IdleGirl/Assets/Plugins/Editor/RelationsInspector/BackendUtils/MinimalBackend.cs

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using UnityEngine;
using System.Collections.Generic;
using System.Linq;
using UnityEditor;
namespace RelationsInspector.Backend
{
// for backend api reference see https://github.com/seldomU/RIBackendUtil/wiki/IGraphBackend-members
// for backend development guide see https://github.com/seldomU/RIBackendUtil/wiki/Backend-development
public abstract class MinimalBackend<T, P> : IGraphBackend<T, P> where T : class
{
protected RelationsInspectorAPI api;
#region graph construction
public virtual void Awake( GetAPI getAPI )
{
this.api = getAPI(1) as RelationsInspectorAPI;
}
// Init turns the inspection target objects into root entities of the graph
// we assume the two sets to be identical, so we're just pass them through
public virtual IEnumerable<T> Init( object target )
{
return ( target is T ) ? new T[] { target as T } : new T[ 0 ];
}
// Called when the window object is being destroyed or a new backend is replacing this one
public virtual void OnDestroy() { }
// GetRelated returns the entities that are related to the given entity, and the type of their relation
// we assume all relations to be of the same kind (default P)
public virtual IEnumerable<Relation<T, P>> GetRelations( T entity )
{
yield break;
}
#endregion
#region graph modification
// UI wants to create a relation between source and target (of type tag)
// we assume graph manipulation is unwanted and ignore the event
public virtual void CreateRelation( T source, T target ) { } // do nothing
#endregion
#region content drawing
// DrawContent is responsible for rendering entity information
// it returns the Rect that it filled
public virtual Rect DrawContent( T entity, EntityDrawContext drawContext )
{
return DrawUtil.DrawContent( GetContent( entity ), drawContext );
}
// GetRelationColor maps a relation tag value to a color
// we assume only one kind of relation, so map everything to white
public virtual Color GetRelationColor( P relationTagValue )
{
return Color.white;
}
// GetEntityTooltip returns a tooltip for the given entity, to be rendered by RI
public virtual string GetEntityTooltip( T entity )
{
return GetContent( entity ).tooltip;
}
// GetTagTooltip returns a tooltip for the given relation tag, to be rendered by RI
public virtual string GetTagTooltip( P tag )
{
if ( tag == null )
return "null";
return tag.ToString();
}
// OnGUI is responible for rendering any backend GUI, like controls or a toolbar
// returns the rect that will be used for graph drawing
// we draw no controls, so the whole space can be used for the graph
public virtual Rect OnGUI()
{
return BackendUtil.GetMaxRect();
}
// GetContent is a utility method that returns name, icon, toolip for the given entity
// if possible
public virtual GUIContent GetContent( T entity )
{
return BackendUtil.GetContent( entity );
}
#endregion
// Event handler for when the set of selected entities has changed
// we update Unity's object selection to match RI's
public virtual void OnEntitySelectionChange( T[] selection )
{
var selectedObjects = selection.OfType<Object>();
if ( !selectedObjects.Any() )
return;
Selection.objects = selectedObjects
.Select( o => GetObjectRepresentative( o ) )
.ToArray();
}
Object GetObjectRepresentative( Object obj )
{
var asComp = obj as Component;
if ( asComp != null && asComp.gameObject != null )
return asComp.gameObject;
return obj;
}
// Event handler for when Unity's editor selection has changed
// we ignore that (not syncing Unity's with RI's selection)
public virtual void OnUnitySelectionChange() { }
// Event handler for context clicks on entity widgets
// we ignore those (no context menu)
public virtual void OnEntityContextClick( IEnumerable<T> entities, GenericMenu menu ) { }
// Event handler for context clicks on relation widgets
// we ignore those (no context menu)
public virtual void OnRelationContextClick( Relation<T, P> relation, GenericMenu menu ) { }
// Event handler for generic commands
public virtual void OnCommand( string command ) { }
}
}