Initial Commit

This commit is contained in:
Sebastian Cabrera 2021-08-02 05:44:37 -04:00
parent 53eb92e9af
commit 270ab7d11f
15341 changed files with 700234 additions and 0 deletions

View file

@ -0,0 +1,26 @@
using System;
namespace UnityEditor.Timeline.Actions
{
/// <summary>
/// Define the activeness of an action depending on its timeline mode.
/// </summary>
/// <seealso cref="TimelineModes"/>
[AttributeUsage(AttributeTargets.Class)]
public class ActiveInModeAttribute : Attribute
{
/// <summary>
/// Modes that will be used for activeness of an action.
/// </summary>
public TimelineModes modes { get; }
/// <summary>
/// Defines in which mode the action will be active.
/// </summary>
/// <param name="timelineModes">Modes that will define activeness of the action.</param>
public ActiveInModeAttribute(TimelineModes timelineModes)
{
modes = timelineModes;
}
}
}

View file

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 3a784fb721704576b3b4c3a7f3324264
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View file

@ -0,0 +1,51 @@
using System;
using UnityEngine;
namespace UnityEditor.Timeline.Actions
{
/// <summary>
/// Use this attribute to add a menu item to a context menu.
/// Used to indicate path and priority that are auto added to the menu
/// (examples can be found on <see href="https://docs.unity3d.com/ScriptReference/MenuItem.html"/>).
/// </summary>
/// <example>
/// <code source="../../DocCodeExamples/TimelineAttributesExamples.cs" region="declare-menuEntryAttribute" title="menuEntryAttr"/>
/// </example>
/// <remarks>
/// Unlike Menu item, MenuEntryAttribute doesn't handle shortcuts in the menu name. See <see cref="TimelineShortcutAttribute"/>.
/// </remarks>
[AttributeUsage(AttributeTargets.Class)]
public class MenuEntryAttribute : Attribute
{
internal readonly int priority;
internal readonly string name;
internal readonly string subMenuPath;
/// <summary>
/// Constructor for Menu Entry Attribute to define information about the menu item for an action.
/// </summary>
/// <param name="path">Path to the menu. If there is a "/" in the path, it will create one (or multiple) submenu items.</param>
/// <param name="priority">Priority to decide where the menu will be positioned in the menu.
/// The lower the priority, the higher the menu item will be in the context menu.
/// </param>
/// <seealso cref="MenuPriority"/>
public MenuEntryAttribute(string path = default, int priority = MenuPriority.defaultPriority)
{
path = path ?? string.Empty;
path = L10n.Tr(path);
this.priority = priority;
var index = path.LastIndexOf('/');
if (index >= 0)
{
name = (index == path.Length - 1) ? string.Empty : path.Substring(index + 1);
subMenuPath = path.Substring(0, index + 1);
}
else
{
name = path;
subMenuPath = string.Empty;
}
}
}
}

View file

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: e6870f707805737429a719f575621041
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View file

@ -0,0 +1,71 @@
using System;
using System.Linq;
using UnityEditor.ShortcutManagement;
using UnityEngine;
namespace UnityEditor.Timeline
{
[AttributeUsage(AttributeTargets.Class, Inherited = false)]
class ShortcutAttribute : Attribute
{
readonly string m_Identifier;
readonly string m_EventCommandName;
readonly string m_MenuShortcut;
public ShortcutAttribute(string identifier)
{
m_Identifier = identifier;
m_EventCommandName = identifier;
}
public ShortcutAttribute(string identifier, string commandName)
{
m_Identifier = identifier;
m_EventCommandName = commandName;
}
public ShortcutAttribute(KeyCode key, ShortcutModifiers modifiers = ShortcutModifiers.None)
{
m_MenuShortcut = new KeyCombination(key, modifiers).ToMenuShortcutString();
}
public string GetMenuShortcut()
{
if (m_MenuShortcut != null)
return m_MenuShortcut;
//find the mapped shortcut in the shortcut manager
var shortcut = ShortcutIntegration.instance.directory.FindShortcutEntry(m_Identifier);
if (shortcut != null && shortcut.combinations.Any())
{
return KeyCombination.SequenceToMenuString(shortcut.combinations);
}
return string.Empty;
}
public bool MatchesEvent(Event evt)
{
if (evt.type != EventType.ExecuteCommand)
return false;
return evt.commandName == m_EventCommandName;
}
}
[AttributeUsage(AttributeTargets.Class, AllowMultiple = true, Inherited = false)]
class ShortcutPlatformOverrideAttribute : ShortcutAttribute
{
RuntimePlatform platform { get; }
public ShortcutPlatformOverrideAttribute(RuntimePlatform platform, KeyCode key, ShortcutModifiers modifiers = ShortcutModifiers.None)
: base(key, modifiers)
{
this.platform = platform;
}
public bool MatchesCurrentPlatform()
{
return Application.platform == platform;
}
}
}

View file

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: c50a694a8232898498c1cdd47ce9873f
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View file

@ -0,0 +1,24 @@
using UnityEditor.ShortcutManagement;
using UnityEngine;
namespace UnityEditor.Timeline.Actions
{
/// <summary>
/// Use this attribute to make an action work with the shortcut system.
/// </summary>
/// <example>
/// TimelineShortcutAttribute needs to be added to a static method.
/// <code source="../../DocCodeExamples/TimelineAttributesExamples.cs" region="declare-timelineShortcutAttr" title="TimelineShortcutAttr"/>
/// </example>
public class TimelineShortcutAttribute : ShortcutManagement.ShortcutAttribute
{
/// <summary>
/// TimelineShortcutAttribute Constructor
/// </summary>
/// <param name="id">Id to register the shortcut. It will automatically be prefix by 'Timeline/' in order to be in the 'Timeline' section of the shortcut manager.</param>
/// <param name="defaultKeyCode">Optional key code for default binding.</param>
/// <param name="defaultShortcutModifiers">Optional shortcut modifiers for default binding.</param>
public TimelineShortcutAttribute(string id, KeyCode defaultKeyCode, ShortcutModifiers defaultShortcutModifiers = ShortcutModifiers.None)
: base("Timeline/" + id, typeof(TimelineWindow), defaultKeyCode, defaultShortcutModifiers) {}
}
}

View file

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: bbfc068399dbc814d96ebf991a1e5764
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant: