UnityGame/Library/PackageCache/com.unity.collab-proxy/Editor/PlasticSCM/Views/PendingChanges/DrawCommentTextArea.cs
2024-10-27 10:53:47 +03:00

120 lines
4.0 KiB
C#

using System.Reflection;
using UnityEditor;
using UnityEngine;
using PlasticGui;
using Unity.PlasticSCM.Editor.UI;
namespace Unity.PlasticSCM.Editor.Views.PendingChanges
{
internal static class DrawCommentTextArea
{
internal static void For(
PendingChangesTab pendingChangesTab,
float width,
bool isOperationRunning)
{
using (new GuiEnabled(!isOperationRunning))
{
EditorGUILayout.BeginHorizontal();
Rect textAreaRect = BuildTextAreaRect(
pendingChangesTab.CommentText,
width);
EditorGUI.BeginChangeCheck();
pendingChangesTab.CommentText = DoTextArea(
pendingChangesTab.CommentText ?? string.Empty,
pendingChangesTab.ForceToShowComment,
textAreaRect);
pendingChangesTab.ForceToShowComment = false;
if (EditorGUI.EndChangeCheck())
OnTextAreaChanged(pendingChangesTab);
if (string.IsNullOrEmpty(pendingChangesTab.CommentText))
{
DoPlaceholderIfNeeded(PlasticLocalization.GetString(PlasticLocalization.Name.CheckinOnlyComment),
textAreaRect);
}
EditorGUILayout.EndHorizontal();
}
}
static void OnTextAreaChanged(PendingChangesTab pendingChangesTab)
{
pendingChangesTab.ClearIsCommentWarningNeeded();
}
static string DoTextArea(
string text,
bool forceToShowText,
Rect textAreaRect)
{
// while the text area has the focus, the changes to
// the source string will not be picked up by the text editor.
// so, when we want to change the text programmatically
// we have to remove the focus, set the text and then reset the focus.
TextEditor textEditor = typeof(EditorGUI)
.GetField("activeEditor", BindingFlags.Static | BindingFlags.NonPublic)
.GetValue(null) as TextEditor;
bool shouldBeFocusFixed = forceToShowText && textEditor != null;
if (shouldBeFocusFixed)
EditorGUIUtility.keyboardControl = 0;
var modifiedTextAreaStyle = new GUIStyle(EditorStyles.textArea);
modifiedTextAreaStyle.padding.left = 7;
modifiedTextAreaStyle.padding.top = 5;
modifiedTextAreaStyle.stretchWidth = false;
modifiedTextAreaStyle.stretchHeight = false;
text = EditorGUI.TextArea(textAreaRect, text, modifiedTextAreaStyle);
if (shouldBeFocusFixed)
EditorGUIUtility.keyboardControl = textEditor.controlID;
return text;
}
static void DoPlaceholderIfNeeded(string placeholder, Rect textAreaRect)
{
int textAreaControlId = GUIUtility.GetControlID(FocusType.Passive) - 1;
if (EditorGUIUtility.keyboardControl == textAreaControlId)
return;
Rect hintRect = textAreaRect;
hintRect.height = EditorStyles.textArea.lineHeight;
GUI.Label(hintRect, placeholder, UnityStyles.PendingChangesTab.CommentPlaceHolder);
}
static Rect BuildTextAreaRect(string text, float width)
{
GUIStyle commentTextAreaStyle = UnityStyles.PendingChangesTab.CommentTextArea;
commentTextAreaStyle.stretchWidth = false;
// The number here (230) controls how much the right side buttons are pushed off the
// screen when window is at min width
float contentWidth = width - 230f;
Rect result = GUILayoutUtility.GetRect(
contentWidth,
UnityConstants.PLASTIC_WINDOW_COMMENT_SECTION_HEIGHT);
result.width = contentWidth;
result.height = UnityConstants.PLASTIC_WINDOW_COMMENT_SECTION_HEIGHT;
result.xMin = 50f;
return result;
}
}
}