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- using System;
- namespace UnityEditor.Rendering
- {
- /// <summary>Used in editor drawer part to store the state of expendable areas.</summary>
- /// <typeparam name="TState">An enum to use to describe the state.</typeparam>
- /// <typeparam name="TTarget">A type given to automatically compute the key.</typeparam>
- public struct ExpandedState<TState, TTarget>
- where TState : struct, IConvertible
- {
- EditorPrefBoolFlags<TState> m_State;
- /// <summary>Constructor will create the key to store in the EditorPref the state given generic type passed.</summary>
- /// <param name="defaultValue">If key did not exist, it will be created with this value for initialization.</param>
- /// <param name="prefix">[Optional] Prefix scope of the key (Default is CoreRP)</param>
- public ExpandedState(TState defaultValue, string prefix = "CoreRP")
- {
- String Key = string.Format("{0}:{1}:UI_State", prefix, typeof(TTarget).Name);
- m_State = new EditorPrefBoolFlags<TState>(Key);
- //register key if not already there
- if (!EditorPrefs.HasKey(Key))
- {
- EditorPrefs.SetInt(Key, (int)(object)defaultValue);
- }
- }
- /// <summary>Get or set the state given the mask.</summary>
- /// <param name="mask">The filtering mask</param>
- /// <returns>True: All flagged area are expended</returns>
- public bool this[TState mask]
- {
- get { return m_State.HasFlag(mask); }
- set { m_State.SetFlag(mask, value); }
- }
- /// <summary>Accessor to the expended state of this specific mask.</summary>
- /// <param name="mask">The filtering mask</param>
- /// <returns>True: All flagged area are expended</returns>
- public bool GetExpandedAreas(TState mask)
- {
- return m_State.HasFlag(mask);
- }
- /// <summary>Setter to the expended state.</summary>
- /// <param name="mask">The filtering mask</param>
- /// <param name="value">The expended state to set</param>
- public void SetExpandedAreas(TState mask, bool value)
- {
- m_State.SetFlag(mask, value);
- }
- /// <summary> Utility to set all states to true </summary>
- public void ExpandAll()
- {
- m_State.rawValue = ~(-1);
- }
- /// <summary> Utility to set all states to false </summary>
- public void CollapseAll()
- {
- m_State.rawValue = 0;
- }
- }
- }
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