2022-02-02 19:08:18 +03:00

252 lines
9.0 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using UnityEditor;
using UnityEditor.IMGUI.Controls;
using UnityEngine;
namespace HeurekaGames.AssetHunterPRO.BaseTreeviewImpl
{
internal class TreeViewItem<T> : TreeViewItem where T : TreeElement
{
//Data storage
public T data { get; set; }
public TreeViewItem(int id, int depth, string displayName, T data) : base(id, depth, displayName)
{
this.data = data;
}
}
internal class TreeViewWithTreeModel<T> : TreeView where T : TreeElement
{
TreeModel<T> m_TreeModel;
protected readonly List<TreeViewItem> m_Rows = new List<TreeViewItem>(100);
public event Action treeChanged;
public TreeModel<T> treeModel { get { return m_TreeModel; } }
public event Action<IList<TreeViewItem>> beforeDroppingDraggedItems;
public TreeViewWithTreeModel(TreeViewState state, TreeModel<T> model) : base(state)
{
Init(model);
}
public TreeViewWithTreeModel(TreeViewState state, MultiColumnHeader multiColumnHeader, TreeModel<T> model)
: base(state, multiColumnHeader)
{
Init(model);
}
void Init(TreeModel<T> model)
{
m_TreeModel = model;
m_TreeModel.modelChanged += ModelChanged;
}
protected void ModelChanged()
{
if (treeChanged != null)
treeChanged();
Reload();
}
protected override TreeViewItem BuildRoot()
{
int depthForHiddenRoot = -1;
return new TreeViewItem<T>(m_TreeModel.root.id, depthForHiddenRoot, m_TreeModel.root.Name, m_TreeModel.root);
}
protected override IList<TreeViewItem> BuildRows(TreeViewItem root)
{
if (m_TreeModel.root == null)
{
Debug.LogError("tree model root is null. did you call SetData()?");
}
m_Rows.Clear();
if (RequiresSorting()) //TODO MAYBE JUST CHECK HERE IS WE ARE SORTING OR NOT, IF SORTING JUST USE THE SEARCH
{
Search(m_TreeModel.root, searchString, m_Rows, IsValidElement);
}
else
{
if (m_TreeModel.root.hasChildren)
AddChildrenRecursive(m_TreeModel.root, 0, m_Rows);
}
// We still need to setup the child parent information for the rows since this
// information is used by the TreeView internal logic (navigation, dragging etc)
SetupParentsAndChildrenFromDepths(root, m_Rows);
return m_Rows;
}
//Override if we need to show lists instead of tree
protected virtual bool RequiresSorting()
{
return !string.IsNullOrEmpty(searchString);
}
protected virtual void AddChildrenRecursive(T parent, int depth, IList<TreeViewItem> newRows)
{
foreach (T child in parent.children)
{
var item = new TreeViewItem<T>(child.id, depth, child.Name, child);
newRows.Add(item);
if (child.hasChildren)
{
if (IsExpanded(child.id))
{
AddChildrenRecursive(child, depth + 1, newRows);
}
else
{
item.children = CreateChildListForCollapsedParent();
}
}
}
}
//Override this to add additional requirements
protected virtual bool IsValidElement(TreeElement element, string searchString)
{
return (string.IsNullOrEmpty(searchString) || element.Name.IndexOf(searchString, StringComparison.OrdinalIgnoreCase) >= 0);
}
protected virtual void Search(T searchFromThis, string search, List<TreeViewItem> result, Func<T, string, bool> IsValidElement)
{
const int kItemDepth = 0; // tree is flattened when searching
Stack<T> stack = new Stack<T>();
if (searchFromThis?.children != null)
{
foreach (var element in searchFromThis.children)
stack.Push((T)element);
}
while (stack.Count > 0)
{
T current = stack.Pop();
// Matches search?
if (IsValidElement(current, search))
{
result.Add(new TreeViewItem<T>(current.id, kItemDepth, current.Name, current));
}
if (current.children != null && current.children.Count > 0)
{
foreach (var element in current.children)
{
stack.Push((T)element);
}
}
}
SortSearchResult(result);
}
protected virtual void SortSearchResult(List<TreeViewItem> rows)
{
rows.Sort((x, y) => EditorUtility.NaturalCompare(x.displayName, y.displayName)); // sort by displayName by default, can be overriden for multicolumn solutions
}
protected override IList<int> GetAncestors(int id)
{
return m_TreeModel.GetAncestors(id);
}
protected override IList<int> GetDescendantsThatHaveChildren(int id)
{
return m_TreeModel.GetDescendantsThatHaveChildren(id);
}
// Dragging
//-----------
const string k_GenericDragID = "GenericDragColumnDragging";
protected override bool CanStartDrag(CanStartDragArgs args)
{
return true;
}
protected override void SetupDragAndDrop(SetupDragAndDropArgs args)
{
if (hasSearch)
return;
DragAndDrop.PrepareStartDrag();
var draggedRows = GetRows().Where(item => args.draggedItemIDs.Contains(item.id)).ToList();
DragAndDrop.SetGenericData(k_GenericDragID, draggedRows);
DragAndDrop.objectReferences = new UnityEngine.Object[] { }; // this IS required for dragging to work
string title = draggedRows.Count == 1 ? draggedRows[0].displayName : "< Multiple >";
DragAndDrop.StartDrag(title);
}
protected override DragAndDropVisualMode HandleDragAndDrop(DragAndDropArgs args)
{
// Check if we can handle the current drag data (could be dragged in from other areas/windows in the editor)
var draggedRows = DragAndDrop.GetGenericData(k_GenericDragID) as List<TreeViewItem>;
if (draggedRows == null)
return DragAndDropVisualMode.None;
// Parent item is null when dragging outside any tree view items.
switch (args.dragAndDropPosition)
{
case DragAndDropPosition.UponItem:
case DragAndDropPosition.BetweenItems:
{
bool validDrag = ValidDrag(args.parentItem, draggedRows);
if (args.performDrop && validDrag)
{
T parentData = ((TreeViewItem<T>)args.parentItem).data;
OnDropDraggedElementsAtIndex(draggedRows, parentData, args.insertAtIndex == -1 ? 0 : args.insertAtIndex);
}
return validDrag ? DragAndDropVisualMode.Move : DragAndDropVisualMode.None;
}
case DragAndDropPosition.OutsideItems:
{
if (args.performDrop)
OnDropDraggedElementsAtIndex(draggedRows, m_TreeModel.root, m_TreeModel.root.children.Count);
return DragAndDropVisualMode.Move;
}
default:
Debug.LogError("Unhandled enum " + args.dragAndDropPosition);
return DragAndDropVisualMode.None;
}
}
public virtual void OnDropDraggedElementsAtIndex(List<TreeViewItem> draggedRows, T parent, int insertIndex)
{
if (beforeDroppingDraggedItems != null)
beforeDroppingDraggedItems(draggedRows);
var draggedElements = new List<TreeElement>();
foreach (var x in draggedRows)
draggedElements.Add(((TreeViewItem<T>)x).data);
var selectedIDs = draggedElements.Select(x => x.id).ToArray();
m_TreeModel.MoveElements(parent, insertIndex, draggedElements);
SetSelection(selectedIDs, TreeViewSelectionOptions.RevealAndFrame);
}
bool ValidDrag(TreeViewItem parent, List<TreeViewItem> draggedItems)
{
TreeViewItem currentParent = parent;
while (currentParent != null)
{
if (draggedItems.Contains(currentParent))
return false;
currentParent = currentParent.parent;
}
return true;
}
}
}