mirror of
https://github.com/sinai-dev/UnityExplorer.git
synced 2025-06-16 22:27:45 +08:00
199 lines
9.0 KiB
C#
199 lines
9.0 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using UnityEngine;
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using UnityEngine.UI;
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using UnityExplorer.Core.Search;
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using UnityExplorer.UI.Models;
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using UnityExplorer.UI.Panels;
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using UnityExplorer.UI.Utility;
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using UnityExplorer.UI.Widgets.AutoComplete;
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namespace UnityExplorer.UI.Widgets
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{
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public class ObjectSearch : UIModel
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{
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public ObjectExplorer Parent { get; }
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public ObjectSearch(ObjectExplorer parent)
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{
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Parent = parent;
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}
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private SearchContext m_context = SearchContext.UnityObject;
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private SceneFilter m_sceneFilter = SceneFilter.Any;
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private ChildFilter m_childFilter = ChildFilter.Any;
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public ButtonListSource<object> dataHandler;
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private ScrollPool resultsScrollPool;
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private List<object> currentResults = new List<object>();
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public override GameObject UIRoot => uiRoot;
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private GameObject uiRoot;
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private GameObject sceneFilterRow;
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private GameObject childFilterRow;
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private GameObject unityObjectClassRow;
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private InputField nameInputField;
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private InputField classInputField;
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private Text resultsLabel;
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public List<object> GetEntries() => currentResults;
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private void OnContextDropdownChanged(int value)
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{
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m_context = (SearchContext)value;
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// show/hide other filters depending on what we just selected.
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bool shouldShowGoFilters = m_context == SearchContext.GameObject
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|| m_context == SearchContext.Component
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|| m_context == SearchContext.Custom;
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sceneFilterRow.SetActive(shouldShowGoFilters);
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childFilterRow.SetActive(shouldShowGoFilters);
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unityObjectClassRow.SetActive(m_context == SearchContext.Custom);
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}
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private void OnSceneFilterDropChanged(int value) => m_sceneFilter = (SceneFilter)value;
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private void OnChildFilterDropChanged(int value) => m_childFilter = (ChildFilter)value;
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public void DoSearch()
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{
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if (m_context == SearchContext.Singleton)
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currentResults = SearchProvider.SingletonSearch(nameInputField.text);
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else if (m_context == SearchContext.StaticClass)
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currentResults = SearchProvider.StaticClassSearch(nameInputField.text);
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else
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{
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string compType = "";
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if (m_context == SearchContext.Custom)
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compType = classInputField.text;
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currentResults = SearchProvider.UnityObjectSearch(nameInputField.text, compType, m_context, m_childFilter, m_sceneFilter);
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}
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dataHandler.RefreshData();
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resultsScrollPool.RefreshCells(true);
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resultsLabel.text = $"{currentResults.Count} results";
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}
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public void SetCell(ButtonCell<object> cell, int index)
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{
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if (m_context == SearchContext.StaticClass)
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{
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cell.buttonText.text = SignatureHighlighter.HighlightTypeName(currentResults[index].GetActualType());
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}
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else
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cell.buttonText.text = ToStringUtility.ToString(currentResults[index], currentResults[index].GetActualType());
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}
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private void OnCellClicked(int dataIndex)
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{
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ExplorerCore.Log("TODO");
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}
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private bool ShouldDisplayCell(object arg1, string arg2) => true;
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public override void ConstructUI(GameObject parent)
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{
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uiRoot = UIFactory.CreateVerticalGroup(parent, "ObjectSearch", true, true, true, true, 2, new Vector4(2, 2, 2, 2));
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UIFactory.SetLayoutElement(uiRoot, flexibleHeight: 9999);
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// Search context row
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var contextGroup = UIFactory.CreateHorizontalGroup(uiRoot, "SearchContextRow", false, true, true, true, 2, new Vector4(2, 2, 2, 2));
