrowser.GetAllProjectBrowsers())
pb.Repaint();
}
// Can be used to ensure repaint of AnimationWindow
public static void RepaintAnimationWindow()
{
foreach (AnimEditor animEditor in AnimEditor.GetAllAnimationWindows())
animEditor.Repaint();
}
// Delegate to be called for every visible list item in the HierarchyWindow on every OnGUI event.
public delegate void HierarchyWindowItemCallback(int instanceID, Rect selectionRect);
// Delegate for OnGUI events for every visible list item in the HierarchyWindow.
public static HierarchyWindowItemCallback hierarchyWindowItemOnGUI;
// Delegate for refreshing hierarchies.
internal static CallbackFunction refreshHierarchy;
// Can be used to ensure repaint of the HierarchyWindow.
public static void RepaintHierarchyWindow()
{
refreshHierarchy?.Invoke();
}
// Delegate for dirtying hierarchy sorting.
internal static CallbackFunction dirtyHierarchySorting;
public static void DirtyHierarchyWindowSorting()
{
dirtyHierarchySorting?.Invoke();
}
// Delegate to be called from [[EditorApplication]] callbacks.
public delegate void CallbackFunction();
// Delegate to be called from [[EditorApplication]] contextual inspector callbacks.
public delegate void SerializedPropertyCallbackFunction(GenericMenu menu, SerializedProperty property);
// Delegate for generic updates.
public static CallbackFunction update;
private static DelegateWithPerformanceTracker<CallbackFunction> m_UpdateEvent = new DelegateWithPerformanceTracker<CallbackFunction>($"{nameof(EditorApplication)}.{nameof(update)}");
internal static event CallbackFunction tick;
public static event Func<bool> wantsToQuit
{
add => m_WantsToQuitEvent.Add(value);
remove => m_WantsToQuitEvent.Remove(value);
}
private static EventWithPerformanceTracker<Func<bool>> m_WantsToQuitEvent = new EventWithPerformanceTracker<Func<bool>>($"{nameof(EditorApplication)}.{nameof(wantsToQuit)}");
public static event Action quitting
{
add => m_QuittingEvent.Add(value);
remove => m_QuittingEvent.Remove(value);
}
private static EventWithPerformanceTracker<Action> m_QuittingEvent = new EventWithPerformanceTracker<Action>($"{nameof(EditorApplication)}.{nameof(quitting)}");
public static CallbackFunction delayCall;
private static DelegateWithPerformanceTracker<CallbackFunction> m_DelayCallEvent = new DelegateWithPerformanceTracker<CallbackFunction>($"{nameof(EditorApplication)}.{nameof(delayCall)}");
internal static Action CallDelayed(CallbackFunction action, double delaySeconds = 0.0f)
{
var startTime = DateTime.UtcNow;
CallbackFunction delayedHandler = null;
delayedHandler = new CallbackFunction(() =>
{
if ((DateTime.UtcNow - startTime).TotalSeconds < delaySeconds)
return;
tick -= delayedHandler;
action();
});
tick += delayedHandler;
if (delaySeconds == 0f)
SignalTick();
return () => tick -= delayedHandler;
}
// Each time an object is (or a group of objects are) created, renamed, parented, unparented or destroyed this callback is raised.
public static event Action hierarchyChanged
{
add => m_HierarchyChangedEvent.Add(value);
remove => m_HierarchyChangedEvent.Remove(value);
}
private static EventWithPerformanceTracker<Action> m_HierarchyChangedEvent = new EventWithPerformanceTracker<Action>($"{nameof(EditorApplication)}.{nameof(hierarchyChanged)}");
[Obsolete("Use EditorApplication.hierarchyChanged")]
public static CallbackFunction hierarchyWindowChanged;
public static event Action projectChanged
{
add => m_ProjectChangedEvent.Add(value);
remove => m_ProjectChangedEvent.Remove(value);
}
private static EventWithPerformanceTracker<Action> m_ProjectChangedEvent = new EventWithPerformanceTracker<Action>($"{nameof(EditorApplication)}.{nameof(projectChanged)}");
[Obsolete("Use EditorApplication.projectChanged")]
public static CallbackFunction projectWindowChanged;
public static CallbackFunction searchChanged;
internal static CallbackFunction assetLabelsChanged;
internal static CallbackFunction assetBundleNameChanged;
internal static CallbackFunction fileMenuSaved;
// Delegate for changed keyboard modifier keys.
