39 lines
1.6 KiB
C#
39 lines
1.6 KiB
C#
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#if UNITY_EDITOR
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using UnityEditor;
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namespace UnityEngine.InputSystem.Editor
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{
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// Note that non-existing caching here is intentional since icon selected might be theme dependent.
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// There is no reason to cache icons unless there is a significant performance impact on the editor.
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/// <summary>
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/// Provides access to icons associated with <see cref="InputActionAsset"/> and <see cref="InputActionReference"/>.
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/// </summary>
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internal static class InputActionAssetIconLoader
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{
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private const string kActionIcon = "Packages/com.unity.inputsystem/InputSystem/Editor/Icons/InputAction.png";
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private const string kAssetIcon = "Packages/com.unity.inputsystem/InputSystem/Editor/Icons/InputActionAsset.png";
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/// <summary>
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/// Attempts to load the icon associated with an <see cref="InputActionAsset"/>.
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/// </summary>
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/// <returns>Icon resource reference or <code>null</code> if the resource could not be loaded.</returns>
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internal static Texture2D LoadAssetIcon()
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{
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return (Texture2D)EditorGUIUtility.Load(kAssetIcon);
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}
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/// <summary>
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/// Attempts to load the icon associated with an <see cref="InputActionReference"/> sub-asset of an
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/// <see cref="InputActionAsset"/>.
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/// </summary>
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/// <returns>Icon resource reference or <code>null</code> if the resource could not be loaded.</returns>
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internal static Texture2D LoadActionIcon()
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{
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return (Texture2D)EditorGUIUtility.Load(kActionIcon);
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}
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}
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}
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#endif // #if UNITY_EDITOR
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