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UIFactory.SetLayoutElement(contextGroup, minHeight: 25, flexibleHeight: 0);
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var contextLbl = UIFactory.CreateLabel(contextGroup, "SearchContextLabel", "Searching for:", TextAnchor.MiddleLeft);
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UIFactory.SetLayoutElement(contextLbl.gameObject, minWidth: 110, flexibleWidth: 0);
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var contextDropObj = UIFactory.CreateDropdown(contextGroup, out Dropdown contextDrop, null, 14, OnContextDropdownChanged);
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foreach (var name in Enum.GetNames(typeof(SearchContext)))
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contextDrop.options.Add(new Dropdown.OptionData(name));
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UIFactory.SetLayoutElement(contextDropObj, minHeight: 25, flexibleHeight: 0, flexibleWidth: 9999);
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// Unity class input
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unityObjectClassRow = UIFactory.CreateHorizontalGroup(uiRoot, "UnityClassRow", false, true, true, true, 2, new Vector4(2, 2, 2, 2));
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UIFactory.SetLayoutElement(unityObjectClassRow, minHeight: 25, flexibleHeight: 0);
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var unityClassLbl = UIFactory.CreateLabel(unityObjectClassRow, "UnityClassLabel", "Custom Type:", TextAnchor.MiddleLeft);
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UIFactory.SetLayoutElement(unityClassLbl.gameObject, minWidth: 110, flexibleWidth: 0);
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var classInputObj = UIFactory.CreateInputField(unityObjectClassRow, "ClassInput", "...", out this.classInputField);
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UIFactory.SetLayoutElement(classInputObj, minHeight: 25, flexibleHeight: 0, flexibleWidth: 9999);
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new TypeCompleter(typeof(UnityEngine.Object), classInputField);
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unityObjectClassRow.SetActive(false);
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// Child filter row
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childFilterRow = UIFactory.CreateHorizontalGroup(uiRoot, "ChildFilterRow", false, true, true, true, 2, new Vector4(2, 2, 2, 2));
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UIFactory.SetLayoutElement(childFilterRow, minHeight: 25, flexibleHeight: 0);
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var childLbl = UIFactory.CreateLabel(childFilterRow, "ChildLabel", "Child filter:", TextAnchor.MiddleLeft);
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UIFactory.SetLayoutElement(childLbl.gameObject, minWidth: 110, flexibleWidth: 0);
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var childDropObj = UIFactory.CreateDropdown(childFilterRow, out Dropdown childDrop, null, 14, OnChildFilterDropChanged);
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foreach (var name in Enum.GetNames(typeof(ChildFilter)))
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childDrop.options.Add(new Dropdown.OptionData(name));
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UIFactory.SetLayoutElement(childDropObj, minHeight: 25, flexibleHeight: 0, flexibleWidth: 9999);
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childFilterRow.SetActive(false);
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// Scene filter row
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sceneFilterRow = UIFactory.CreateHorizontalGroup(uiRoot, "SceneFilterRow", false, true, true, true, 2, new Vector4(2, 2, 2, 2));
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UIFactory.SetLayoutElement(sceneFilterRow, minHeight: 25, flexibleHeight: 0);
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var sceneLbl = UIFactory.CreateLabel(sceneFilterRow, "SceneLabel", "Scene filter:", TextAnchor.MiddleLeft);
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UIFactory.SetLayoutElement(sceneLbl.gameObject, minWidth: 110, flexibleWidth: 0);
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var sceneDropObj = UIFactory.CreateDropdown(sceneFilterRow, out Dropdown sceneDrop, null, 14, OnSceneFilterDropChanged);
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foreach (var name in Enum.GetNames(typeof(SceneFilter)))
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sceneDrop.options.Add(new Dropdown.OptionData(name));
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UIFactory.SetLayoutElement(sceneDropObj, minHeight: 25, flexibleHeight: 0, flexibleWidth: 9999);
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sceneFilterRow.SetActive(false);
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// Name filter input
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var nameRow = UIFactory.CreateHorizontalGroup(uiRoot, "NameRow", true, true, true, true, 2, new Vector4(2, 2, 2, 2));
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UIFactory.SetLayoutElement(nameRow, minHeight: 25, flexibleHeight: 0);
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var nameLbl = UIFactory.CreateLabel(nameRow, "NameFilterLabel", "Name contains:", TextAnchor.MiddleLeft);
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UIFactory.SetLayoutElement(nameLbl.gameObject, minWidth: 110, flexibleWidth: 0);
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var nameInputObj = UIFactory.CreateInputField(nameRow, "NameFilterInput", "...", out this.nameInputField);
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UIFactory.SetLayoutElement(nameInputObj, minHeight: 25, flexibleHeight: 0, flexibleWidth: 9999);
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// Search button
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var searchButton = UIFactory.CreateButton(uiRoot, "SearchButton", "Search", DoSearch);
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UIFactory.SetLayoutElement(searchButton.gameObject, minHeight: 25, flexibleHeight: 0);
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// Results count label
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var resultsCountRow = UIFactory.CreateHorizontalGroup(uiRoot, "ResultsCountRow", true, true, true, true);
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UIFactory.SetLayoutElement(resultsCountRow, minHeight: 25, flexibleHeight: 0);
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resultsLabel = UIFactory.CreateLabel(resultsCountRow, "ResultsLabel", "0 results", TextAnchor.MiddleCenter);
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// RESULTS SCROLL POOL
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dataHandler = new ButtonListSource<object>(resultsScrollPool, GetEntries, SetCell, ShouldDisplayCell, OnCellClicked);
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resultsScrollPool = UIFactory.CreateScrollPool(uiRoot, "ResultsList", out GameObject scrollObj, out GameObject scrollContent);
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resultsScrollPool.Initialize(dataHandler, ButtonCell<object>.CreatePrototypeCell(uiRoot));
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UIFactory.SetLayoutElement(scrollObj, flexibleHeight: 9999);
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}
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}
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}
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