Files
trail-into-darkness/Packages/com.jovian.inspector/Editor/Attributes/SearchableEnumAttribute.cs
2026-03-29 18:59:24 +02:00

496 lines
14 KiB
C#

// ----------------------------------------------------------------------------
// Author: Ryan Hipple
// Date: 05/01/2018
// Source: https://github.com/roboryantron/UnityEditorJunkie
// ----------------------------------------------------------------------------
using System;
using System.Collections.Generic;
using UnityEngine;
#if UNITY_EDITOR
using UnityEditor;
#endif
namespace InspectorToolkit
{
/// <summary>
/// Put this attribute on a public (or SerializeField) enum in a
/// MonoBehaviour or ScriptableObject to get an improved enum selector
/// popup. The enum list is scrollable and can be filtered by typing.
/// </summary>
[AttributeUsage(AttributeTargets.Field)]
public class SearchableEnumAttribute : PropertyAttribute
{
}
}
#if UNITY_EDITOR
namespace InspectorToolkit.Internal
{
/// <summary>
/// Draws the custom enum selector popup for enum fields using the
/// SearchableEnumAttribute.
/// </summary>
[CustomPropertyDrawer(typeof(SearchableEnumAttribute))]
public class SearchableEnumAttributeDrawer : PropertyDrawer
{
private const string TYPE_ERROR = "SearchableEnum can only be used on enum fields.";
/// <summary>
/// Cache of the hash to use to resolve the ID for the drawer.
/// </summary>
private int idHash;
public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
{
// If this is not used on an enum, show an error
if (property.type != "Enum")
{
GUIStyle errorStyle = "CN EntryErrorIconSmall";
Rect r = new Rect(position);
r.width = errorStyle.fixedWidth;
position.xMin = r.xMax;
GUI.Label(r, "", errorStyle);
GUI.Label(position, TYPE_ERROR);
return;
}
// By manually creating the control ID, we can keep the ID for the
// label and button the same. This lets them be selected together
// with the keyboard in the inspector, much like a normal popup.
if (idHash == 0) idHash = "SearchableEnumAttributeDrawer".GetHashCode();
int id = GUIUtility.GetControlID(idHash, FocusType.Keyboard, position);
label = EditorGUI.BeginProperty(position, label, property);
position = EditorGUI.PrefixLabel(position, id, label);
GUIContent buttonText =
new GUIContent(property.enumDisplayNames[property.enumValueIndex]);
if (DropdownButton(id, position, buttonText))
{
Action<int> onSelect = i =>
{
property.enumValueIndex = i;
property.serializedObject.ApplyModifiedProperties();
};
SearchablePopup.Show(position, property.enumDisplayNames,
property.enumValueIndex, onSelect);
}
EditorGUI.EndProperty();
}
/// <summary>
/// A custom button drawer that allows for a controlID so that we can
/// sync the button ID and the label ID to allow for keyboard
/// navigation like the built-in enum drawers.
/// </summary>
private static bool DropdownButton(int id, Rect position, GUIContent content)
{
Event current = Event.current;
switch (current.type)
{
case EventType.MouseDown:
if (position.Contains(current.mousePosition) && current.button == 0)
{
Event.current.Use();
return true;
}
break;
case EventType.KeyDown:
if (GUIUtility.keyboardControl == id && current.character == '\n')
{
Event.current.Use();
return true;
}
break;
case EventType.Repaint:
EditorStyles.popup.Draw(position, content, id, false);
break;
}
return false;
}
}
/// <summary>
/// A popup window that displays a list of options and may use a search
/// string to filter the displayed content.
/// </summary>
public class SearchablePopup : PopupWindowContent
{
#region -- Constants --------------------------------------------------
/// <summary> Height of each element in the popup list. </summary>
private const float ROW_HEIGHT = 16.0f;
/// <summary> How far to indent list entries. </summary>
private const float ROW_INDENT = 8.0f;
/// <summary> Name to use for the text field for search. </summary>
private const string SEARCH_CONTROL_NAME = "EnumSearchText";
#endregion -- Constants -----------------------------------------------
#region -- Static Functions -------------------------------------------
/// <summary> Show a new SearchablePopup. </summary>
/// <param name="activatorRect">
/// Rectangle of the button that triggered the popup.
/// </param>
/// <param name="options">List of strings to choose from.</param>
/// <param name="current">
/// Index of the currently selected string.
/// </param>
/// <param name="onSelectionMade">
/// Callback to trigger when a choice is made.
/// </param>
public static void Show(Rect activatorRect, string[] options, int current, Action<int> onSelectionMade)
{
SearchablePopup win =
new SearchablePopup(options, current, onSelectionMade);
PopupWindow.Show(activatorRect, win);
}
/// <summary>
/// Force the focused window to redraw. This can be used to make the
/// popup more responsive to mouse movement.
