| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253 | using System;using System.Collections.Generic;using UnityEditor;using UnityEngine;using UnityEngine.Serialization;namespace XNodeEditor {    public enum NoodlePath { Curvy, Straight, Angled, ShaderLab }    public enum NoodleStroke { Full, Dashed }    public static class NodeEditorPreferences {        /// <summary> The last editor we checked. This should be the one we modify </summary>        private static XNodeEditor.NodeGraphEditor lastEditor;        /// <summary> The last key we checked. This should be the one we modify </summary>        private static string lastKey = "xNode.Settings";        private static Dictionary<Type, Color> typeColors = new Dictionary<Type, Color>();        private static Dictionary<string, Settings> settings = new Dictionary<string, Settings>();        [System.Serializable]        public class Settings : ISerializationCallbackReceiver {            [SerializeField] private Color32 _gridLineColor = new Color(0.45f, 0.45f, 0.45f);            public Color32 gridLineColor { get { return _gridLineColor; } set { _gridLineColor = value; _gridTexture = null; _crossTexture = null; } }            [SerializeField] private Color32 _gridBgColor = new Color(0.18f, 0.18f, 0.18f);            public Color32 gridBgColor { get { return _gridBgColor; } set { _gridBgColor = value; _gridTexture = null; } }            [Obsolete("Use maxZoom instead")]            public float zoomOutLimit { get { return maxZoom; } set { maxZoom = value; } }            [UnityEngine.Serialization.FormerlySerializedAs("zoomOutLimit")]            public float maxZoom = 5f;            public float minZoom = 1f;            public Color32 highlightColor = new Color32(255, 255, 255, 255);            public bool gridSnap = true;            public bool autoSave = true;            public bool dragToCreate = true;            public bool zoomToMouse = true;            public bool portTooltips = true;            [SerializeField] private string typeColorsData = "";            [NonSerialized] public Dictionary<string, Color> typeColors = new Dictionary<string, Color>();            [FormerlySerializedAs("noodleType")] public NoodlePath noodlePath = NoodlePath.Curvy;            public NoodleStroke noodleStroke = NoodleStroke.Full;            private Texture2D _gridTexture;            public Texture2D gridTexture {                get {                    if (_gridTexture == null) _gridTexture = NodeEditorResources.GenerateGridTexture(gridLineColor, gridBgColor);                    return _gridTexture;                }            }            private Texture2D _crossTexture;            public Texture2D crossTexture {                get {                    if (_crossTexture == null) _crossTexture = NodeEditorResources.GenerateCrossTexture(gridLineColor);                    return _crossTexture;                }            }            public void OnAfterDeserialize() {                // Deserialize typeColorsData                typeColors = new Dictionary<string, Color>();                string[] data = typeColorsData.Split(new char[] { ',' }, StringSplitOptions.RemoveEmptyEntries);                for (int i = 0; i < data.Length; i += 2) {                    Color col;                    if (ColorUtility.TryParseHtmlString("#" + data[i + 1], out col)) {                        typeColors.Add(data[i], col);                    }                }            }            public void OnBeforeSerialize() {                // Serialize typeColors                typeColorsData = "";                foreach (var item in typeColors) {                    typeColorsData += item.Key + "," + ColorUtility.ToHtmlStringRGB(item.Value) + ",";                }            }        }        /// <summary> Get settings of current active editor </summary>        public static Settings GetSettings() {            if (XNodeEditor.NodeEditorWindow.current == null) return new Settings();            if (lastEditor != XNodeEditor.NodeEditorWindow.current.graphEditor&&NodeEditorWindow.current.graphEditor!