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ExportDialogBase と UniGLTFPreference, VRMPreference #888

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Apr 20, 2021
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2 changes: 1 addition & 1 deletion Assets/UniGLTF/Editor/Animation/AnimationValidator.cs
Original file line number Diff line number Diff line change
@@ -1,6 +1,6 @@
using System.Collections.Generic;
using System.Linq;
using MeshUtility;
using UniGLTF.M17N;
using UnityEditor;
using UnityEngine;

Expand Down
2 changes: 2 additions & 0 deletions Assets/UniGLTF/Editor/EditorSettingsValidator/Messages.cs
Original file line number Diff line number Diff line change
@@ -1,4 +1,6 @@

using UniGLTF.M17N;

namespace UniGLTF.EditorSettingsValidator
{
public enum Messages
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Original file line number Diff line number Diff line change
@@ -1,4 +1,5 @@
using UnityEditor;
using UniGLTF.M17N;

namespace UniGLTF.EditorSettingsValidator
{
Expand All @@ -15,4 +16,4 @@ public void Validate()
PlayerSettings.colorSpace = UnityEngine.ColorSpace.Linear;
}
}
}
}
Original file line number Diff line number Diff line change
@@ -1,4 +1,5 @@
using System;
using UniGLTF.M17N;
using UnityEditor;
using UnityEngine;

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3 changes: 2 additions & 1 deletion Assets/UniGLTF/Editor/MeshUtility/MeshProcessDialog.cs
Original file line number Diff line number Diff line change
Expand Up @@ -5,6 +5,7 @@
using UnityEngine;
using UnityEditor;
using UniGLTF;
using UniGLTF.M17N;

namespace MeshUtility
{
Expand Down Expand Up @@ -133,7 +134,7 @@ private void OnGUI()
_scrollPos = EditorGUILayout.BeginScrollView(_scrollPos);
EditorGUIUtility.labelWidth = 150;
// lang
Getter.OnGuiSelectLang();
LanguageGetter.OnGuiSelectLang();

_tab = TabBar.OnGUI(_tab, _tabButtonStyle, _tabButtonSize);

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176 changes: 176 additions & 0 deletions Assets/UniGLTF/Editor/UniGLTF/ExportDialog/ExportDialogBase.cs
Original file line number Diff line number Diff line change
@@ -0,0 +1,176 @@
using System.Collections.Generic;
using System.Linq;
using System.Reflection;
using UniGLTF.M17N;
using UnityEditor;
using UnityEngine;

namespace UniGLTF
{
/// <summary>
/// ヒエラルキーをエクスポートするダイアログ。
///
/// * Root管理(m_state)
/// * Validation管理(Exportボタンを押せるか否か)
///
/// </summary>
public abstract class ExportDialogBase : EditorWindow
{
ExporterDialogState m_state;
protected ExporterDialogState State => m_state;

protected virtual void OnEnable()
{
Undo.willFlushUndoRecord += Repaint;
Selection.selectionChanged += Repaint;

m_state = new ExporterDialogState();

Initialize();

m_state.ExportRootChanged += (root) =>
{
Repaint();
};
m_state.ExportRoot = Selection.activeObject as GameObject;
}

protected abstract void Initialize();

void OnDisable()
{
Clear();

m_state.Dispose();

Selection.selectionChanged -= Repaint;
Undo.willFlushUndoRecord -= Repaint;
}

protected abstract void Clear();

//
// scroll
//
public delegate Vector2 BeginVerticalScrollViewFunc(Vector2 scrollPosition, bool alwaysShowVertical, GUIStyle verticalScrollbar, GUIStyle background, params GUILayoutOption[] options);
static BeginVerticalScrollViewFunc s_func;
static BeginVerticalScrollViewFunc BeginVerticalScrollView
{
get
{
if (s_func == null)
{
var methods = typeof(EditorGUILayout).GetMethods(BindingFlags.Static | BindingFlags.NonPublic).Where(x => x.Name == "BeginVerticalScrollView").ToArray();
var method = methods.First(x => x.GetParameters()[1].ParameterType == typeof(bool));
s_func = (BeginVerticalScrollViewFunc)method.CreateDelegate(typeof(BeginVerticalScrollViewFunc));
}
return s_func;
}
}
private Vector2 m_ScrollPosition;

//
// validation
//
protected abstract IEnumerable<Validator> ValidatorFactory();

void OnGUI()
{
var modified = false;
if (BeginGUI())
{
modified = DoGUI();
}
EndGUI();

if (modified)
{
State.Invalidate();
}
}

protected abstract bool DoGUI();

bool BeginGUI()
{
// ArgumentException: Getting control 1's position in a group with only 1 controls when doing repaint Aborting
// Validation により GUI の表示項目が変わる場合があるので、
// EventType.Layout と EventType.Repaint 間で内容が変わらないようしている。
if (Event.current.type == EventType.Layout)
{
State.Validate(ValidatorFactory());
}

EditorGUIUtility.labelWidth = 150;

// lang
LanguageGetter.OnGuiSelectLang();

EditorGUILayout.LabelField("ExportRoot");
{
State.ExportRoot = (GameObject)EditorGUILayout.ObjectField(State.ExportRoot, typeof(GameObject), true);
}

// Render contents using Generic Inspector GUI
m_ScrollPosition = BeginVerticalScrollView(m_ScrollPosition, false, GUI.skin.verticalScrollbar, "OL Box");
GUIUtility.GetControlID(645789, FocusType.Passive);

// validation
foreach (var v in State.Validations)
{
v.DrawGUI();
if (v.ErrorLevel == ErrorLevels.Critical)
{
// Export UI を表示しない
return false;
}
}
return true;
}

protected abstract string SaveTitle { get; }
protected abstract string SaveName { get; }
protected abstract string[] SaveExtensions { get; }

void EndGUI()
{
EditorGUILayout.EndScrollView();

//
// export button
//
// Create and Other Buttons
{
// errors
GUILayout.BeginVertical();
// GUILayout.FlexibleSpace();

{
GUILayout.BeginHorizontal();
GUILayout.FlexibleSpace();
GUI.enabled = State.Validations.All(x => x.CanExport);

if (GUILayout.Button("Export", GUILayout.MinWidth(100)))
{
var path = SaveFileDialog.GetPath(SaveTitle, SaveName, SaveExtensions);
if (!string.IsNullOrEmpty(path))
{
ExportPath(path);
// close
Close();
GUIUtility.ExitGUI();
}
}
GUI.enabled = true;

GUILayout.EndHorizontal();
}
GUILayout.EndVertical();
}

GUILayout.Space(8);
}

protected abstract void ExportPath(string path);
}
}

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