/// </summary>
private static void Repaint()
{
EditorWindow.focusedWindow.Repaint();
}
/// <summary> Draw a generic box. </summary>
/// <param name="rect">Where to draw.</param>
/// <param name="tint">Color to tint the box.</param>
private static void DrawBox(Rect rect, Color tint)
{
Color c = GUI.color;
GUI.color = tint;
GUI.Box(rect, "", Selection);
GUI.color = c;
}
#endregion -- Static Functions ----------------------------------------
#region -- Helper Classes ---------------------------------------------
/// <summary>
/// Stores a list of strings and can return a subset of that list that
/// matches a given filter string.
/// </summary>
private class FilteredList
{
/// <summary>
/// An entry in the filtered list, mapping the text to the
/// original index.
/// </summary>
public struct Entry
{
public int index;
public string text;
}
/// <summary> All possible items in the list. </summary>
private readonly string[] allItems;
/// <summary> Create a new filtered list. </summary>
/// <param name="items">All The items to filter.</param>
public FilteredList(string[] items)
{
allItems = items;
Entries = new List<Entry>();
UpdateFilter("");
}
/// <summary> The current string filtering the list. </summary>
public string Filter { get; private set; }
/// <summary> All valid entries for the current filter. </summary>
public List<Entry> Entries { get; private set; }
/// <summary> Total possible entries in the list. </summary>
public int MaxLength
{
get { return allItems.Length; }
}
/// <summary>
/// Sets a new filter string and updates the Entries that match the
/// new filter if it has changed.
/// </summary>
/// <param name="filter">String to use to filter the list.</param>
/// <returns>
/// True if the filter is updated, false if newFilter is the same
/// as the current Filter and no update is necessary.
/// </returns>
public bool UpdateFilter(string filter)
{
if (Filter == filter)
return false;
Filter = filter;
Entries.Clear();
for (int i = 0; i < allItems.Length; i++)
{
if (string.IsNullOrEmpty(Filter) || allItems[i].ToLower().Contains(Filter.ToLower()))
{
Entry entry = new Entry
{
index = i,
text = allItems[i]
};
if (string.Equals(allItems[i], Filter, StringComparison.CurrentCultureIgnoreCase))
Entries.Insert(0, entry);
else
Entries.Add(entry);
}
}
return true;
}
}
#endregion -- Helper Classes ------------------------------------------
#region -- Private Variables ------------------------------------------
/// <summary> Callback to trigger when an item is selected. </summary>
private readonly Action<int> onSelectionMade;
/// <summary>
/// Index of the item that was selected when the list was opened.
/// </summary>
private readonly int currentIndex;
/// <summary>
/// Container for all available options that does the actual string
/// filtering of the content.
/// </summary>
private readonly FilteredList list;
/// <summary> Scroll offset for the vertical scroll area. </summary>
private Vector2 scroll;
/// <summary>
/// Index of the item under the mouse or selected with the keyboard.
/// </summary>
private int hoverIndex;
/// <summary>
/// An item index to scroll to on the next draw.
/// </summary>
private int scrollToIndex;
/// <summary>
/// An offset to apply after scrolling to scrollToIndex. This can be
/// used to control if the selection appears at the top, bottom, or
/// center of the popup.
/// </summary>
private float scrollOffset;
#endregion -- Private Variables ---------------------------------------
#region -- GUI Styles -------------------------------------------------
// GUIStyles implicitly cast from a string. This triggers a lookup into
// the current skin which will be the editor skin and lets us get some
// built-in styles.
private static readonly GUIStyle SearchBox = "ToolbarSearchTextField";
private static readonly GUIStyle CancelButton = "ToolbarSearchCancelButton";
private static readonly GUIStyle DisabledCancelButton = "ToolbarSearchCancelButtonEmpty";
private static readonly GUIStyle Selection = "SelectionRect";
#endregion -- GUI Styles ----------------------------------------------
#region -- Initialization ---------------------------------------------
private SearchablePopup(string[] names, int currentIndex, Action<int> onSelectionMade)
{
list = new FilteredList(names);
this.currentIndex = currentIndex;
this.onSelectionMade = onSelectionMade;
hoverIndex = currentIndex;
scrollToIndex = currentIndex;
scrollOffset = GetWindowSize().y - ROW_HEIGHT * 2;
}
#endregion -- Initialization ------------------------------------------
#region -- PopupWindowContent Overrides -------------------------------
public override void OnOpen()
{
base.OnOpen();
// Force a repaint every frame to be responsive to mouse hover.