public static CallbackFunction modifierKeysChanged;
public static event Action<PauseState> pauseStateChanged
{
add => m_PauseStateChangedEvent.Add(value);
remove => m_PauseStateChangedEvent.Remove(value);
}
private static EventWithPerformanceTracker<Action<PauseState>> m_PauseStateChangedEvent = new EventWithPerformanceTracker<Action<PauseState>>($"{nameof(EditorApplication)}.{nameof(pauseStateChanged)}");
public static event Action<PlayModeStateChange> playModeStateChanged
{
add => m_PlayModeStateChangedEvent.Add(value);
remove => m_PlayModeStateChangedEvent.Remove(value);
}
private static EventWithPerformanceTracker<Action<PlayModeStateChange>> m_PlayModeStateChangedEvent = new EventWithPerformanceTracker<Action<PlayModeStateChange>>($"{nameof(EditorApplication)}.{nameof(playModeStateChanged)}");
[Obsolete("Use EditorApplication.playModeStateChanged and/or EditorApplication.pauseStateChanged")]
public static CallbackFunction playmodeStateChanged;
// Global key up/down event that was not handled by anyone
internal static CallbackFunction globalEventHandler;
// Returns true when the pressed keys are defined in the Trigger
internal static Func<bool> doPressedKeysTriggerAnyShortcut;
internal static event Action<bool> focusChanged;
// Windows were reordered
internal static CallbackFunction windowsReordered;
// Global contextual menus for inspector values
public static SerializedPropertyCallbackFunction contextualPropertyMenu;
internal static event Action<ApplicationTitleDescriptor> updateMainWindowTitle;
internal static string GetDefaultMainWindowTitle(ApplicationTitleDescriptor desc)
{
// de facto dev tool window title conventions:
// https://unity.slack.com/archives/C06TQ0QMQ/p1550046908037800
//
// _windows_ & _linux_
//
// <Project> - <ThingImEditing> [- <MaybeSomeBuildConfigStuff>] - <AppName> [<ProbablyVersionToo>]
//
// this is done to keep the most important data at the front to deal with truncation that happens
// in various interfaces like alt-tab and hover taskbar icon.
//
// _mac_
//
// <ThingImEditing> - <Project> [- <MaybeSomeBuildConfigStuff>] - <AppName> [<ProbablyVersionToo>]
//
// most macOS apps show the icon of "ThingImEditing" in front of the title, so it makes sense
// for the icon to be next to what it represents. (Unity does not currently show the icon though.)
//
var title = Application.platform == RuntimePlatform.OSXEditor
? $"{desc.activeSceneName} - {desc.projectName}"
: $"{desc.projectName} - {desc.activeSceneName}";
// FUTURE: [CODE COVERAGE] and the build target info do not belong in the title bar. they
// are there now because we want them to be always-visible to user, which normally would be a) buildconfig
// bar or b) status bar, but we don't have a) and our b) needs work to support such a thing.
if (!string.IsNullOrEmpty(desc.targetName))
{
title += $" - {desc.targetName}";
}
title += $" - Unity {desc.unityVersion}";
if (desc.codeCoverageEnabled)
{
title += " " + L10n.Tr("[CODE COVERAGE]");
}
return title;
}
[RequiredByNativeCode]
internal static string BuildMainWindowTitle()
{
var desc = GetApplicationTitleDescriptor();
updateMainWindowTitle?.Invoke(desc);
return desc.title;
}
internal static ApplicationTitleDescriptor GetApplicationTitleDescriptor()
{
var activeSceneName = L10n.Tr("Untitled");
if (!string.IsNullOrEmpty(SceneManager.GetActiveScene().path))
{
activeSceneName = Path.GetFileNameWithoutExtension(SceneManager.GetActiveScene().path);
}
var desc = new ApplicationTitleDescriptor(
isTemporaryProject ? PlayerSettings.productName : Path.GetFileName(Path.GetDirectoryName(Application.dataPath)),
(Unsupported.IsSourceBuild() || Unsupported.IsDeveloperMode()) ? InternalEditorUtility.GetUnityDisplayVersion() : InternalEditorUtility.GetUnityVersionDigits(),
activeSceneName,
BuildPipeline.GetBuildTargetGroupDisplayName(BuildPipeline.GetBuildTargetGroup(EditorUserBuildSettings.activeBuildTarget)),
Coverage.enabled
);
desc.title = GetDefaultMainWindowTitle(desc);
return desc;
}
[RequiredByNativeCode]
internal static void Internal_CallUpdateFunctions()
{
if (update == null)
return;
foreach (var evt in m_UpdateEvent.UpdateAndInvoke(update))
evt();
}
[RequiredByNativeCode]
internal static void Internal_InvokeTickEvents()
{
tick?.Invoke();
}
[RequiredByNativeCode]