=null) {                object[] attribs = XNodeEditor.NodeEditorWindow.current.graphEditor.GetType().GetCustomAttributes(typeof(XNodeEditor.NodeGraphEditor.CustomNodeGraphEditorAttribute), true);                if (attribs.Length == 1) {                    XNodeEditor.NodeGraphEditor.CustomNodeGraphEditorAttribute attrib = attribs[0] as XNodeEditor.NodeGraphEditor.CustomNodeGraphEditorAttribute;                    lastEditor = XNodeEditor.NodeEditorWindow.current.graphEditor;                    lastKey = attrib.editorPrefsKey;                } else return null;            }            if (!settings.ContainsKey(lastKey)) VerifyLoaded();            return settings[lastKey];        }#if UNITY_2019_1_OR_NEWER        [SettingsProvider]        public static SettingsProvider CreateXNodeSettingsProvider() {            SettingsProvider provider = new SettingsProvider("Preferences/Node Editor", SettingsScope.User) {                guiHandler = (searchContext) => { XNodeEditor.NodeEditorPreferences.PreferencesGUI(); },                keywords = new HashSet<string>(new [] { "xNode", "node", "editor", "graph", "connections", "noodles", "ports" })            };            return provider;        }#endif#if !UNITY_2019_1_OR_NEWER        [PreferenceItem("Node Editor")]#endif        private static void PreferencesGUI() {            VerifyLoaded();            Settings settings = NodeEditorPreferences.settings[lastKey];            if (GUILayout.Button(new GUIContent("Documentation", "https://github.com/Siccity/xNode/wiki"), GUILayout.Width(100))) Application.OpenURL("https://github.com/Siccity/xNode/wiki");            EditorGUILayout.Space();            NodeSettingsGUI(lastKey, settings);            GridSettingsGUI(lastKey, settings);            SystemSettingsGUI(lastKey, settings);            TypeColorsGUI(lastKey, settings);            if (GUILayout.Button(new GUIContent("Set Default", "Reset all values to default"), GUILayout.Width(120))) {                ResetPrefs();            }        }        private static void GridSettingsGUI(string key, Settings settings) {            //Label            EditorGUILayout.LabelField("Grid", EditorStyles.boldLabel);            settings.gridSnap = EditorGUILayout.Toggle(new GUIContent("Snap", "Hold CTRL in editor to invert"), settings.gridSnap);            settings.zoomToMouse = EditorGUILayout.Toggle(new GUIContent("Zoom to Mouse", "Zooms towards mouse position"), settings.zoomToMouse);            EditorGUILayout.LabelField("Zoom");            EditorGUI.indentLevel++;            settings.maxZoom = EditorGUILayout.FloatField(new GUIContent("Max", "Upper limit to zoom"), settings.maxZoom);            settings.minZoom = EditorGUILayout.FloatField(new GUIContent("Min", "Lower limit to zoom"), settings.minZoom);            EditorGUI.indentLevel--;            settings.gridLineColor = EditorGUILayout.ColorField("Color", settings.gridLineColor);            settings.gridBgColor = EditorGUILayout.ColorField(" ", settings.gridBgColor);            if (GUI.changed) {                SavePrefs(key, settings);                NodeEditorWindow.RepaintAll();            }            EditorGUILayout.Space();        }        private static void SystemSettingsGUI(string key, Settings settings) {            //Label            EditorGUILayout.LabelField("System", EditorStyles.boldLabel);            settings.autoSave = EditorGUILayout.Toggle(new GUIContent("Autosave", "Disable for better editor performance"), settings.autoSave);            if (GUI.changed) SavePrefs(key, settings);            EditorGUILayout.Space();        }        private static void NodeSettingsGUI(string key, Settings settings) {            //Label            EditorGUILayout.LabelField("Node", EditorStyles.boldLabel);            settings.highlightColor = EditorGUILayout.ColorField("Selection", settings.highlightColor);            settings.noodlePath = (NoodlePath) EditorGUILayout.EnumPopup("Noodle path", (Enum) settings.noodlePath);            settings.noodleStroke = (NoodleStroke) EditorGUILayout.EnumPopup("Noodle stroke", (Enum) settings.noodleStroke);            settings.portTooltips = EditorGUILayout.Toggle("Port