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