EditorApplication.update += Repaint;
}
public override void OnClose()
{
base.OnClose();
EditorApplication.update -= Repaint;
}
public override Vector2 GetWindowSize()
{
return new Vector2(base.GetWindowSize().x,
Mathf.Min(600, list.MaxLength * ROW_HEIGHT +
EditorStyles.toolbar.fixedHeight));
}
public override void OnGUI(Rect rect)
{
Rect searchRect = new Rect(0, 0, rect.width, EditorStyles.toolbar.fixedHeight);
Rect scrollRect = Rect.MinMaxRect(0, searchRect.yMax, rect.xMax, rect.yMax);
HandleKeyboard();
DrawSearch(searchRect);
DrawSelectionArea(scrollRect);
}
#endregion -- PopupWindowContent Overrides ----------------------------
#region -- GUI --------------------------------------------------------
private void DrawSearch(Rect rect)
{
if (Event.current.type == EventType.Repaint)
EditorStyles.toolbar.Draw(rect, false, false, false, false);
Rect searchRect = new Rect(rect);
searchRect.xMin += 6;
searchRect.xMax -= 6;
searchRect.y += 2;
searchRect.width -= CancelButton.fixedWidth;
GUI.FocusControl(SEARCH_CONTROL_NAME);
GUI.SetNextControlName(SEARCH_CONTROL_NAME);
string newText = GUI.TextField(searchRect, list.Filter, SearchBox);
if (list.UpdateFilter(newText))
{
hoverIndex = 0;
scroll = Vector2.zero;
}
searchRect.x = searchRect.xMax;
searchRect.width = CancelButton.fixedWidth;
if (string.IsNullOrEmpty(list.Filter))
GUI.Box(searchRect, GUIContent.none, DisabledCancelButton);
else if (GUI.Button(searchRect, "x", CancelButton))
{
list.UpdateFilter("");
scroll = Vector2.zero;
}
}
private void DrawSelectionArea(Rect scrollRect)
{
Rect contentRect = new Rect(0, 0,
scrollRect.width - GUI.skin.verticalScrollbar.fixedWidth,
list.Entries.Count * ROW_HEIGHT);
scroll = GUI.BeginScrollView(scrollRect, scroll, contentRect);
Rect rowRect = new Rect(0, 0, scrollRect.width, ROW_HEIGHT);
for (int i = 0; i < list.Entries.Count; i++)
{
if (scrollToIndex == i &&
(Event.current.type == EventType.Repaint
|| Event.current.type == EventType.Layout))
{
Rect r = new Rect(rowRect);
r.y += scrollOffset;
GUI.ScrollTo(r);
scrollToIndex = -1;
scroll.x = 0;
}
if (rowRect.Contains(Event.current.mousePosition))
{
if (Event.current.type == EventType.MouseMove ||
Event.current.type == EventType.ScrollWheel)
hoverIndex = i;
if (Event.current.type == EventType.MouseDown)
{
onSelectionMade(list.Entries[i].index);
EditorWindow.focusedWindow.Close();
}
}
DrawRow(rowRect, i);
rowRect.y = rowRect.yMax;
}
GUI.EndScrollView();
}
private void DrawRow(Rect rowRect, int i)
{
if (list.Entries[i].index == currentIndex)
DrawBox(rowRect, Color.cyan);
else if (i == hoverIndex)
DrawBox(rowRect, Color.white);
Rect labelRect = new Rect(rowRect);
labelRect.xMin += ROW_INDENT;
GUI.Label(labelRect, list.Entries[i].text);
}
/// <summary>
/// Process keyboard input to navigate the choices or make a selection.
/// </summary>
private void HandleKeyboard()
{
if (Event.current.type == EventType.KeyDown)
{
if (Event.current.keyCode == KeyCode.DownArrow)
{
hoverIndex = Mathf.Min(list.Entries.Count - 1, hoverIndex + 1);
Event.current.Use();
scrollToIndex = hoverIndex;
scrollOffset = ROW_HEIGHT;
}
if (Event.current.keyCode == KeyCode.UpArrow)
{
hoverIndex = Mathf.Max(0, hoverIndex - 1);
Event.current.Use();
scrollToIndex = hoverIndex;
scrollOffset = -ROW_HEIGHT;
}
if (Event.current.keyCode == KeyCode.Return)
{
if (hoverIndex >= 0 && hoverIndex < list.Entries.Count)
{
onSelectionMade(list.Entries[hoverIndex].index);
EditorWindow.focusedWindow.Close();
}
}
if (Event.current.keyCode == KeyCode.Escape)
{
EditorWindow.focusedWindow.Close();
}
}
}
#endregion -- GUI -----------------------------------------------------
}
}
#endif