Tooltips", settings.portTooltips);            settings.dragToCreate = EditorGUILayout.Toggle(new GUIContent("Drag to Create", "Drag a port connection anywhere on the grid to create and connect a node"), settings.dragToCreate);            if (GUI.changed) {                SavePrefs(key, settings);                NodeEditorWindow.RepaintAll();            }            EditorGUILayout.Space();        }        private static void TypeColorsGUI(string key, Settings settings) {            //Label            EditorGUILayout.LabelField("Types", EditorStyles.boldLabel);            //Clone keys so we can enumerate the dictionary and make changes.            var typeColorKeys = new List<Type>(typeColors.Keys);            //Display type colors. Save them if they are edited by the user            foreach (var type in typeColorKeys) {                string typeColorKey = NodeEditorUtilities.PrettyName(type);                Color col = typeColors[type];                EditorGUI.BeginChangeCheck();                EditorGUILayout.BeginHorizontal();                col = EditorGUILayout.ColorField(typeColorKey, col);                EditorGUILayout.EndHorizontal();                if (EditorGUI.EndChangeCheck()) {                    typeColors[type] = col;                    if (settings.typeColors.ContainsKey(typeColorKey)) settings.typeColors[typeColorKey] = col;                    else settings.typeColors.Add(typeColorKey, col);                    SavePrefs(key, settings);                    NodeEditorWindow.RepaintAll();                }            }        }        /// <summary> Load prefs if they exist. Create if they don't </summary>        private static Settings LoadPrefs() {            // Create settings if it doesn't exist            if (!EditorPrefs.HasKey(lastKey)) {                if (lastEditor != null) EditorPrefs.SetString(lastKey, JsonUtility.ToJson(lastEditor.GetDefaultPreferences()));                else EditorPrefs.SetString(lastKey, JsonUtility.ToJson(new Settings()));            }            return JsonUtility.FromJson<Settings>(EditorPrefs.GetString(lastKey));        }        /// <summary> Delete all prefs </summary>        public static void ResetPrefs() {            if (EditorPrefs.HasKey(lastKey)) EditorPrefs.DeleteKey(lastKey);            if (settings.ContainsKey(lastKey)) settings.Remove(lastKey);            typeColors = new Dictionary<Type, Color>();            VerifyLoaded();            NodeEditorWindow.RepaintAll();        }        /// <summary> Save preferences in EditorPrefs </summary>        private static void SavePrefs(string key, Settings settings) {            EditorPrefs.SetString(key, JsonUtility.ToJson(settings));        }        /// <summary> Check if we have loaded settings for given key. If not, load them </summary>        private static void VerifyLoaded() {            if (!settings.ContainsKey(lastKey)) settings.Add(lastKey, LoadPrefs());        }        /// <summary> Return color based on type </summary>        public static Color GetTypeColor(System.Type type) {            VerifyLoaded();            if (type == null) return Color.gray;            Color col;            if (!typeColors.TryGetValue(type, out col)) {                string typeName = type.PrettyName();                if (settings[lastKey].typeColors.ContainsKey(typeName)) typeColors.Add(type, settings[lastKey].typeColors[typeName]);                else {#if UNITY_5_4_OR_NEWER                    UnityEngine.Random.State oldState = UnityEngine.Random.state;                    UnityEngine.Random.InitState(typeName.GetHashCode());#else                    int oldSeed = UnityEngine.Random.seed;                    UnityEngine.Random.seed = typeName.GetHashCode();#endif                    col = new Color(UnityEngine.Random.value, UnityEngine.Random.value, UnityEngine.Random.value);                    typeColors.Add(type, col);#if UNITY_5_4_OR_NEWER                    UnityEngine.Random.state = oldState;#else                    UnityEngine.Random.seed = oldSeed;#endif                }            }            return col;        }    }}
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