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- using System;
- using UnityEngine;
- using UnityEngine.Rendering;
- namespace UnityEditor.Rendering
- {
- /// <summary>
- /// This attributes tells an <see cref="VolumeParameterDrawer"/> class which type of
- /// <see cref="VolumeParameter"/> it's an editor for.
- /// When you make a custom drawer for a parameter, you need add this attribute to the drawer
- /// class.
- /// </summary>
- /// <seealso cref="VolumeParameterDrawer"/>
- [AttributeUsage(AttributeTargets.Class, AllowMultiple = false)]
- public sealed class VolumeParameterDrawerAttribute : Attribute
- {
- /// <summary>
- /// A type derived from <see cref="VolumeParameter{T}"/>.
- /// </summary>
- public readonly Type parameterType;
- /// <summary>
- /// Creates a new <see cref="VolumeParameterDrawerAttribute"/> instance.
- /// </summary>
- /// <param name="parameterType">A type derived from <see cref="VolumeParameter{T}"/>.</param>
- public VolumeParameterDrawerAttribute(Type parameterType)
- {
- this.parameterType = parameterType;
- }
- }
- /// <summary>
- /// A base class to implement to draw custom editors for custom <see cref="VolumeParameter"/>.
- /// You must use a <see cref="VolumeParameterDrawerAttribute"/> to let the editor know which
- /// parameter this drawer is for.
- /// </summary>
- /// <remarks>
- /// If you do not provide a custom editor for a <see cref="VolumeParameter"/>, Unity uses the buil-in property drawers to draw the
- /// property as-is.
- /// </remarks>
- /// <example>
- /// Here's an example about how <see cref="ClampedFloatParameter"/> is implemented:
- /// <code>
- /// [VolumeParameterDrawer(typeof(ClampedFloatParameter))]
- /// class ClampedFloatParameterDrawer : VolumeParameterDrawer
- /// {
- /// public override bool OnGUI(SerializedDataParameter parameter, GUIContent title)
- /// {
- /// var value = parameter.value;
- ///
- /// if (value.propertyType != SerializedPropertyType.Float)
- /// return false;
- ///
- /// var o = parameter.GetObjectRef<ClampedFloatParameter>();
- /// EditorGUILayout.Slider(value, o.min, o.max, title);
- /// value.floatValue = Mathf.Clamp(value.floatValue, o.min, o.max);
- /// return true;
- /// }
- /// }
- /// </code>
- /// </example>
- /// <seealso cref="VolumeParameterDrawerAttribute"/>
- public abstract class VolumeParameterDrawer
- {
- // Override this and return false if you want to customize the override checkbox position,
- // else it'll automatically draw it and put the property content in a horizontal scope.
- /// <summary>
- /// Override this and return <c>false</c> if you want to customize the position of the override
- /// checkbox. If you don't, Unity automatically draws the checkbox and puts the property content in a
- /// horizontal scope.
- /// </summary>
- /// <returns><c>false</c> if the override checkbox position is customized, <c>true</c>
- /// otherwise</returns>
- public virtual bool IsAutoProperty() => true;
- /// <summary>
- /// Draws the parameter in the editor. If the input parameter is invalid you should return
- /// <c>false</c> so that Unity displays the default editor for this parameter.
- /// </summary>
- /// <param name="parameter">The parameter to draw.</param>
- /// <param name="title">The label and tooltip of the parameter.</param>
- /// <returns><c>true</c> if the input parameter is valid, <c>false</c> otherwise in which
- /// case Unity will revert to the default editor for this parameter</returns>
- public abstract bool OnGUI(SerializedDataParameter parameter, GUIContent title);
- }
- }
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