StyleManager.cs
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using System;
using System.Collections.Generic;
using System.Linq;
using UnityEditor.Experimental;
using UnityEditor.StyleSheets;
using UnityEngine;
using UnityEngine.Timeline;
namespace UnityEditor.Timeline
{
static class StyleManager
{
static readonly StyleState[] k_StyleStates = { StyleState.any };
static readonly string k_ErrorCannotFindStyle = L10n.Tr("Cannot find style {0} for {1}");
static Dictionary<Type, GUIStyle> s_CustomStyles = new Dictionary<Type, GUIStyle>();
static GUISkin s_CurrentSkin;
public static GUIStyle UssStyleForType(Type type)
{
ClearCacheIfInvalid();
GUIStyle cachedStyle;
if (s_CustomStyles.TryGetValue(type, out cachedStyle))
return cachedStyle;
var style = DirectorStyles.GetGUIStyle(DirectorStyles.markerDefaultStyle);
var customStyleForType = CustomStyleForType(type);
if (customStyleForType != null)
{
if (IsStyleValid(customStyleForType))
style = DirectorStyles.GetGUIStyle(customStyleForType);
else
Debug.LogWarningFormat(k_ErrorCannotFindStyle, customStyleForType, type.Name);
}
s_CustomStyles.Add(type, style);
return style;
}
static string CustomStyleForType(Type type)
{
var attr = (CustomStyleAttribute)type.GetCustomAttributes(typeof(CustomStyleAttribute), true).FirstOrDefault();
return attr != null ? attr.ussStyle : null;
}
static bool IsStyleValid(string ussStyle)
{
return GUISkin.current.FindStyle(ussStyle) != null || EditorResources.styleCatalog.GetStyle(ussStyle, k_StyleStates).IsValid();
}
static void ClearCacheIfInvalid()
{
if (s_CurrentSkin != GUISkin.current)
s_CustomStyles.Clear();
s_CurrentSkin = GUISkin.current;
}
}
}