UnityGame/Library/PackageCache/com.unity.inputsystem/InputSystem/Editor/PropertyDrawers/InputControlPathDrawer.cs

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2024-10-27 10:53:47 +03:00
#if UNITY_EDITOR
using System;
using UnityEditor;
using UnityEngine.InputSystem.Layouts;
namespace UnityEngine.InputSystem.Editor
{
/// <summary>
/// Custom property drawer for string type fields that represent input control paths.
/// </summary>
/// <remarks>
/// To use this drawer on a property, apply <see cref="InputControlAttribute"/> on it. To constrain
/// what type of control is picked, set the <see cref="InputControlAttribute.layout"/> field on the
/// attribute.
///
/// <example>
/// <code>
/// // A string representing a control path. Constrain it to picking Button-type controls.
/// [InputControl(layout = "Button")]
/// [SerializeField] private string m_ControlPath;
/// </code>
/// </example>
/// </remarks>
[CustomPropertyDrawer(typeof(InputControlAttribute))]
internal sealed class InputControlPathDrawer : PropertyDrawer, IDisposable
{
private InputControlPickerState m_PickerState;
private InputControlPathEditor m_Editor;
public void Dispose()
{
m_Editor?.Dispose();
}
public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
{
if (m_PickerState == null)
m_PickerState = new InputControlPickerState();
if (m_Editor == null)
{
m_Editor = new InputControlPathEditor(property, m_PickerState,
() => property.serializedObject.ApplyModifiedProperties(),
label: label);
}
EditorGUI.BeginProperty(position, label, property);
m_Editor.OnGUI(position, label, property, () => property.serializedObject.ApplyModifiedProperties());
EditorGUI.EndProperty();
}
}
}
#endif // UNITY_EDITOR