internal static void Internal_CallDelayFunctions()
{
CallbackFunction delay = delayCall;
delayCall = null;
foreach (var evt in m_DelayCallEvent.UpdateAndInvoke(delay))
evt();
}
internal static void Internal_SwitchSkin()
{
EditorGUIUtility.Internal_SwitchSkin();
}
internal static void RequestRepaintAllViews()
{
foreach (GUIView view in Resources.FindObjectsOfTypeAll(typeof(GUIView)))
view.Repaint();
}
internal static void RequestRepaintAllTexts()
{
foreach (GUIView view in Resources.FindObjectsOfTypeAll(typeof(GUIView)))
{
view.Repaint();
view.RepaintUITKText();
}
}
static void Internal_CallHierarchyHasChanged()
{
#pragma warning disable 618
hierarchyWindowChanged?.Invoke();
#pragma warning restore 618
foreach (var evt in m_HierarchyChangedEvent)
evt();
}
[RequiredByNativeCode]
static void Internal_CallProjectHasChanged()
{
#pragma warning disable 618
projectWindowChanged?.Invoke();
#pragma warning restore 618
foreach (var evt in m_ProjectChangedEvent)
evt();
}
internal static void Internal_CallSearchHasChanged()
{
searchChanged?.Invoke();
}
internal static void Internal_CallAssetLabelsHaveChanged()
{
assetLabelsChanged?.Invoke();
}
internal static void Internal_CallAssetBundleNameChanged()
{
assetBundleNameChanged?.Invoke();
}
static void Internal_PauseStateChanged(PauseState state)
{
#pragma warning disable 618
playmodeStateChanged?.Invoke();
#pragma warning restore 618
foreach (var evt in m_PauseStateChangedEvent)
evt(state);
}
static void Internal_PlayModeStateChanged(PlayModeStateChange state)
{
#pragma warning disable 618
playmodeStateChanged?.Invoke();
#pragma warning restore 618
foreach (var evt in m_PlayModeStateChangedEvent)
evt(state);
}
[RequiredByNativeCode]
internal static void Internal_FileMenuSaved()
{
fileMenuSaved?.Invoke();
}
static void Internal_CallKeyboardModifiersChanged()
{
modifierKeysChanged?.Invoke();
}
static void Internal_CallWindowsReordered()
{
windowsReordered?.Invoke();
}
[RequiredByNativeCode]
static bool DoPressedKeysTriggerAnyShortcutHandler()
{
if (doPressedKeysTriggerAnyShortcut != null)
return doPressedKeysTriggerAnyShortcut();
return false;
}
[RequiredByNativeCode]
static void Internal_CallGlobalEventHandler()
{
globalEventHandler?.Invoke();
// Ensure this is called last in order to make sure no null current events are passed to other handlers
WindowLayout.MaximizeGestureHandler();
Event.current = null;
}
[RequiredByNativeCode]
static void Internal_FocusChanged(bool isFocused)
{
focusChanged?.Invoke(isFocused);
}
[MenuItem("File/New Scene %n", priority = 150)]
static void FireFileMenuNewScene()
{
if (CommandService.Exists("Menu/File/NewSceneTemplate"))
{
CommandService.Execute("Menu/File/NewSceneTemplate");
}
else
{
EditorApplication.FileMenuNewScene();
}
}
internal static void TogglePlaying()
{
isPlaying = !isPlaying;
InternalEditorUtility.RepaintAllViews();
}
[RequiredByNativeCode]
static void Internal_RestoreLastOpenedScenes()
{
using (new EditorPerformanceTracker("Application.RestoreLastOpenedScenes"))
{
// Unfortunately kLastOpenedScene would more appropriately be named kLastSpecifiedScene as it refers
// to the last scene file as specified by the user/as chosen using Double-Click on the scene file in
// the file browser. However this editor preference has been around for a while, the name stays.
//
// Try to open the last specified scene first
var lastOpenedScene = EditorPrefs.GetString(kLastOpenedScene);
// Open requested scene if any
if (!string.IsNullOrEmpty(lastOpenedScene))
{
try
{
if (EditorSceneManager.CanOpenScene())
EditorSceneManager.OpenScene(lastOpenedScene, OpenSceneMode.Single);
else
InstantiateDefaultScene();
}
catch (Exception e)
{
Debug.LogWarning($"Error while opening specified scene \"{lastOpenedScene}\":\n {e.Message}");
}
// Regardless of the operation outcome, reset last opened scene so that we don't
// force it next time around
EditorPrefs.SetString(kLastOpenedScene, "");
}
else
{
// Open last opened scenes
if (!EditorSceneManager.LoadLastSceneManagerSetup())
InstantiateDefaultScene();
}
}
}
static void InstantiateDefaultScene()
{
if (CommandService.Exists("Menu/File/InstantiateDefaultScene"))
{
CommandService.Execute("Menu/File/InstantiateDefaultScene");
}
else
{
EditorSceneManager.NewScene(NewSceneSetup.DefaultGameObjects, NewSceneMode.Single);
}
}
}
}