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

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using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Timeline;
namespace UnityEditor.Timeline
{
class ClipsLayer : ItemsLayer<TimelineClipGUI>
{
static readonly GUIStyle k_ConnectorIcon = DirectorStyles.Instance.connector;
public ClipsLayer(Layer layerOrder, IRowGUI parent) : base(layerOrder)
{
var track = parent.asset;
track.SortClips();
TimelineClipGUI previousClipGUI = null;
foreach (var clip in track.clips)
{
var oldClipGUI = ItemToItemGui.GetGuiForClip(clip);
var isInvalid = oldClipGUI != null && oldClipGUI.isInvalid; // HACK Make sure to carry invalidy state when refereshing the cache.
var currentClipGUI = new TimelineClipGUI(clip, parent, this) {isInvalid = isInvalid};
if (previousClipGUI != null) previousClipGUI.nextClip = currentClipGUI;
currentClipGUI.previousClip = previousClipGUI;
AddItem(currentClipGUI);
previousClipGUI = currentClipGUI;
}
//adjust zOrder based on current clip selection
foreach (var clipGUI in items)
{
if(clipGUI.IsSelected())
clipGUI.MoveToTop();
}
}
public override void Draw(Rect rect, WindowState state)
{
base.Draw(rect, state); //draw clips
DrawConnector(items);
}
static void DrawConnector(List<TimelineClipGUI> clips)
{
if (Event.current.type != EventType.Repaint)
return;
foreach (var clip in clips)
{
if (clip.previousClip != null && clip.visible && clip.treeViewRect.width > 14 &&
(DiscreteTime)clip.start == (DiscreteTime)clip.previousClip.end)
{
// draw little connector widget
var localRect = clip.treeViewRect;
localRect.x -= Mathf.Floor(k_ConnectorIcon.fixedWidth / 2.0f);
localRect.width = k_ConnectorIcon.fixedWidth;
localRect.height = k_ConnectorIcon.fixedHeight;
GUI.Label(localRect, GUIContent.none, k_ConnectorIcon);
}
}
}
}
}

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using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Timeline;
namespace UnityEditor.Timeline
{
enum Layer : byte
{
Clips,
ClipHandles,
Markers,
MarkerHeaderTrack,
MarkersOnHeader
}
struct LayerZOrder : IComparable<LayerZOrder>
{
Layer m_Layer;
int m_ZOrder;
public LayerZOrder(Layer layer, int zOrder)
{
m_Layer = layer;
m_ZOrder = zOrder;
}
public int CompareTo(LayerZOrder other)
{
if (m_Layer == other.m_Layer)
return m_ZOrder.CompareTo(other.m_ZOrder);
return m_Layer.CompareTo(other.m_Layer);
}
public static LayerZOrder operator++(LayerZOrder x)
{
return new LayerZOrder(x.m_Layer, x.m_ZOrder + 1);
}
public LayerZOrder ChangeLayer(Layer layer)
{
return new LayerZOrder(layer, m_ZOrder);
}
}
interface ILayerable
{
LayerZOrder zOrder { get; }
}
interface IZOrderProvider
{
LayerZOrder Next();
}
interface ILayer : IZOrderProvider
{
void Draw(Rect rect, WindowState state);
}
abstract class ItemsLayer<T> : ILayer where T : TimelineItemGUI
{
// provide a buffer for time-based culling to allow for UI that extends slightly beyond the time (e.g. markers)
// prevents popping of marker visibility.
const int kVisibilityBufferInPixels = 10;
int m_PreviousLayerStateHash = -1;
LayerZOrder m_LastZOrder;
public LayerZOrder Next()
{
m_NeedSort = true;
return m_LastZOrder++;
}
readonly List<T> m_Items = new List<T>();
bool m_NeedSort = true;
public virtual void Draw(Rect rect, WindowState state)
{
if (m_Items.Count <= 0) return;
Sort();
// buffer to prevent flickering of markers at boundaries
var onePixelTime = state.PixelDeltaToDeltaTime(kVisibilityBufferInPixels);
var visibleTime = state.timeAreaShownRange + new Vector2(-onePixelTime, onePixelTime);
var layerViewStateHasChanged = GetLayerViewStateChanged(rect, state);
foreach (var item in m_Items)
{
item.visible = item.end > visibleTime.x && item.start < visibleTime.y;
if (!item.visible)
continue;
item.Draw(rect, layerViewStateHasChanged, state);
}
}
public List<T> items => m_Items;
protected void AddItem(T item)
{
m_Items.Add(item);
m_NeedSort = true;
}
protected ItemsLayer(Layer layerOrder)
{
m_LastZOrder = new LayerZOrder(layerOrder, 0);
}
void Sort()
{
if (!m_NeedSort)
return;
m_Items.Sort((a, b) => a.zOrder.CompareTo(b.zOrder));
m_NeedSort = false;
}
bool GetLayerViewStateChanged(Rect rect, WindowState state)
{
var layerStateHash = rect.GetHashCode().CombineHash(state.viewStateHash);
var layerViewStateHasChanged = layerStateHash != m_PreviousLayerStateHash;
if (Event.current.type == EventType.Layout && layerViewStateHasChanged)
m_PreviousLayerStateHash = layerStateHash;
return layerViewStateHasChanged;
}
}
}

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using System;
using System.Collections.Generic;
using System.Linq;
using UnityEngine.Timeline;
namespace UnityEditor.Timeline
{
class MarkersLayer : ItemsLayer<TimelineItemGUI>
{
public MarkersLayer(Layer layerOrder, IRowGUI parent) : base(layerOrder)
{
CreateLists(parent);
}
void CreateLists(IRowGUI parent)
{
var markerCount = parent.asset.GetMarkerCount();
if (markerCount == 0) return;
var accumulator = new List<IMarker>();
var sortedMarkers = new List<IMarker>(parent.asset.GetMarkers());
var vm = TimelineWindowViewPrefs.GetTrackViewModelData(parent.asset);
sortedMarkers.Sort((lhs, rhs) =>
{
// Sort by time first
var timeComparison = lhs.time.CompareTo(rhs.time);
if (timeComparison != 0)
return timeComparison;
// If there's a collision, sort by edit timestamp
var lhsObject = lhs as object;
var rhsObject = rhs as object;
if (lhsObject.Equals(null) || rhsObject.Equals(null))
return 0;
var lhsHash = lhsObject.GetHashCode();
var rhsHash = rhsObject.GetHashCode();
if (vm.markerTimeStamps.ContainsKey(lhsHash) && vm.markerTimeStamps.ContainsKey(rhsHash))
return vm.markerTimeStamps[lhsHash].CompareTo(vm.markerTimeStamps[rhsHash]);
return 0;
});
foreach (var current in sortedMarkers)
{
// TODO: Take zoom factor into account?
if (accumulator.Count > 0 && Math.Abs(current.time - accumulator[accumulator.Count - 1].time) > TimeUtility.kTimeEpsilon)
ProcessAccumulator(accumulator, parent);
accumulator.Add(current);
}
ProcessAccumulator(accumulator, parent);
}
void ProcessAccumulator(List<IMarker> accumulator, IRowGUI parent)
{
if (accumulator.Count == 0) return;
if (accumulator.Count == 1)
{
AddItem(new TimelineMarkerGUI(accumulator[0], parent, this));
}
else
{
// Ensure that the cluster is always considered *below* the markers it contains.
var clusterZOrder = Next();
AddItem(
new TimelineMarkerClusterGUI(
accumulator.Select(m => new TimelineMarkerGUI(m, parent, this)).ToList(),
parent, this, clusterZOrder));
}
accumulator.Clear();
}
}
}

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