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Random ass ui fixes #21

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4 changes: 1 addition & 3 deletions Editor/Editors/Elements/CodeViewElement.cs
Original file line number Diff line number Diff line change
Expand Up @@ -68,7 +68,6 @@ public string Text
_listView.itemsSource = _textLines;

float width =((_textLines.Length == 0 ? 0 : _textLines.Max(x => x.Length)) + _digits + 1) * 10;
_listView.contentContainer.style.width = width;
}
}

Expand All @@ -86,12 +85,11 @@ public CodeViewElement()
{
ScrollView s = new ScrollView(ScrollViewMode.Horizontal);
_listView = new ListView();
_listView.itemHeight = 15;
_listView.fixedItemHeight = 15;
_listView.AddToClassList("unity-base-text-field__input");
_listView.AddToClassList("unity-text-field__input");
_listView.AddToClassList("unity-base-field__input");
_listView.style.flexGrow = 1;
_listView.contentContainer.style.flexGrow = 1;

Func<VisualElement> makeItem = () => new LineItem();
Action<VisualElement, int> bindItem = (e, i) => (e as LineItem).SetText(i+1, _textLines[i], _digits);
Expand Down
32 changes: 18 additions & 14 deletions Editor/Editors/Elements/ModuleInspectorList.cs
Original file line number Diff line number Diff line change
Expand Up @@ -120,13 +120,7 @@ public void UpdateList()
_listContainer.text = _array.displayName;
CreateDrop();

_loadedModules = new List<string>();
for (int i = 0; i < _array.arraySize; i++)
{
if (_array.GetArrayElementAtIndex(i).objectReferenceValue != null)
_loadedModules.Add(((ShaderModule)_array.GetArrayElementAtIndex(i).objectReferenceValue)?.Id);
}

ReloadLoadedModulesIds();


for (int i = 0; i < _array.arraySize; i++)
Expand All @@ -145,16 +139,12 @@ public void UpdateList()
moduleItem.Add(objectField);
moduleItem.Add(infoLabel);

objectField.RegisterCallback<ChangeEvent<Object>>(x =>
{
objectField.RegisterValueChangedCallback(x => {
var newValue = (ShaderModule)x.newValue;
var oldValue = (ShaderModule)x.previousValue;

if (oldValue != null)
_loadedModules.Remove(oldValue.Id);
if (newValue != null)
_loadedModules.Add(newValue.Id);

ReloadLoadedModulesIds();

for (int j = 0; j < _array.arraySize; j++)
{
var element = ((ObjectField)x.target).parent.parent.parent.ElementAt(j*2+1).ElementAt(1);
Expand All @@ -165,6 +155,9 @@ public void UpdateList()
CheckModuleValidity((ShaderModule)_array.GetArrayElementAtIndex(j).objectReferenceValue, label, element);
}
});

/*objectField.RegisterCallback<ChangeEvent<Object>>(x =>
);*/

var item = new InspectorListItem(this, moduleItem, _array, index, _showElementsButtons);
item.removeButton.RegisterCallback<PointerUpEvent>((evt) => RemoveItem(index));
Expand All @@ -179,6 +172,16 @@ public void UpdateList()
_listContainer.Add(_addButton);
}

private void ReloadLoadedModulesIds()
{
_loadedModules = new List<string>();
for (int i = 0; i < _array.arraySize; i++)
{
if (_array.GetArrayElementAtIndex(i).objectReferenceValue != null)
_loadedModules.Add(((ShaderModule)_array.GetArrayElementAtIndex(i).objectReferenceValue)?.Id);
}
}

private void CreateDrop()
{
VisualElement dropArea = new VisualElement();
Expand Down Expand Up @@ -212,6 +215,7 @@ private void CheckModuleValidity(ShaderModule newValue, Label infoLabel, VisualE
if (newValue != null)
{
var moduleId = newValue.Id;

if (_loadedModules.Count(y => y.Equals(moduleId)) > 1)
problems.Add("The module is duplicate");

Expand Down
1 change: 1 addition & 0 deletions Editor/Editors/Inspectors/ModularShaderEditor.cs
Original file line number Diff line number Diff line change
@@ -1,5 +1,6 @@
using System;
using System.Collections.Generic;
using System.IO;
using UnityEditor;
using UnityEngine;
using UnityEngine.UIElements;
Expand Down
8 changes: 4 additions & 4 deletions Editor/Scriptables/TemplateAssetImporter.cs
Original file line number Diff line number Diff line change
Expand Up @@ -2,7 +2,7 @@
using System.IO;
using System.Linq;
using System.Text.RegularExpressions;
using UnityEditor.Experimental.AssetImporters;

using UnityEngine;

namespace VRLabs.ModularShaderSystem
Expand All @@ -11,10 +11,10 @@ namespace VRLabs.ModularShaderSystem
/// <summary>
/// Scripted importer for the template asset
/// </summary>
[ScriptedImporter(1, MSSConstants.TEMPLATE_EXTENSION)]
public class TemplateAssetImporter : ScriptedImporter
[UnityEditor.AssetImporters.ScriptedImporter(1, MSSConstants.TEMPLATE_EXTENSION)]
public class TemplateAssetImporter : UnityEditor.AssetImporters.ScriptedImporter
{
public override void OnImportAsset(AssetImportContext ctx)
public override void OnImportAsset(UnityEditor.AssetImporters.AssetImportContext ctx)
{
var subAsset = ScriptableObject.CreateInstance<TemplateAsset>();
subAsset.Template = File.ReadAllText(ctx.assetPath);
Expand Down
10 changes: 5 additions & 5 deletions Editor/Scriptables/TemplateCollectionAssetImporter.cs
Original file line number Diff line number Diff line change
Expand Up @@ -3,18 +3,18 @@
using System.Linq;
using System.Text;
using System.Text.RegularExpressions;
using UnityEditor.Experimental.AssetImporters;

using UnityEngine;

namespace VRLabs.ModularShaderSystem
{
/// <summary>
/// Scripted importer for the template collection.
/// </summary>
[ScriptedImporter(1, MSSConstants.TEMPLATE_COLLECTION_EXTENSION)]
public class TemplateColletionAssetImporter : ScriptedImporter
[UnityEditor.AssetImporters.ScriptedImporter(1, MSSConstants.TEMPLATE_COLLECTION_EXTENSION)]
public class TemplateColletionAssetImporter : UnityEditor.AssetImporters.ScriptedImporter
{
public override void OnImportAsset(AssetImportContext ctx)
public override void OnImportAsset(UnityEditor.AssetImporters.AssetImportContext ctx)
{
var subAsset = ScriptableObject.CreateInstance<TemplateCollectionAsset>();

Expand Down Expand Up @@ -61,7 +61,7 @@ public override void OnImportAsset(AssetImportContext ctx)
ctx.SetMainObject(subAsset);
}

private static void SaveSubAsset(AssetImportContext ctx, TemplateCollectionAsset asset, StringBuilder builder, string name)
private static void SaveSubAsset(UnityEditor.AssetImporters.AssetImportContext ctx, TemplateCollectionAsset asset, StringBuilder builder, string name)
{
var templateAsset = ScriptableObject.CreateInstance<TemplateAsset>();
templateAsset.Template = builder.ToString();
Expand Down